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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wolfman2000</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-05T08:06:05Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building&amp;diff=105170</id>
		<title>v0.31:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building&amp;diff=105170"/>
		<updated>2010-05-06T21:21:23Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Fix once again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
Buildings can be constructed by your dwarves. Buildings have all sorts of uses.&lt;br /&gt;
The construction of a building requires resources that you can select when building.&lt;br /&gt;
&lt;br /&gt;
A building is a structure that can be placed from the build menu and then interacted with by the Set Building Tasks/Prefs command ( q ), and the View Items in Buildings command ( t ). Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build! &lt;br /&gt;
&lt;br /&gt;
Most buildings are made from raw materials or blocks, although some workshops require some additional finished items as well. &lt;br /&gt;
&lt;br /&gt;
Some buildings are placed furniture; a cage or throne sitting in a stockpile is just furniture and can be moved by haulers, washed away by flooding, etc., but when built they become a building that can be interacted with. (Or, what seems more accurate to say, a new building is created and the original furniture becomes part of that building's permanent inventory.) Some buildings can be used to define rooms. &lt;br /&gt;
&lt;br /&gt;
Buildings should be considered distinct from constructions. While both are built via the b build menu, constructions are inert to q and t, are removed by designation, and are generally more similar to terrain features. Furthermore, dwarves can place buildings on constructed floors, but buildings cannot overlap other buildings, nor can constructions overlap other constructions. Also constructions provide support while buildings do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of buildings==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* {{subst:subl|Armor stand}} * {{subst:subl|Bed}} * {{subst:subl|Seat}} * {{subst:subl|Burial receptacle}} * {{subst:subl|Door}} * {{subst:subl|Floodgate}} * {{subst:subl|Floor hatch}} * Wall {{subst:subl|grate}} * Floor {{subst:subl|grate}} * Vertical {{subst:subl|bars}} * Floor {{subst:subl|bars}} * {{subst:subl|Cabinet}} * {{subst:subl|Container}} * {{subst:subl|Kennel}} * {{subst:subl|Farm plot}} * {{subst:subl|Weapon rack}} * {{subst:subl|Statue}} * {{subst:subl|Table}} * Paved {{subst:subl|road}} * Dirt {{subst:subl|road}} * {{subst:subl|Bridge}} * {{subst:subl|Well}} * {{subst:subl|Siege engine}} * {{subst:subl|Workshop}} * {{subst:subl|Furnace}} * Glass {{subst:subl|window}} * Gem {{subst:subl|window}} * {{subst:subl|Construction|Wall/floor/stairs}} * {{subst:subl|Trade depot}} * {{subst:subl|Trap}} * {{subst:subl|Lever}} * {{subst:subl|Machine component}}s * {{subst:subl|Support}} * {{subst:subl|Animal trap}} * {{subst:subl|Restraint}} * {{subst:subl|Cage}} * {{subst:subl|Archery target}} --&amp;gt; {{Buildings}} {{Category|Buildings}}&lt;br /&gt;
&lt;br /&gt;
All information taken from the 40d section as it was still accurate. Only the table of building was added too.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building&amp;diff=105169</id>
		<title>v0.31:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building&amp;diff=105169"/>
		<updated>2010-05-06T21:20:56Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Fix the header.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
Buildings can be constructed by your dwarves. Buildings have all sorts of uses.&lt;br /&gt;
The construction of a building requires resources that you can select when building.&lt;br /&gt;
&lt;br /&gt;
A building is a structure that can be placed from the build menu and then interacted with by the Set Building Tasks/Prefs command ( q ), and the View Items in Buildings command ( t ). Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build! &lt;br /&gt;
&lt;br /&gt;
Most buildings are made from raw materials or blocks, although some workshops require some additional finished items as well. &lt;br /&gt;
&lt;br /&gt;
Some buildings are placed furniture; a cage or throne sitting in a stockpile is just furniture and can be moved by haulers, washed away by flooding, etc., but when built they become a building that can be interacted with. (Or, what seems more accurate to say, a new building is created and the original furniture becomes part of that building's permanent inventory.) Some buildings can be used to define rooms. &lt;br /&gt;
&lt;br /&gt;
Buildings should be considered distinct from constructions. While both are built via the b build menu, constructions are inert to q and t, are removed by designation, and are generally more similar to terrain features. Furthermore, dwarves can place buildings on constructed floors, but buildings cannot overlap other buildings, nor can constructions overlap other constructions. Also constructions provide support while buildings do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==List of buildings== &amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* {{subst:subl|Armor stand}} * {{subst:subl|Bed}} * {{subst:subl|Seat}} * {{subst:subl|Burial receptacle}} * {{subst:subl|Door}} * {{subst:subl|Floodgate}} * {{subst:subl|Floor hatch}} * Wall {{subst:subl|grate}} * Floor {{subst:subl|grate}} * Vertical {{subst:subl|bars}} * Floor {{subst:subl|bars}} * {{subst:subl|Cabinet}} * {{subst:subl|Container}} * {{subst:subl|Kennel}} * {{subst:subl|Farm plot}} * {{subst:subl|Weapon rack}} * {{subst:subl|Statue}} * {{subst:subl|Table}} * Paved {{subst:subl|road}} * Dirt {{subst:subl|road}} * {{subst:subl|Bridge}} * {{subst:subl|Well}} * {{subst:subl|Siege engine}} * {{subst:subl|Workshop}} * {{subst:subl|Furnace}} * Glass {{subst:subl|window}} * Gem {{subst:subl|window}} * {{subst:subl|Construction|Wall/floor/stairs}} * {{subst:subl|Trade depot}} * {{subst:subl|Trap}} * {{subst:subl|Lever}} * {{subst:subl|Machine component}}s * {{subst:subl|Support}} * {{subst:subl|Animal trap}} * {{subst:subl|Restraint}} * {{subst:subl|Cage}} * {{subst:subl|Archery target}} --&amp;gt; {{Buildings}} {{Category|Buildings}}&lt;br /&gt;
&lt;br /&gt;
All information taken from the 40d section as it was still accurate. Only the table of building was added too.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=105168</id>
		<title>40d:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Building&amp;diff=105168"/>
		<updated>2010-05-06T21:19:50Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
A '''building''' is a structure that can be placed from the {{k|b}}uild menu and then interacted with by the Set Building Tasks/Prefs command ( {{k|q}} ), and the View Items in Buildings command ( {{k|t}} ). Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build!&lt;br /&gt;
&lt;br /&gt;
Most buildings are made from raw materials or blocks, although some {{L|workshop}}s require some additional finished items as well. &lt;br /&gt;
&lt;br /&gt;
Some buildings are placed {{L|furniture}}; a cage or throne sitting in a stockpile is just furniture and can be moved by haulers, washed away by {{L|flood}}ing, etc., but when {{k|b}}uilt they become a building that can be interacted with. (Or, what seems more accurate to say, a new building is created and the original furniture becomes part of that building's permanent inventory.)  Some buildings can be used to define {{L|room}}s.&lt;br /&gt;
&lt;br /&gt;
Buildings should be considered distinct from {{L|construction}}s. While both are built via the {{k|b}} build menu, constructions are inert to {{k|q}} and {{k|t}}, are removed by {{L|designation}}, and are generally more similar to terrain features. Furthermore, dwarves can place buildings on constructed floors, but buildings cannot overlap other buildings, nor can constructions overlap other constructions.  Also constructions provide support while buildings do not.&lt;br /&gt;
&lt;br /&gt;
==Overlap of Buildings and Constructions==&lt;br /&gt;
:''This section is valid as of version {{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
Most tiles have one of these simple states: wall, empty space, or floor.&lt;br /&gt;
&lt;br /&gt;
Nothing can be built or constructed where a {{L|wall}} tile exists. Constructions and some furniture (wells, grates, bridges) can be built over empty space. Otherwise, almost all building occurs on floor tiles, whether pre-existing, dug out or constructed.  Note that a tile that would otherwise be empty space behaves as a floored space if one z-level above a constructed wall.&lt;br /&gt;
&lt;br /&gt;
When it comes to stairs and ramps, the behavior is not very intuitive.  The table below details which building and constructions will prevent the construction of certain other buildings and constructions, since the system isn't always consistent. This table isn't necessarily complete, there's probably more buildings which are inconsistent.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! rowspan=2 |&lt;br /&gt;
! rowspan=2 | Workshop&lt;br /&gt;
! rowspan=2 | Other buildings&lt;br /&gt;
! colspan=5 | Natural&lt;br /&gt;
! colspan=5 | Constructed&lt;br /&gt;
! rowspan=2 | Open Space&lt;br /&gt;
|-&lt;br /&gt;
! Floor&lt;br /&gt;
! Up Stair&lt;br /&gt;
! Down or Up/Down Stair&lt;br /&gt;
! Up Slope&lt;br /&gt;
! Down Slope&lt;br /&gt;
! Floor&lt;br /&gt;
! Up Stair&lt;br /&gt;
! Down Stair&lt;br /&gt;
! Up Ramp&lt;br /&gt;
! Down Ramp&lt;br /&gt;
|-&lt;br /&gt;
! Workshop&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}&lt;br /&gt;
|-&lt;br /&gt;
!Other Buildings&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||Some&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Floor&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Wall&lt;br /&gt;
|{{No}}||{{Yes}}||{{Yes}}||{{Yes|Yes&amp;amp;sup1;}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Up Stair&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}&lt;br /&gt;
|-&lt;br /&gt;
!Constructed Down Stair&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{No}}||{{Yes}}&amp;amp;sup1;||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}&amp;amp;sup2;&lt;br /&gt;
|-&lt;br /&gt;
!Up/Down Stair&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{No}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}&amp;amp;sup2;&lt;br /&gt;
|-&lt;br /&gt;
!Ramp&lt;br /&gt;
|{{No}}||{{No}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{Yes}}||{{No}}||{{No}}||{{No}}||{{No}}||{{Yes}}||{{Yes}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;sup1;Destroys natural up stairs on the tile.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;sup2;Down and up/down stairs must be constructed 1 z-level above an existing up (or up/down) stair if you wish to build them in open space.&lt;br /&gt;
&lt;br /&gt;
== List of buildings ==&lt;br /&gt;
&amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* {{subst:subl|Armor stand}}&lt;br /&gt;
* {{subst:subl|Bed}}&lt;br /&gt;
* {{subst:subl|Seat}}&lt;br /&gt;
* {{subst:subl|Burial receptacle}}&lt;br /&gt;
* {{subst:subl|Door}}&lt;br /&gt;
* {{subst:subl|Floodgate}}&lt;br /&gt;
* {{subst:subl|Floor hatch}}&lt;br /&gt;
* Wall {{subst:subl|grate}}&lt;br /&gt;
* Floor {{subst:subl|grate}}&lt;br /&gt;
* Vertical {{subst:subl|bars}}&lt;br /&gt;
* Floor {{subst:subl|bars}}&lt;br /&gt;
* {{subst:subl|Cabinet}}&lt;br /&gt;
* {{subst:subl|Container}}&lt;br /&gt;
* {{subst:subl|Kennel}}&lt;br /&gt;
* {{subst:subl|Farm plot}}&lt;br /&gt;
* {{subst:subl|Weapon rack}}&lt;br /&gt;
* {{subst:subl|Statue}}&lt;br /&gt;
* {{subst:subl|Table}}&lt;br /&gt;
* Paved {{subst:subl|road}}&lt;br /&gt;
* Dirt {{subst:subl|road}}&lt;br /&gt;
* {{subst:subl|Bridge}}&lt;br /&gt;
* {{subst:subl|Well}}&lt;br /&gt;
* {{subst:subl|Siege engine}}&lt;br /&gt;
* {{subst:subl|Workshop}}&lt;br /&gt;
* {{subst:subl|Furnace}}&lt;br /&gt;
* Glass {{subst:subl|window}}&lt;br /&gt;
* Gem {{subst:subl|window}}&lt;br /&gt;
* {{subst:subl|Construction|Wall/floor/stairs}}&lt;br /&gt;
* {{subst:subl|Trade depot}}&lt;br /&gt;
* {{subst:subl|Trap}}&lt;br /&gt;
* {{subst:subl|Lever}}&lt;br /&gt;
* {{subst:subl|Machine component}}s&lt;br /&gt;
* {{subst:subl|Support}}&lt;br /&gt;
* {{subst:subl|Animal trap}}&lt;br /&gt;
* {{subst:subl|Restraint}}&lt;br /&gt;
* {{subst:subl|Cage}}&lt;br /&gt;
* {{subst:subl|Archery target}} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Buildings}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Building&amp;diff=105167</id>
		<title>v0.31:Building</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Building&amp;diff=105167"/>
		<updated>2010-05-06T21:19:02Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
Buildings can be constructed by your dwarves. Buildings have all sorts of uses.&lt;br /&gt;
The construction of a building requires resources that you can select when building.&lt;br /&gt;
&lt;br /&gt;
A building is a structure that can be placed from the build menu and then interacted with by the Set Building Tasks/Prefs command ( q ), and the View Items in Buildings command ( t ). Included in this are workshops, doors, trade depots, furniture, bridges, traps -- most of the interesting stuff your dwarves will build! &lt;br /&gt;
&lt;br /&gt;
Most buildings are made from raw materials or blocks, although some workshops require some additional finished items as well. &lt;br /&gt;
&lt;br /&gt;
Some buildings are placed furniture; a cage or throne sitting in a stockpile is just furniture and can be moved by haulers, washed away by flooding, etc., but when built they become a building that can be interacted with. (Or, what seems more accurate to say, a new building is created and the original furniture becomes part of that building's permanent inventory.) Some buildings can be used to define rooms. &lt;br /&gt;
&lt;br /&gt;
Buildings should be considered distinct from constructions. While both are built via the b build menu, constructions are inert to q and t, are removed by designation, and are generally more similar to terrain features. Furthermore, dwarves can place buildings on constructed floors, but buildings cannot overlap other buildings, nor can constructions overlap other constructions. Also constructions provide support while buildings do not.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== List of buildings == &amp;lt;!-- This big list isn't needed with that template there.&lt;br /&gt;
* {{subst:subl|Armor stand}} * {{subst:subl|Bed}} * {{subst:subl|Seat}} * {{subst:subl|Burial receptacle}} * {{subst:subl|Door}} * {{subst:subl|Floodgate}} * {{subst:subl|Floor hatch}} * Wall {{subst:subl|grate}} * Floor {{subst:subl|grate}} * Vertical {{subst:subl|bars}} * Floor {{subst:subl|bars}} * {{subst:subl|Cabinet}} * {{subst:subl|Container}} * {{subst:subl|Kennel}} * {{subst:subl|Farm plot}} * {{subst:subl|Weapon rack}} * {{subst:subl|Statue}} * {{subst:subl|Table}} * Paved {{subst:subl|road}} * Dirt {{subst:subl|road}} * {{subst:subl|Bridge}} * {{subst:subl|Well}} * {{subst:subl|Siege engine}} * {{subst:subl|Workshop}} * {{subst:subl|Furnace}} * Glass {{subst:subl|window}} * Gem {{subst:subl|window}} * {{subst:subl|Construction|Wall/floor/stairs}} * {{subst:subl|Trade depot}} * {{subst:subl|Trap}} * {{subst:subl|Lever}} * {{subst:subl|Machine component}}s * {{subst:subl|Support}} * {{subst:subl|Animal trap}} * {{subst:subl|Restraint}} * {{subst:subl|Cage}} * {{subst:subl|Archery target}} --&amp;gt; {{Buildings}} {{Category|Buildings}}&lt;br /&gt;
&lt;br /&gt;
All information taken from the 40d section as it was still accurate. Only the table of building was added too.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trapping&amp;diff=104007</id>
		<title>v0.31:Trapping</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trapping&amp;diff=104007"/>
		<updated>2010-05-06T04:24:42Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Add redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Trapper]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=104006</id>
		<title>40d:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_dissector&amp;diff=104006"/>
		<updated>2010-05-06T04:23:45Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Feels short to be of fine quality.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Animal Dissector&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Small Animal Dissection&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Extract from a dead animal&lt;br /&gt;
| workshop = {{L|Butcher's shop}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An '''animal dissector''' uses a {{L|Vermin|vermin}} creature in an {{L|Animal trap|animal trap}} to create an {{L|Extract|extract}}.  This also requires a glass {{L|Vial|vial}}.&lt;br /&gt;
&lt;br /&gt;
The only animal extracts so far are {{L|Cave spider|cave spider}} venom and {{L|Fire snake|liquid fire}}.  Neither have use so far other than as a {{L|Trade|trade}} good.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Animal_dissector&amp;diff=104005</id>
		<title>v0.31:Animal dissector</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Animal_dissector&amp;diff=104005"/>
		<updated>2010-05-06T04:23:08Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Small_animal_dissection&amp;diff=104004</id>
		<title>v0.31:Small animal dissection</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Small_animal_dissection&amp;diff=104004"/>
		<updated>2010-05-06T04:22:53Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Add redirect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Animal dissector]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=104003</id>
		<title>v0.31:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Butcher%27s_shop&amp;diff=104003"/>
		<updated>2010-05-06T04:21:47Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Stub}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job=Butchery&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Block}}&lt;br /&gt;
* {{L | Stone}}&lt;br /&gt;
* {{L | Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L | Butchery}}&lt;br /&gt;
* {{L | Small animal dissection}}&lt;br /&gt;
* {{L | Trapping}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L | Tame animals}}&lt;br /&gt;
* Corpses of untamed non-sentient animals&lt;br /&gt;
|production=&lt;br /&gt;
* {{L | Skin}}&lt;br /&gt;
* {{L | Fat}}&lt;br /&gt;
* {{L | Meat}}&lt;br /&gt;
* {{L | Bone}}&lt;br /&gt;
* {{L | Prepared organs}}&lt;br /&gt;
* {{L | Skull}}&lt;br /&gt;
* {{L | Scale}}&lt;br /&gt;
* {{L | Hooves}}&lt;br /&gt;
* {{L | Ivory}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The butcher's shop is used to butcher {{L|Tame animals}} and corpses of some slain animals as well as to process skeletons (of wild animals only). Tame animals can be designated for butchering either by pressing {{key|v}}, moving the curser over the animal and pressing {{key|s}}, or by going into the animal list by pressing {{key|z}}, {{key|Enter}} and then by choosing the animal(s) for butchering by pressing {{key|b}} while they are highlighted. It can also be used to butcher already dead animals, but only if their corpses have been placed in a refuse stockpile nearby (something like 10 tiles?) beforehand.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop is operated by any dwarf with the 'butchery' {{L|profession}} enabled.&lt;br /&gt;
&lt;br /&gt;
An butchered animal results into various items with different uses:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1px solid black&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Uses&lt;br /&gt;
|-&lt;br /&gt;
|{{L|meat}}&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared eyes&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared lungs&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared heart&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared intestines&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|chopped liver&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|tripe&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|sweetbread&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared spleen&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared kidneys&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|prepared brain&lt;br /&gt;
| food&lt;br /&gt;
|-&lt;br /&gt;
|fat&lt;br /&gt;
| can be {{L|cook|cooked}} to {{L|tallow}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|skull}} (may vary for critters with more than one head)&lt;br /&gt;
| crafting skull {{L|totem||totems}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|bone|bones}}&lt;br /&gt;
| can be crafted into bone {{L|bolt|bolts}}, bone {{L|craft|crafts}}, or used as a {{L|decoration}} material&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hoof|Hooves}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|horn|horns}}&lt;br /&gt;
| can be used for {{L|crafts}}&lt;br /&gt;
|-&lt;br /&gt;
||Nervous tissue&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|skin &lt;br /&gt;
| can be tanned into {{L|leather}}&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Hair}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|Cartilage}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|{{L|nail}}&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|Feather (if bird)&lt;br /&gt;
| ??&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The purpose of {{L|hair}}, {{L|nervous tissue}}, tusks, and other creature specific body parts and {{L|cartilage}} is not yet known.&lt;br /&gt;
&lt;br /&gt;
Corpses left to rot will become skeletons. Only those of wild animals (typically killed from hunting or traps) can be processed at the butcher's shop. Products will be only bone, skull, hoof, horn and the like (no meat, no fat, no skin).&lt;br /&gt;
&lt;br /&gt;
Note that results may vary from creature to creature as, for example, a creature without {{L|horn|horns}} will not produce any.&lt;br /&gt;
&lt;br /&gt;
Partial corpses as well as mutilated corpses seem to provide not the expected &amp;quot;full set&amp;quot;; the number of bones may be lower, organs may be missing.&lt;br /&gt;
&lt;br /&gt;
== Hauling and stockpile considerations ==&lt;br /&gt;
&lt;br /&gt;
One thing to beware of is that butchered creatures will practically explode into piles of meat, bones, fat, organs and more; this can quickly clutter up a butchers shop or risk rotting the entire pile if not enough haulers and a suitable stockpile are available. Refuse also can not be stored in containers, so every item will use up one stockpile tile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=104002</id>
		<title>40d:Butcher's shop</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Butcher%27s_shop&amp;diff=104002"/>
		<updated>2010-05-06T04:21:27Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{workshop|name=Butcher's shop|key=u|job={{L|Butchery}} &lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Animal dissector|Small animal dissection}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Animal|Tame land animal}}&lt;br /&gt;
* {{L|Corpse|Unrotten animal corpse}}&lt;br /&gt;
|production=&lt;br /&gt;
* {{L|Bone}}s&lt;br /&gt;
* {{L|Chunks}}&lt;br /&gt;
* {{L|Fat}}&lt;br /&gt;
* {{L|Meat}}&lt;br /&gt;
* {{L|Skin}}&lt;br /&gt;
* {{L|Skull}}s&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''butcher's shop''' is a {{L|workshop}} used to slaughter livestock that has been designated to be {{L|butchering|butchered}} in the z-status Animals submenu. There is no task for this in the workshop task menu; instead it will be done automatically if it isn't disabled in the {{key|o}}rder-{{key|W}} menu. Unlike butchering {{L|corpse}}s, slaughtering occurs the instant the {{L|butcher}} brings the {{L|animal}} to the shop, and so is not affected by the butcher's skill level, agility, or {{L|workshop}} {{L|clutter}}.  Although slaughtering is not affected by experience, it does provide experience in the {{L|butcher}} skill.  If you have many excess animals, you can slaughter them for gains in food, bones, skins, experience and frame rate.  &lt;br /&gt;
&lt;br /&gt;
Butchers also do the dirty job of processing animal corpses and body parts for {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s at the butcher's shop. Higher skill allows them to process these corpses faster. A corpse doesn't have to be particularly close to the workshop to trigger the task, but it needs to be on a (refuse) {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
A butcher's shop can also be used to catch {{L|vermin}} (like a {{L|kennel}}s) and make extracts from captured vermin.&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
*{{k|b}}'''Butcher a dead animal'''&lt;br /&gt;
Renders a dead animal into its component parts of {{L|meat}}, {{L|fat}}, {{L|skin}}, {{L|bone}}s, and {{L|skull}}s. Usually used on animals that your {{L|hunter}} brings back.&lt;br /&gt;
&lt;br /&gt;
*{{k|e}}'''Extract from a dead animal'''&lt;br /&gt;
Requires a caged {{L|fire snake}}, {{L|cave spider}}, or {{L|phantom spider}} and {{L|Animal dissector|animal dissection}}. Contrary to the name of the task, the vermin must be alive (though it will be dead once the task is done).&lt;br /&gt;
Produces {{L|Fire snake|liquid fire}} and {{L|venom}}, respectively.&lt;br /&gt;
&lt;br /&gt;
*{{k|a}}'''Capture a live land animal'''&lt;br /&gt;
Requires an {{L|animal trap}} and {{L|trapping}}.&lt;br /&gt;
The trapper will take the trap and chase vermin until it catches one.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Slaughtering produces a lot of products that go to a variety of {{L|stockpile}}s, and will quickly rot if they don't get stored or processed. Meat and fat go to your food stockpile, while bones, skulls, chunks, and raw hides need a {{L|refuse}} stockpile. Setting up appropriate and proximate stockpiles can speed production and reduce {{L|clutter}} in the butcher's shop.&lt;br /&gt;
* Food {{L|hauling}} is typically a low-priority {{L|job}}, and meat rots quickly if not in a stockpile - have ample dwarves (mostly) dedicated to food hauling for the jobs you produce, or your freshly butchered meat may go to waste.&lt;br /&gt;
* Butchering just one dog, a typical size 5 {{L|creature}}, will create 5 meat, 5 chunks, 5 bones, 1 skull and 1 fat - 17 items, all at once, and your butcher's shop is instantly mired into the 1st level of {{L|clutter}}, with the next task taking 2x as long as it should.  Larger animals (most {{L|domestic animal}}s are size 8-10) produce much more, creating x4 or x5 clutter delays. Therefore, it's recommended that you not only have nearby stockpiles and ample haulers, but ''multiple'' butcher's shops to distribute the workload of butchering numerous animals, each handling one in turn as the previous shop is cleared out, ready for the next job.  (As an extreme alternative, deconstructing the butcher's shop and then rebuilding it will scatter the contents on the ground and outside - where they'll quickly rot unless hauled.) Some animals travel in herds of as many as 10, and multiple herds are possible.&lt;br /&gt;
* Create custom stockpiles for raw hides close to your {{L|tanner's shop}} (see {{L|Meat_industry#Tanning|''Tanning''}}) and build your tanner's shop next to your butcher's shop.   Create custom stockpiles for bones and skulls close to your {{L|craftsdwarf's workshop}} (see {{L|Meat_industry#Bone carving|''Bone carving''}}), and change the settings on your general refuse pile(s) to ''not'' accept hides, bones or skulls.&lt;br /&gt;
* Slaughtering will produce {{L|chunk}}s, which have no use. They will just rot in your refuse pile. It is advisable to take measures to ward off {{L|thoughts|unhappy thoughts}} generated by {{L|miasma}}, such as building your butcher's shops outside or with diagonal entrances.&lt;br /&gt;
* If your butcher's shop is outdoors and you have the &amp;quot;Dwarves ignore refuse from outside&amp;quot; option set, refuse will stay in the shop. Chunks will rot away and hides will be tanned (if you have a tanner's shop), but the bones and skulls will build up, making the butcher's shop more and more {{L|Clutter|cluttered}}.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*{{L|Meat industry}}&lt;br /&gt;
*{{L|Butchery|Butchery skill}} &lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trapper&amp;diff=104001</id>
		<title>40d:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trapper&amp;diff=104001"/>
		<updated>2010-05-06T04:19:28Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Trapper&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Trapping&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Capture a live land animal&lt;br /&gt;
* Trap construction&lt;br /&gt;
* Bait trap&lt;br /&gt;
| workshop = &lt;br /&gt;
* {{L|Kennel}}&lt;br /&gt;
* {{L|Butcher's shop}}&lt;br /&gt;
}}&lt;br /&gt;
Trapping is used to catch {{L|vermin}} ({{L|creatures}} so small that they are represented by a '.' ). This function is performed at a {{L|kennel|kennels}} or {{L|butcher's shop}}, and requires {{L|animal trap}}s (not {{L|cage}}s).&lt;br /&gt;
&lt;br /&gt;
You can also trap {{L|animals}} by building a {{L|trap}} and baiting it.  This is the only way to capture {{L|river}}, {{L|magma}} or {{L|chasm}} creatures such as the {{L|purring maggot}}.&lt;br /&gt;
&lt;br /&gt;
Large animals like {{L|horse}}s or {{L|groundhog}}s can be trapped with a {{L|Trap#Cage_Trap|cage trap}}. This however does require a {{L|Mechanic}} for building and reloading the trap, not trapping. A Hauler will bring the filled cage to a {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
Experience is not granted when placing an animal trap, but when inserting the bait.&lt;br /&gt;
&lt;br /&gt;
== Caveat ==&lt;br /&gt;
Oddly, only {{L|dwarves}} with the Trapping profession enabled can make animal traps at the {{L|carpenter's workshop}} and {{L|metalsmith's forge}}.  {{ver|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trapper&amp;diff=104000</id>
		<title>v0.31:Trapper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trapper&amp;diff=104000"/>
		<updated>2010-05-06T04:18:43Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Student&amp;diff=103999</id>
		<title>v0.31:Student</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Student&amp;diff=103999"/>
		<updated>2010-05-06T04:15:24Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Stub}}&lt;br /&gt;
It is thought that as a dwarf becomes a better student they will learn more quickly from a [[teacher]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Teacher&amp;diff=103998</id>
		<title>v0.31:Teacher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Teacher&amp;diff=103998"/>
		<updated>2010-05-06T04:11:47Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
It is thought that as a dwarf becomes a better teacher they will be able to teach a [[student]] more easily.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=103997</id>
		<title>v0.31:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Skill&amp;diff=103997"/>
		<updated>2010-05-06T04:05:17Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Skills are used by dwarves to accomplist almost every task.  Higher skills allows dwarves to accomplist tasks more quickly, but also more effectively (for example mining and crafting).  Using a skill will grant experience in that skill, allows the dwarf to reach higher skill levels.  &lt;br /&gt;
&lt;br /&gt;
From the string dump, it appears that the levels are:&lt;br /&gt;
&lt;br /&gt;
:*Dabbling&lt;br /&gt;
:*Novice&lt;br /&gt;
:*Adequate&lt;br /&gt;
:*Competent&lt;br /&gt;
:*Skilled&lt;br /&gt;
:*Proficient&lt;br /&gt;
:*Talented&lt;br /&gt;
:*Adept&lt;br /&gt;
:*Expert&lt;br /&gt;
:*Professional&lt;br /&gt;
:*Accomplished&lt;br /&gt;
:*Great&lt;br /&gt;
:*Master&lt;br /&gt;
:*High Master&lt;br /&gt;
:*Grand Master&lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#ccc|#ccc|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|#ff0|#ff0|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|#fff|#fff|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|#080|#080|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Doctor}}|#808|#808|&lt;br /&gt;
* {{L|Bone doctor}}&lt;br /&gt;
* {{L|Crutch walker}}&lt;br /&gt;
* {{L|Diagnostician}}&lt;br /&gt;
* {{L|Surgeon}}&lt;br /&gt;
* {{L|Suturer}}&lt;br /&gt;
* {{L|Wound dresser}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|#880|#880|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|#008|#008|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|#888|#888|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|#0f0|#0f0|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|#00f|#00f|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|#f00|#f00|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other Jobs}}|#808|#808|&lt;br /&gt;
* {{L|Alchemist}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|#808|#808|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Military}}|#000|#000|&lt;br /&gt;
* {{L|Archer}}&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axeman}}&lt;br /&gt;
* {{L|Biter}}&lt;br /&gt;
* {{L|Crossbowman}}&lt;br /&gt;
* {{L|Dodger}}&lt;br /&gt;
* {{L|Fighter}}&lt;br /&gt;
* {{L|Hammerman}}&lt;br /&gt;
* {{L|Kicker}}&lt;br /&gt;
* {{L|Maceman}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Spearman}}&lt;br /&gt;
* {{L|Striker}}&lt;br /&gt;
* {{L|Swordsman}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Broker}}|#088|#088|&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Other}}|#088|#088|&lt;br /&gt;
* {{L|Concentration}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Observer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
* {{L|Student}}&lt;br /&gt;
* {{L|Teacher}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Skills first introduced in version 0.31.01==&lt;br /&gt;
&lt;br /&gt;
Combat:&lt;br /&gt;
&lt;br /&gt;
{{L|Fighter}}, {{L|Archer}}, {{L|Striker}}, {{L|Kicker}}, {{L|Biter}}, {{L|Dodger}}&lt;br /&gt;
&lt;br /&gt;
Healthcare:&lt;br /&gt;
&lt;br /&gt;
{{L|Wound dresser}}, {{L|Diagnostician}}, {{L|Surgeon}}, {{L|Bone doctor|Bone Doctor}}, {{L|Suturer}} ''(stitching wounds)'', {{L|Crutch walker|Crutch Walker}} ''(this is for patients rather than doctors)''&lt;br /&gt;
&lt;br /&gt;
Other:&lt;br /&gt;
&lt;br /&gt;
{{L|Miscellaneous object user}}, {{L|Student}}, {{L|Concentration}}, {{L|Observer}}, {{L|Leader}}, {{L|Teacher}},&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=103996</id>
		<title>40d:Skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Skill&amp;diff=103996"/>
		<updated>2010-05-06T04:05:01Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
:''(&amp;quot;Level&amp;quot; redirects here; if looking for information on different z-levels or layers, see {{L|z-axis}})''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Skills''' and '''Professions''' are two different things, and are distinct from '''{{L|labor|labor preferences}}''', which are distinct from '''{{L|job}}s''', but all four are closely related.&lt;br /&gt;
&lt;br /&gt;
The '''skills''' a dwarf has in an area determine how well that dwarf accomplishes {{L|job}}s in that area. A dwarf's {{L|labor}}s can be turned on or off by the player (by {{k|v}}iewing that dwarf's {{k|p}}references for {{k|l}}abors, {{k|v}} {{k|p}} {{k|l}} ), and determine what sort of jobs a dwarf is ''allowed'' to do.  A dwarf may have great skill, but until you designate the appropriate labor and queue up some corresponding {{L|job}}s, and then the dwarf actually responds and takes and finishes that job, nothing gets done. Skills increase in level with {{L|experience}}; every time a dwarf completes a task successfully, the corresponding skill will increase by an amount of experience. Once the experience total reaches the amount required for the next level, the skill level will increase.&lt;br /&gt;
&lt;br /&gt;
'''Profession''' tends to describe what a dwarf does best, as defined by their skills, ''not'' what {{L|labor}}s they are currently designated to perform.  Their profession is usually, but not always based on their best skill.  A dwarf with cooking at level 1 and no other skills has the profession of &amp;quot;{{L|cook}}&amp;quot;, but a dwarf with {{L|cooking}} 14 and {{L|armorsmith}} and {{L|weaponsmith}} and a dozen other skills all at 12 is ''also'' seen as having the profession of &amp;quot;{{L|cook}}&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Any dwarf can have ''any'' {{L|labor}} activated, even if they have absolutely no {{L|experience}} or levels in that skill. They are still the same '''profession'''.  The only difference is the speed they complete the task, and/or the {{L|Item quality|quality}} of the final product.  So by turning different {{L|labor}}s on/off, you can have your {{L|legendary}} {{L|armorsmith}} designated with the {{L|cook}}ing labor, and your expert {{L|grower}} making weapons - probably a bad plan, but nothing stops you from doing that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When {{k|A}}ctivated for the {{L|military}}, a dwarf's profession temporarily changes to a military one, but they will return to their civilian profession (if any) when de-Activated.  (Note that dwarfs with military skills in excess of Great skill (level 10) will become a {{L|Hero#Heroes_and_Champions|hero}}, abandoning any civilian professions and becoming permanently military.)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:''(If you are a new player and find yourself boggled at the variety of skills for your starting seven dwarfs, see {{L|Starting build}} for a general discussion on and examples of starting skill selection.)''&lt;br /&gt;
&lt;br /&gt;
== Profession ==&lt;br /&gt;
&lt;br /&gt;
'''Professions''' are determined in one of two ways.  For the majority of the population, the highest skill or skills of a {{L|dwarf}} determines their profession.  Also, as your fortress grows, some unique professionals will arrive, one-of-a-kind dwarfs who perform a very specific function in the community - even if that function is not always appreciated or welcome.  Such {{L|Noble#Immigrant Nobles |immigrant nobles}} will be labeled with their noble &amp;quot;professions&amp;quot;, regardless of any skills.  Also, a dwarven &amp;quot;baby&amp;quot; or &amp;quot;child&amp;quot; will carry that label as their &amp;quot;profession&amp;quot; until they are adults.  ({{L|Noble#Appointments|Appointed noble}} titles do not affect professions, but may affect skills used and improved.)&lt;br /&gt;
&lt;br /&gt;
Activating or de-activating a dwarf for the military changes their listed profession from civilian to military.  Having some military skills along with civilian skills does not make a dwarf a professional {{L|soldier}}. If a Wood Cutter has some levels in Axedwarf or a Hunter has some levels in Marksdwarf, they are still a Wood Cutter or Hunter, civilian professions, until they are activated. A dwarf with novice level of Axedwarf and Legendary Brewing will be activated as an axedwarf if that's their highest weapon skill, while a dwarf with high skill level in axedwarf and novice level in brewing will be a {{L|Brewer}} as a civilian if {{L|brewing}} is their highest civilian skill.&lt;br /&gt;
&lt;br /&gt;
A dwarf's profession also governs the possibility and likelihood, relative to the rest of the population, of entering a {{L|Strange mood#Chance|strange mood}}.&lt;br /&gt;
&lt;br /&gt;
Some non-dwarves will show professions that are not available to dwarves, like &amp;quot;{{L|Thief}}&amp;quot;, or non-dwarf {{L|soldier}}s with non-dwarf {{L|weapon}}s, like a {{L|pikeman}}. &lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, there are professions that are not available or relevant in Fortress Mode, like {{L|Drunk}} or Pikedwarf.&lt;br /&gt;
&lt;br /&gt;
=== Professions, colors, &amp;amp; skill categories ===&lt;br /&gt;
&lt;br /&gt;
Different professions are associated with a different {{L|Color schemes|color}} of dwarf. If the profession changes (due to skill levels increasing), the profession may change and the color of the dwarf with that, if appropriate.  ''(See chart below for {{L|color}}s associated to skills and professions.)'' A dwarf with the &amp;quot;{{L|peasant}}&amp;quot; profession is a dwarf that has no skills above dabbling level and/or only has skills as shown in the &amp;quot;No profession&amp;quot; box below plus isn't an active military member.  &lt;br /&gt;
&lt;br /&gt;
Some professions relate directly to one specific, (usually) dominant skill - &amp;quot;Bowyer&amp;quot; or &amp;quot;Wood Cutter&amp;quot; or &amp;quot;Wood Crafter&amp;quot;, for example.  However some professions are a general category for similar skills - &amp;quot;Woodworker&amp;quot;, in the instance of the previous 3 examples, would imply similar expertise with 2 or more skills in that one category.  The exact math varies as to how and when one particular profession vs another is chosen due to differences in and combinations of skill levels, but usually it's the highest skill(s)*.  If two skills in different categories are tied, it's the one listed first for that particular dwarf.&lt;br /&gt;
&lt;br /&gt;
:''(* Many of the &amp;quot;category&amp;quot; professions seem to be based off of the number of levels above no skill/dabbling and whether the highest skill is &amp;quot;double&amp;quot; the increase of the lesser ones.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the {{k|u}}nit page, your dwarfs are always listed ''by profession'' in the order below (provided you have any of that type) - {{L|miner}}s first, {{L|peasant}}s last* ''(represented in the &amp;quot;No profession&amp;quot; category below)''.  The colors displayed in this chart are the default Dwarf Fortress {{L|Color_schemes#Default_Scheme|color scheme}}; if you have altered those, your colors will, obviously, be altered as well.&lt;br /&gt;
&lt;br /&gt;
:''(* and {{L|child}}ren (not shown) following them in (dark) RED.)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--YES, some of these COLORS SUCK. But they're the DEFAULT DF COLORS, taken straight from the default [[color schemes]] in init.txt. Talk to Toady about it. :/  --&amp;gt;&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|Miner|#ccc|#ccc|&lt;br /&gt;
* {{L|Miner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Woodworker}}|#ff0|#ff0|&lt;br /&gt;
* {{L|Bowyer}}&lt;br /&gt;
* {{L|Carpenter}}&lt;br /&gt;
* {{L|Wood cutter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Stoneworker}}|#fff|#fff|&lt;br /&gt;
* {{L|Engraver}}&lt;br /&gt;
* {{L|Mason}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Ranger}}|#080|#080|&lt;br /&gt;
* {{L|Ambusher}}&lt;br /&gt;
* {{L|Animal caretaker}}&lt;br /&gt;
* {{L|Animal dissector}}&lt;br /&gt;
* {{L|Animal trainer}}&lt;br /&gt;
* {{L|Trapper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Metalsmith}}|#888|#888|&lt;br /&gt;
* {{L|Armorsmith}}&lt;br /&gt;
* {{L|Furnace operator}}&lt;br /&gt;
* {{L|Metal crafter}}&lt;br /&gt;
* {{L|Blacksmith|Metalsmith}}&lt;br /&gt;
* {{L|Weaponsmith}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Jeweler}}|#0f0|#0f0|&lt;br /&gt;
* {{L|Gem cutter}}&lt;br /&gt;
* {{L|Gem setter}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Craftsdwarf}}|#00f|#00f|&lt;br /&gt;
* {{L|Bone carver}}&lt;br /&gt;
* {{L|Clothier}}&lt;br /&gt;
* {{L|Glassmaker}}&lt;br /&gt;
* {{L|Leatherworker}}&lt;br /&gt;
* {{L|Stone crafter}}&lt;br /&gt;
* {{L|Weaver}}&lt;br /&gt;
* {{L|Wood crafter}}&lt;br /&gt;
* {{L|Strand extractor}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Fishery Worker}}|#008|#008|&lt;br /&gt;
* {{L|Fish cleaner}}&lt;br /&gt;
* {{L|Fish dissector}}&lt;br /&gt;
* {{L|Fisherdwarf}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}}|#880|#880|&lt;br /&gt;
* {{L|Brewer}}&lt;br /&gt;
* {{L|Butcher}}&lt;br /&gt;
* {{L|Cheese maker}}&lt;br /&gt;
* {{L|Cook}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Farmer}} (cont'd)|#880|#880|&lt;br /&gt;
* {{L|Dyer}}&lt;br /&gt;
* {{L|Grower}}&lt;br /&gt;
* {{L|Herbalist}}&lt;br /&gt;
* {{L|Lye maker}}&lt;br /&gt;
* {{L|Milker}}&lt;br /&gt;
* {{L|Miller}}&lt;br /&gt;
* {{L|Potash maker}}&lt;br /&gt;
* {{L|Soaper}}&lt;br /&gt;
* {{L|Tanner}}&lt;br /&gt;
* {{L|Thresher}}&lt;br /&gt;
* {{L|Wood burner}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Engineer}}|#f00|#f00|&lt;br /&gt;
* {{L|Mechanic}}&lt;br /&gt;
* {{L|Pump operator}}&lt;br /&gt;
* {{L|Siege engineer}}&lt;br /&gt;
* {{L|Siege operator}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|{{L|Administrator}}|#808|#808|&lt;br /&gt;
* {{L|Appraiser}}&lt;br /&gt;
* {{L|Building designer}}&lt;br /&gt;
* {{L|Organizer}}&lt;br /&gt;
* {{L|Record keeper}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
| valign='top' |&lt;br /&gt;
&lt;br /&gt;
{{Skill Box|''No profession''|#088|#088|&lt;br /&gt;
&lt;br /&gt;
''Military skills''&lt;br /&gt;
* {{L|Armor user}}&lt;br /&gt;
* {{L|Axedwarf}}&lt;br /&gt;
* {{L|Hammerdwarf}}&lt;br /&gt;
* {{L|Macedwarf}}&lt;br /&gt;
* {{L|Marksdwarf}}&lt;br /&gt;
* {{L|Shield user}}&lt;br /&gt;
* {{L|Speardwarf}}&lt;br /&gt;
* {{L|Swordsdwarf}}&lt;br /&gt;
* {{L|Wrestler}}&lt;br /&gt;
&lt;br /&gt;
''Social skills''&lt;br /&gt;
* {{L|Comedian}}&lt;br /&gt;
* {{L|Consoler}}&lt;br /&gt;
* {{L|Conversationalist}}&lt;br /&gt;
* {{L|Flatterer}}&lt;br /&gt;
* {{L|Pacifier}}&lt;br /&gt;
&lt;br /&gt;
''Broker skills''&lt;br /&gt;
* {{L|Intimidator}}&lt;br /&gt;
* {{L|Judge of intent}}&lt;br /&gt;
* {{L|Liar}}&lt;br /&gt;
* {{L|Negotiator}}&lt;br /&gt;
* {{L|Persuader}}&lt;br /&gt;
&lt;br /&gt;
''Other skills''&lt;br /&gt;
* {{L|Swimmer}}&lt;br /&gt;
* {{L|Thrower}}&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
::''(Note - Exact colors may vary with different tile-sets or {{L|color schemes|color settings}} in {{L|init.txt}}.  The above are correct for standard DF.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{L|Social skill}}s, {{L|Broker|Broker skills}}, swimming and throwing do not affect profession.  Military skills do not affect civilian professions (until they become {{L|Soldier#Heroes and Champions |Heroes}}).&lt;br /&gt;
&lt;br /&gt;
When a dwarf is activated as a {{L|soldier}}, their listed profession is generated by their best {{L|weapon}} skill. {{L|Armor user|Armor User}} and {{L|Shield User}} do not affect these military professions.  Note that in the {{k|m}}ilitary menu you can assign a dwarf a different weapon, to fight or train with, than what is listed as their profession.  A soldier with no military skills above dabbling is called a &amp;quot;recruit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
When increases in a dwarf's skills cause their profession to change, an announcement is generated.  Any dwarf can change professions if they train (enough) with a different skill.&lt;br /&gt;
&lt;br /&gt;
=== Custom profession labels ===&lt;br /&gt;
It is possible to give a dwarf a custom profession name, similar to giving them a {{L|nickname}}, through the {{k|u}}nits list or by {{k|v}}iewing them individually, or before embark if you are &amp;quot;preparing carefully&amp;quot; by viewing them in that menu.  This custom label has no effect on color, or on the actual profession that the dwarf is associated with in the game.  You can ''label'' them as Dyer or Duke or Dragonslayer, Wood Cutter or Weaponsmith or the Grand Wazoo, but if their skill levels determine that they're a Farmer, then they're a Farmer, until their skills change that.&lt;br /&gt;
&lt;br /&gt;
== Skills ==&lt;br /&gt;
A skill reflects the amount of {{L|experience}} a dwarf has.  With (or without) that skill, they can be assigned one or more different labor preferences in their individual labor menu, general activities that you approve them pursuing.  Once they accept a particular assignment, a job is generated and they proceed to apply their skill to that job.&lt;br /&gt;
&lt;br /&gt;
A single skill can be applied to many different {{L|job}}s.  For instance, a Bone Carver might carve a totem out of a skull, craft bone practice bolts for a crossbow, create bone armor, or carve bone crafts to trade.  Higher skill levels may increase the speed at which jobs are performed, the quality of the items produced, or both.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially {{L|hauling}}, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
=== Starting a new skill ===&lt;br /&gt;
&lt;br /&gt;
Dwarven peasants and members of other trades can learn a new skill by having the {{L|labor}} associated with the skill turned on in their preferences screen. The first task related to their new skill they preform will grant them the &amp;quot;Dabbling&amp;quot; skill level. Dwarves may then advance through the skill levels listed below.&lt;br /&gt;
&lt;br /&gt;
=== Skill levels ===&lt;br /&gt;
&lt;br /&gt;
To reach Novice level in any skill requires 500 XP. Reaching each successive level requires an additional 100 XP, so to go from Novice to ''No label'' requires 600 XP; ''No label'' to Competent requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.  &lt;br /&gt;
&lt;br /&gt;
Although {{L|Legendary}} is the highest skill level displayed, there are actually five skill levels above it.  These are known to have an effect on {{L|item quality}}; a Legendary dwarf will make masterpiece items 15% of the time, on average, where a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time).  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
&lt;br /&gt;
You can't find out exactly when a dwarf gets to Legendary+5, but it will happen 1000 XP before their eighth {{L|attribute}} if they have no other skills -- so when they get eight attributes, they are at Legendary+5.  Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining attributes by using a skill that has long since maxed out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Dabbling     || align=&amp;quot;right&amp;quot; | 1&lt;br /&gt;
|-&lt;br /&gt;
| Novice       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''No label'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| Competent    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| Skilled      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| Proficient   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|-&lt;br /&gt;
| Talented     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Adept        || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| Expert       || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| Professional || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| Accomplished || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|-&lt;br /&gt;
| Great        || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| Master       || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| High Master  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| Grand Master || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary    || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+1  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+2  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+3  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+4  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| Legendary+5  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Skills with odd associated labors ===&lt;br /&gt;
&lt;br /&gt;
Each skill has a corresponding [[labor]] which is usually named similarly - Miners do Mining, Carpenters do Carpentry, etc.  However, there are some exceptions:&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Skill        !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Ambusher     || Hunting&lt;br /&gt;
|-&lt;br /&gt;
| Bowyer       || Crossbow-making&lt;br /&gt;
|-&lt;br /&gt;
| Building Designer || Architecture&lt;br /&gt;
|-&lt;br /&gt;
| Engraver        || Stone Detailing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
| width=&amp;quot;33%&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Skill        !! Labor&lt;br /&gt;
|-&lt;br /&gt;
| Grower      || Farming (Fields)&lt;br /&gt;
|-&lt;br /&gt;
| Herbalist || Plant Gathering&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith || Blacksmithing&lt;br /&gt;
|-&lt;br /&gt;
|  Thresher  || Plant Processing&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''See also:''' {{L|Labor}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Skills|*]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=103995</id>
		<title>40d:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cleaning&amp;diff=103995"/>
		<updated>2010-05-06T04:04:39Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
Cleaning is a {{L|labor}} that allows your dwarves to take cleaning {{L|skill|job}}s.&lt;br /&gt;
&lt;br /&gt;
Cleaning jobs remove {{L|blood|blood, ichor}}, {{L|vomit}}{{verify}}, stagnant {{L|water}} (removed from aquariums or spilled from dropped buckets), and rubble (from used {{L|bolt}}s and {{L|siege engine|ammunition}}) from the floor and walls of your fortress.  Cleaning will not move {{L|corpse}}s, body parts, or dead {{L|vermin}}; those tasks require the {{L|hauling|refuse hauling}} labor.  Cleaning has no effect on {{L|miasma}}, which will naturally dissipate over time.&lt;br /&gt;
&lt;br /&gt;
Dwarves will only clean {{L|subterranean}} areas of the fortress, as {{L|above ground}} areas will clean automatically at the turn of every season or with {{L|rain}}.&lt;br /&gt;
&lt;br /&gt;
A dwarf who decides to clean will stand on the space to be cleaned for a moment, and that tile and all adjacent tiles will be cleaned.&lt;br /&gt;
&lt;br /&gt;
While cleaning must be activated in the labor preferences, it does not raise any skill, nor does cleaning rely on any skill to determine the speed or effectiveness with which it is done.&lt;br /&gt;
&lt;br /&gt;
{{Category|Jobs}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=103994</id>
		<title>v0.31:Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cleaning&amp;diff=103994"/>
		<updated>2010-05-06T04:04:19Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=103993</id>
		<title>v0.31:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Labor&amp;diff=103993"/>
		<updated>2010-05-06T04:03:53Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
A [[dwarf]]'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is {{L|hauling|food hauling}}, {{L|mining}}, {{L|hunting}}, or any of dozens of other tasks. For instance, only a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|trees}} whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a &amp;quot;'''job'''&amp;quot;, nor a &amp;quot;{{L|skill}}&amp;quot;.  A job is the actual task of doing something, and a skill is the experience that determines how fast a job gets done, and/or the quality of any finished product (specifics vary with skill/job), while a labor preference simply designates whether a dwarf is allowed do that sort of job or not.  You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single {{L|skill}} can possibly be applied to many different '''jobs'''.  For instance, a dwarf with the {{L|bone carving}} labor designated might carve a totem out of a skull, craft bone practice {{L|bolt}}s for a {{L|crossbow}}, create bone {{L|armor}}, or carve bone {{L|craft}}s to trade.  Each of these is a different possible job allowed by designating the associated labor, which in each of these cases is governed by the &amp;quot;bone carving&amp;quot; skill.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially {{L|haul}}ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick}} or {{L|battle axe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
==Viewing labors==&lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, access the labor screen by {{k|v}}iewing the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
Labors are divided into skill trees - for instance, accessing {{L|metalsmithing}} allows you to enable various jobs that are related to working with metal, such as {{L|weaponsmithing}} and {{L|armorsmithing}} etc.&lt;br /&gt;
&lt;br /&gt;
A category is dark gray if there are no labors under it enabled, light gray if there are some jobs enabled, and white if all jobs are enabled. ''(These distinctions can sometimes be very hard to tell apart in the default [[color scheme]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Category''' || '''Labors'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Mining ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Wood Cutting}}&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworking ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone Detailing}}&lt;br /&gt;
|-&lt;br /&gt;
| Hunting/Related ||&lt;br /&gt;
* {{L|Animal Training}}&lt;br /&gt;
* {{L|Animal Care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
* {{L|Small Animal Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Healthcare]] ||&lt;br /&gt;
* {{L|Diagnosis}}&lt;br /&gt;
* {{L|Surgery}}&lt;br /&gt;
* {{L|Setting Bones}}&lt;br /&gt;
* {{L|Suturing}}&lt;br /&gt;
* {{L|Dressing Wounds}}&lt;br /&gt;
* {{L|Feed Patients/Prisoners}}&lt;br /&gt;
* {{L|Recovering Wounded}}&lt;br /&gt;
|-&lt;br /&gt;
| Farming/Related ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanner|Tanning}}&lt;br /&gt;
* {{L|Farming}} (Fields)&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Soap Maker}}&lt;br /&gt;
* {{L|Wood Burning}}&lt;br /&gt;
* {{L|Potash Making}}&lt;br /&gt;
* {{L|Lye Making}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Plant Gathering}}&lt;br /&gt;
* {{L|Plant Processing}}&lt;br /&gt;
* {{L|Cheese Making}}&lt;br /&gt;
* {{L|Milking}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
|-&lt;br /&gt;
| Fishing/Related ||&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish Cleaning}}&lt;br /&gt;
* {{L|Fish Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmithing ||&lt;br /&gt;
* {{L|Furnace Operating}}&lt;br /&gt;
* {{L|Weaponsmithing}}&lt;br /&gt;
* {{L|Armoring}}&lt;br /&gt;
* {{L|Blacksmithing}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|-&lt;br /&gt;
| Jewelry ||&lt;br /&gt;
* {{L|Gem Cutting}}&lt;br /&gt;
* {{L|Gem Setting}}&lt;br /&gt;
|-&lt;br /&gt;
| Crafts ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Woodcrafting}}&lt;br /&gt;
* {{L|Stonecrafting}}&lt;br /&gt;
* {{L|Bone carving}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
* {{L|Strand Extracting}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| Engineering  ||&lt;br /&gt;
* {{L|Siege Engineering}}&lt;br /&gt;
* {{L|Siege Operating}}&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
* {{L|Pump Operating}}&lt;br /&gt;
|-&lt;br /&gt;
| Other Jobs ||&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Labor&amp;diff=103992</id>
		<title>23a:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Labor&amp;diff=103992"/>
		<updated>2010-05-06T04:03:33Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
A {{L|dwarf}}'s '''labor''' preferences define the tasks that he or she will do, whether it is {{L|hauling}}, {{L|mining}}, {{L|farming}}, {{L|hunting}}, {{L|crafts|craftsworking}}, erecting {{L|buildings}}, or any of dozens of other tasks. For instance, a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|trees}} whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick}} or {{L|battleaxe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
Note that a labor is '''not''' a {{L|job}}. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do the job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
== Default labors ==&lt;br /&gt;
&lt;br /&gt;
All new arrivals at the fortress (including your initial seven dwarves) will have all the {{L|hauling}} jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:&lt;br /&gt;
&lt;br /&gt;
(''Note: this is slightly incomplete/out of date'')&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Profession''' || '''Labors'''&lt;br /&gt;
|-&lt;br /&gt;
| All ||&lt;br /&gt;
* {{L|Health Care}}&lt;br /&gt;
* Stone {{L|Hauling}}&lt;br /&gt;
* Wood Hauling&lt;br /&gt;
* Item Hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food Hauling&lt;br /&gt;
* Refuse Hauling&lt;br /&gt;
* Furniture Hauling&lt;br /&gt;
* Animal Hauling&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|-&lt;br /&gt;
| Miner ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter ||&lt;br /&gt;
* {{L|Wood Cutting}}&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
* {{L|Siege Engineering}}&lt;br /&gt;
|-&lt;br /&gt;
| Mason ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone Detailing}}&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapper ||&lt;br /&gt;
* {{L|Animal Training}}&lt;br /&gt;
* {{L|Animal Care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith ||&lt;br /&gt;
* {{L|Furnace Operating}}&lt;br /&gt;
* {{L|Metalsmithing}}&lt;br /&gt;
|-&lt;br /&gt;
| Jeweler ||&lt;br /&gt;
* {{L|Jeweler|Jeweling}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Craftsworking}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf ||&lt;br /&gt;
* {{L|Fish Cleaning}}&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanning}}&lt;br /&gt;
* {{L|Farming (Fields)}}&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Alchemy}}&lt;br /&gt;
* {{L|Ashery Operating}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Farming (Workshop)}}&lt;br /&gt;
* {{L|Plant Gathering}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic ||&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
|-&lt;br /&gt;
| None ||&lt;br /&gt;
* {{L|Siege Operating}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labors and skills ==&lt;br /&gt;
&lt;br /&gt;
Each labor may have several sub-{{L|skills}} associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Profession''' || '''Labor''' || '''Associated skills''' || '''Associated buildings'''&lt;br /&gt;
|-&lt;br /&gt;
| Miner || {{L|Mining}} || {{L|Miner}} || &lt;br /&gt;
*''designated walls, {{L|ore}} veins, or {{L|gem}} clusters''&lt;br /&gt;
* build {{L|channel}}s&lt;br /&gt;
|-&lt;br /&gt;
| - || {{L|Wood Cutting}} || {{L|Wood Cutter}} || &lt;br /&gt;
*''designated {{L|trees}}''&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter || {{L|Carpentry}} || {{L|Carpenter}} || &lt;br /&gt;
*{{L|Carpenter's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| Mason || {{L|Masonry}} || {{L|Mason}} ||&lt;br /&gt;
*{{L|Mason's Workshop}}&lt;br /&gt;
*''{{L|stone}} and {{L|glass}} structure construction ({{L|bridges}}, etc.)''&lt;br /&gt;
|-&lt;br /&gt;
| Mason || {{L|Stone Detailing}} || {{L|Engraver}} ||&lt;br /&gt;
*''designated walls or floors''&lt;br /&gt;
|-&lt;br /&gt;
| Trapper || {{L|Animal Training}} || {{L|Animal Trainer}} ||&lt;br /&gt;
*{{L|Kennels}}&lt;br /&gt;
|-&lt;br /&gt;
| Trapper || {{L|Animal Care}} || {{L|Animal Caretaker}} ||&lt;br /&gt;
*''any wounded tame animal''&lt;br /&gt;
|-&lt;br /&gt;
| - || Health Care || - ||&lt;br /&gt;
*''any wounded dwarf''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Fisherdwarf ||rowspan=&amp;quot;2&amp;quot;| {{L|Fish Cleaning}} || {{L|Fish Dissector}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*{{L|Fishery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Fish Cleaner}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Butchery}} || {{L|Butcher}} ||&lt;br /&gt;
*{{L|Butcher's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Leatherworking}} || {{L|Leatherworker}} ||&lt;br /&gt;
*{{L|Leather Works}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Tanning}} || {{L|Tanner}} ||&lt;br /&gt;
*{{L|Tannery}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Farming (Fields)}} || {{L|Grower}} ||&lt;br /&gt;
*{{L|Farm Plot}}&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf || {{L|Fishing}} || {{L|Fisherdwarf}} ||&lt;br /&gt;
*''any river/pond''&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Dyeing}} || {{L|Dyer}} ||&lt;br /&gt;
*{{L|Dyer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Farmer ||rowspan=&amp;quot;2&amp;quot;| {{L|Alchemy}} || {{L|Alchemist}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*{{L|Alchemist's Laboratory}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soaper}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith || {{L|Furnace Operating}} || {{L|Furnace Operator}} ||&lt;br /&gt;
*{{L|Smelter}}&lt;br /&gt;
*{{L|Magma Smelter}}&lt;br /&gt;
*{{L|Kiln}}&lt;br /&gt;
*{{L|Magma Kiln}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Wood Burning}} || {{L|Wood Burner}} ||&lt;br /&gt;
*{{L|Wood Furnace}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Farmer ||rowspan=&amp;quot;2&amp;quot;| {{L|Ashery Operating}} || {{L|Lye Maker}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*{{L|Ashery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Potash Maker}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Metalsmith ||rowspan=&amp;quot;4&amp;quot;| {{L|Metalsmithing}} || {{L|Weaponsmith}} ||rowspan=&amp;quot;4&amp;quot;|&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
*''{{L|metal}} structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Armorsmith}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metalsmith}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metal Crafter}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Jeweler ||rowspan=&amp;quot;2&amp;quot;| {{L|Jeweling}} || {{L|Gem Cutter}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
* {{L|Jeweler's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Jeweler}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Craftsdwarf ||rowspan=&amp;quot;3&amp;quot;| {{L|Craftsworking}} || {{L|Bone Carver}} ||rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone Crafter}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood Crafter}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf || {{L|Glassmaking}} || {{L|Glassmaker}} ||&lt;br /&gt;
*{{L|Glass Furnace}}&lt;br /&gt;
*{{L|Magma Glass Furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter || {{L|Siege Engineering}} || {{L|Engineer}} ||&lt;br /&gt;
*{{L|Siege Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| - || {{L|Siege Operating}} || {{L|Operator}} ||&lt;br /&gt;
*{{L|Ballista}} or {{L|Catapult}}&lt;br /&gt;
|-&lt;br /&gt;
| Mechanic || {{L|Mechanics}} || {{L|Mechanic}} ||&lt;br /&gt;
*{{L|Mechanic's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| Carpenter || {{L|Crossbow-making}} || {{L|Bowyer}} ||&lt;br /&gt;
*{{L|Bowyer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf || {{L|Weaving}} || {{L|Weaver}} ||&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf || {{L|Clothesmaking}} || {{L|Clothes Maker}} ||&lt;br /&gt;
*{{L|Clothier's shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Milling}} || {{L|Miller}} ||&lt;br /&gt;
*{{L|Mill}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Trapper ||rowspan=&amp;quot;2&amp;quot;| {{L|Hunting}} || {{L|Ambusher}} ||rowspan=&amp;quot;2&amp;quot;|&lt;br /&gt;
*''outdoors''&lt;br /&gt;
|-&lt;br /&gt;
|''weapon skill''&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Brewing}} || {{L|Brewer}} ||&lt;br /&gt;
*{{L|Still}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Plant Gathering}} || {{L|Herbalist}} ||&lt;br /&gt;
*''designated {{L|shrubs}}''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Farmer ||rowspan=&amp;quot;3&amp;quot;| {{L|Farming (Workshop)}} || {{L|Thresher}} ||rowspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
*{{L|Farmer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cheese Maker}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Milker}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer || {{L|Cooking}} || {{L|Cook}} ||&lt;br /&gt;
*{{L|Kitchen}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Trapper ||rowspan=&amp;quot;2&amp;quot;| {{L|Trapping}} || {{L|Trapper}} ||&lt;br /&gt;
*''outdoors or indoors''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Animal Dissector}} ||&lt;br /&gt;
*{{L|Butcher's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Stone Hauling || - ||&lt;br /&gt;
*Stone/Ore {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Wood Hauling || - ||&lt;br /&gt;
*Wood {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Item Hauling || - ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Burial || - ||&lt;br /&gt;
*Graveyard {{L|Stockpile}}&lt;br /&gt;
*{{L|Coffin}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Food Hauling || - ||&lt;br /&gt;
*Food {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Refuse Hauling || - ||&lt;br /&gt;
*Refuse {{L|Stockpile}}&lt;br /&gt;
*{{L|Chasm}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Furniture Hauling || - ||&lt;br /&gt;
*Furniture {{L|Stockpile}}&lt;br /&gt;
*''building location''&lt;br /&gt;
|-&lt;br /&gt;
| - || Animal Hauling || - ||&lt;br /&gt;
*Animal {{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| - || Cleaning || - ||&lt;br /&gt;
*''blood/ichor/vomit''&lt;br /&gt;
|-&lt;br /&gt;
| - || {{L|Architecture}} || {{L|Building Designer}} ||&lt;br /&gt;
*''{{L|road}} construction''&lt;br /&gt;
*''{{L|bridge}} construction''&lt;br /&gt;
*''{{L|furnace}} construction''&lt;br /&gt;
*''{{L|well}} construction''&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ? ||rowspan=&amp;quot;2&amp;quot;| {{L|Adamantine Extraction}} || {{L|Adamantine Extractor}} ||&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Adamantine Smelter}} ||&lt;br /&gt;
*{{L|Magma Smelter}}&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| ? ||rowspan=&amp;quot;2&amp;quot;| {{L|Adamantine Working}} || {{L|Adamantine Weaver}} ||&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Adamantine Worker}} ||&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other professions ==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
{{L|Soldiers}} (including those in the {{L|Royal Guard}} and {{L|Fortress Guard}}) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time {{L|sparring}} in the {{L|barracks}} (if you have built any) or shooting at {{L|archery target}}s (if they are armed with a {{L|crossbow}}).  Soldiers will grow progressively unhappier if they remain on duty for too long.&lt;br /&gt;
&lt;br /&gt;
=== Noble endeavors and child labor ===&lt;br /&gt;
{{L|Nobles}} and {{L|children}} cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:&lt;br /&gt;
&lt;br /&gt;
* {{L|Harvest}} Plants (if you have &amp;quot;All Dwarves Harvest&amp;quot; set on the ['''o''']rders menu)&lt;br /&gt;
* Pull a {{L|Lever}}&lt;br /&gt;
* Move Item to {{L|Trade Depot}}&lt;br /&gt;
* Move Item to {{L|Shop}}&lt;br /&gt;
* Confine animals to (or release them from) {{L|cage}}s/{{L|restraint}}s&lt;br /&gt;
* Clean Trap (when a {{L|Trap#Weapon traps|weapon trap}} has a creature stuck in it)&lt;br /&gt;
* Fill a {{L|Pond}}&lt;br /&gt;
&lt;br /&gt;
Periodically enabling &amp;quot;All Dwarves Harvest&amp;quot; for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested {{L|crops}} which are threatening to wither.&lt;br /&gt;
&lt;br /&gt;
== Get back to work ==&lt;br /&gt;
===On Break===&lt;br /&gt;
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go &amp;quot;On Break&amp;quot;.  If you do not supply them with {{L|alcohol}}, they will go on break far more often.  &lt;br /&gt;
===Attend Party===&lt;br /&gt;
If you have built any {{L|statue garden}}s, {{L|meeting hall}}s, or {{L|zoo}}s, dwarves may occasionally &amp;quot;Attend Party&amp;quot; and meet with other partygoing dwarves in these rooms.  Whether this is done in place of being &amp;quot;On Break&amp;quot; is not known. Regardless, a party can be ended by &amp;quot;free&amp;quot;-ing the room at the Set Building Tasks screen (&amp;quot;q&amp;quot;); The dwarves are reset to &amp;quot;No Job&amp;quot; and resume work.&lt;br /&gt;
&lt;br /&gt;
===No Job===&lt;br /&gt;
If dwarves are listed as having &amp;quot;No Job&amp;quot;, they may be &amp;quot;between jobs&amp;quot;, and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:&lt;br /&gt;
&lt;br /&gt;
*Job-related materials are unavailable or unreachable (this is usually {{L|announcements|announced}})&lt;br /&gt;
*One or another material is set to be &amp;quot;ignored&amp;quot; on the {{L|orders}} screen&lt;br /&gt;
*A backlog of unperformed {{L|hauling}} tasks, causing all items to be inaccessible&lt;br /&gt;
*All relevant jobs being in {{L|suspend}}ed status; suspended jobs must always be restarted manually&lt;br /&gt;
&lt;br /&gt;
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).&lt;br /&gt;
&lt;br /&gt;
===Other non-productive tasks===&lt;br /&gt;
Dwarves will also periodically do a variety of other less than productive tasks.&lt;br /&gt;
&lt;br /&gt;
*&amp;quot;Check Chest&amp;quot; jobs are generated when there is a {{L|container}} or {{L|cabinet}} installed in an unassigned room.&lt;br /&gt;
*&amp;quot;Pickup Equipment&amp;quot; is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new {{L|weapons}} or {{L|armor}} or need a {{L|pick}} or {{L|battle axe}} for mining and wood cutting jobs.&lt;br /&gt;
*&amp;quot;Store Owned Item&amp;quot; occurs when dwarves have both an object they {{L|ownership|own}} (such as {{L|coins}} or discarded shoes) and a room to store it in.&lt;br /&gt;
*&amp;quot;Go Shopping&amp;quot; occurs when a dwarf needs a new piece of clothing post {{L|economy}}.  Sometimes they will also just feel like buying a new trinket.  Requires a {{L|shop}}.&lt;br /&gt;
&lt;br /&gt;
=== Strange mood ===&lt;br /&gt;
Dwarves may spontaneously go into {{L|strange mood}}s.&lt;br /&gt;
Dwarves may become {{L|Melancholy}}, {{L|Berserk}}, or {{L|Insane}}.  This is usually the outcome of a &amp;quot;failed&amp;quot; strange mood, and is never curable.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
Very Unhappy or Miserable dwarves will often {{L|tantrum}}.  This can be caused by the destruction of one of a dwarf's {{L|masterpiece}}s.&lt;br /&gt;
===Rest (from injury)===&lt;br /&gt;
Severely {{L|wounds|injured}} dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to &amp;quot;Rest&amp;quot;, where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show &amp;quot;No Job&amp;quot;, or sometimes they will get out of bed and tantrum instead.  Dwarves with the {{L|Health Care}} labor turned on will bring them water in a {{L|bucket}} to keep them from dehydrating and food to keep them from starvation.&lt;br /&gt;
&lt;br /&gt;
== Other oddities ==&lt;br /&gt;
&lt;br /&gt;
* Pickup Equipment -- applies to soldiers or hunters changing weapons, or into a different armor level, or to pick up waterskins, backpacks, or quivers; also applies to miners and woodcutters picking up picks/axes.&lt;br /&gt;
* Constructing roads (once {{L|architecture|designed}}) -- I had an idle dwarf with &amp;quot;Farming (Fields)&amp;quot;  and no other labors.  When I added &amp;quot;Cleaning&amp;quot;, he walked off to build a road.  It's not clear which dwarves will build roads and which won't.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=103991</id>
		<title>40d:Labor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Labor&amp;diff=103991"/>
		<updated>2010-05-06T04:02:40Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A {{L|dwarf}}'s '''labor''' preferences define the tasks/jobs that he or she is allowed to do, whether it is {{L|hauling|food hauling}}, {{L|mining}}, {{L|hunting}}, or any of dozens of other tasks. For instance, a dwarf with the {{L|wood cutting}} labor enabled will cut down {{L|trees}} whenever trees are designated to be cut.  &lt;br /&gt;
&lt;br /&gt;
To change a dwarf's labor preferences, {{k|v}}iew the dwarf, then select {{k|p}}references and {{k|l}}abor.&lt;br /&gt;
&lt;br /&gt;
The {{L|mining}} and {{L|wood cutting}} labors require the dwarf to pick up and wield a {{L|pick#Pick|pick}} or {{L|Axe#Battle_axe|battleaxe}}, respectively. For this reason, a dwarf cannot be assigned to both mining and woodcutting at the same time.&lt;br /&gt;
&lt;br /&gt;
Note that a labor is ''not'' a '''job'''. A job is the actual task of doing something, while a labor preference is simply whether a dwarf is allowed do that sort of job or not. You can view a list of all current, queued, and suspended jobs on the {{k|j}}obs menu.  A list of what job each dwarf is currently performing is visible on the {{k|u}}nits menu.&lt;br /&gt;
&lt;br /&gt;
Once designated as a '''labor preference''', a single {{L|skill}} can possibly be applied to many different '''jobs'''. For instance, a {{L|bone carver}} might carve a totem out of a skull, craft bone practice {{L|bolt}}s for a {{L|crossbow}}, create bone {{L|armor}}, or carve bone {{L|craft}}s to trade.  Each of these is a different possible job allowed by designating the associated labor.&lt;br /&gt;
&lt;br /&gt;
Note that many labor preferences, especially {{L|haul}}ing, have no associated skill, do not generate experience, and do not improve with practice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Default labors ==&lt;br /&gt;
&lt;br /&gt;
All new arrivals at the fortress (including your initial seven dwarves) will have all the [[hauling]] jobs turned on by default, as well as several other labors if they have a specific profession.  The additional default labors for each profession are:&lt;br /&gt;
&lt;br /&gt;
(''Note: this is slightly incomplete/out of date'')&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''Profession''' || '''Labors'''&lt;br /&gt;
|-&lt;br /&gt;
| All professions (including Peasant) ||&lt;br /&gt;
* {{L|Health Care}}&lt;br /&gt;
* Stone {{L|Hauling}}&lt;br /&gt;
* Wood Hauling&lt;br /&gt;
* Item Hauling&lt;br /&gt;
* Burial&lt;br /&gt;
* Food Hauling&lt;br /&gt;
* Refuse Hauling&lt;br /&gt;
* Furniture Hauling&lt;br /&gt;
* Animal Hauling&lt;br /&gt;
* {{L|Cleaning}}&lt;br /&gt;
|-&lt;br /&gt;
| Miner ||&lt;br /&gt;
* {{L|Mining}}&lt;br /&gt;
|-&lt;br /&gt;
| Woodworker ||&lt;br /&gt;
* {{L|Wood Cutting}}&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Crossbow-making}}&lt;br /&gt;
|-&lt;br /&gt;
| Stoneworker ||&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Stone Detailing}}&lt;br /&gt;
|-&lt;br /&gt;
| Ranger ||&lt;br /&gt;
* {{L|Animal Training}}&lt;br /&gt;
* {{L|Animal Care}}&lt;br /&gt;
* {{L|Hunting}}&lt;br /&gt;
* {{L|Trapping}}&lt;br /&gt;
* {{L|Small Animal Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Metalsmith ||&lt;br /&gt;
* {{L|Furnace Operating}}&lt;br /&gt;
* {{L|Weaponsmithing}}&lt;br /&gt;
* {{L|Armoring}}&lt;br /&gt;
* {{L|Blacksmithing}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|-&lt;br /&gt;
| Jeweler ||&lt;br /&gt;
* {{L|Gem Cutting}}&lt;br /&gt;
* {{L|Gem Setting}}&lt;br /&gt;
|-&lt;br /&gt;
| Craftsdwarf ||&lt;br /&gt;
* {{L|Leatherworking}}&lt;br /&gt;
* {{L|Bone Carving}}&lt;br /&gt;
* {{L|Stonecrafting}}&lt;br /&gt;
* {{L|Woodcrafting}}&lt;br /&gt;
* {{L|Glassmaking}}&lt;br /&gt;
* {{L|Weaving}}&lt;br /&gt;
* {{L|Clothesmaking}}&lt;br /&gt;
* {{L|Strand Extraction}}&lt;br /&gt;
|-&lt;br /&gt;
| Fisherdwarf ||&lt;br /&gt;
* {{L|Fishing}}&lt;br /&gt;
* {{L|Fish Cleaning}}&lt;br /&gt;
* {{L|Fish Dissection}}&lt;br /&gt;
|-&lt;br /&gt;
| Farmer ||&lt;br /&gt;
* {{L|Butchery}}&lt;br /&gt;
* {{L|Tanning}}&lt;br /&gt;
* {{L|Farming (Fields)}}&lt;br /&gt;
* {{L|Dyeing}}&lt;br /&gt;
* {{L|Soap Maker}}&lt;br /&gt;
* {{L|Wood Burning}}&lt;br /&gt;
* {{L|Potash Making}}&lt;br /&gt;
* {{L|Lye Making}}&lt;br /&gt;
* {{L|Milling}}&lt;br /&gt;
* {{L|Brewing}}&lt;br /&gt;
* {{L|Plant Gathering}}&lt;br /&gt;
* {{L|Plant Processing}}&lt;br /&gt;
* {{L|Cheese Making}}&lt;br /&gt;
* {{L|Milking}}&lt;br /&gt;
* {{L|Cooking}}&lt;br /&gt;
|-&lt;br /&gt;
| Engineer ||&lt;br /&gt;
* {{L|Siege Engineering}}&lt;br /&gt;
* {{L|Siege Operating}}&lt;br /&gt;
* {{L|Mechanics}}&lt;br /&gt;
* {{L|Pump Operating}}&lt;br /&gt;
|-&lt;br /&gt;
| Administrator ||&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Labors and skills ==&lt;br /&gt;
&lt;br /&gt;
Each labor may have several sub-{{L|skills}} associated with it, and may be needed to perform a variety of different tasks.  The following is a list of labors, their associated skills, and where those tasks will be performed:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| '''Labor''' || '''Associated skills''' || '''Associated buildings'''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mining}} || {{L|Miner}} || &lt;br /&gt;
*''designated walls, {{L|ore}} veins, or {{L|gem}} clusters''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood Cutting}} || {{L|Wood Cutter}} || &lt;br /&gt;
*''designated {{L|trees}}''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Carpentry}} || {{L|Carpenter}} || &lt;br /&gt;
*{{L|Carpenter's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Masonry}} || {{L|Mason}} ||&lt;br /&gt;
*{{L|Mason's Workshop}}&lt;br /&gt;
*''{{L|stone}} and {{L|glass}} structure construction ({{L|bridges}}, etc.)''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stone Detailing}} || {{L|Engraver}} ||&lt;br /&gt;
*''designated walls or floors''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Animal Training}} || {{L|Animal Trainer}} ||&lt;br /&gt;
*{{L|Kennels}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Animal Care}} || {{L|Animal Caretaker}} ||&lt;br /&gt;
*''any wounded tame animal''&lt;br /&gt;
|-&lt;br /&gt;
| Health Care || ''no skill'' ||&lt;br /&gt;
*''any wounded dwarf''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Fish Cleaning}} || {{L|Fish Cleaner}} ||&lt;br /&gt;
*{{L|Fishery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Fish Dissection}} || {{L|Fish Dissector}} ||&lt;br /&gt;
*{{L|Fishery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Butchery}} || {{L|Butcher}} ||&lt;br /&gt;
*{{L|Butcher's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Leatherworking}} || {{L|Leatherworker}} ||&lt;br /&gt;
*{{L|Leather Works}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Tanning}} || {{L|Tanner}} ||&lt;br /&gt;
*{{L|Tannery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Farming (Fields)}} || {{L|Grower}} ||&lt;br /&gt;
*{{L|Farm Plot}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Fishing}} || {{L|Fisherdwarf}} ||&lt;br /&gt;
*''any river/pond''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Dyeing}} || {{L|Dyer}} ||&lt;br /&gt;
*{{L|Dyer's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Soap Maker}} || {{L|Soaper}} ||&lt;br /&gt;
*{{L|Alchemist's Laboratory}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Furnace Operating}} || {{L|Furnace Operator}} ||&lt;br /&gt;
*{{L|Smelter}}&lt;br /&gt;
*{{L|Magma Smelter}}&lt;br /&gt;
*{{L|Kiln}}&lt;br /&gt;
*{{L|Magma Kiln}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Wood Burning}} || {{L|Wood Burner}} ||&lt;br /&gt;
*{{L|Wood Furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Potash Making}} || {{L|Potash Maker}} ||&lt;br /&gt;
*{{L|Ashery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Lye Making}} || {{L|Lye Maker}} ||&lt;br /&gt;
*{{L|Ashery}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Weaponsmithing}} || {{L|Weaponsmith}} ||&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
*''{{L|metal}} structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Armoring}} || {{L|Armorsmith}} ||&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
*''{{L|metal}} structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Blacksmithing}} || {{L|Metalsmith}} ||&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
*''{{L|metal}} structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Metalcrafting}} || {{L|Metal Crafter}} ||&lt;br /&gt;
*{{L|Metalsmith's Forge}}&lt;br /&gt;
*{{L|Magma Forge}}&lt;br /&gt;
*''{{L|metal}} structure construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem Cutting}} || {{L|Gem Cutter}} ||&lt;br /&gt;
*{{L|Jeweler's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Gem Setting}} || {{L|Gem Setter}} ||&lt;br /&gt;
*{{L|Jeweler's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Woodcrafting}} || {{L|Wood Crafter}} ||&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Stonecrafting}} || {{L|Stone Crafter}} ||&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bone Carving}} || {{L|Bone Carver}} ||&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Glassmaking}} || {{L|Glassmaker}} ||&lt;br /&gt;
*{{L|Glass Furnace}}&lt;br /&gt;
*{{L|Magma Glass Furnace}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Siege Engineering}} || {{L|Siege Engineer}} ||&lt;br /&gt;
*{{L|Siege Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Siege Operating}} || {{L|Siege Operator}} ||&lt;br /&gt;
*{{L|Ballista}} or {{L|Catapult}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Mechanics}} || {{L|Mechanic}} ||&lt;br /&gt;
*{{L|Mechanic's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Crossbow-making}} || {{L|Bowyer}} ||&lt;br /&gt;
*{{L|Bowyer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Weaving}} || {{L|Weaver}} ||&lt;br /&gt;
*{{L|Loom}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Clothesmaking}} || {{L|Clothier}} ||&lt;br /&gt;
*{{L|Clothier's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Milling}} || {{L|Miller}} ||&lt;br /&gt;
*{{L|Quern}}&lt;br /&gt;
*{{L|Millstone}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Hunting}} || {{L|Ambusher}}&amp;lt;br /&amp;gt;''selected weapon skill'' ||&lt;br /&gt;
*''outdoors''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Brewing}} || {{L|Brewer}} ||&lt;br /&gt;
*{{L|Still}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Plant Gathering}} || {{L|Herbalist}} ||&lt;br /&gt;
*''designated {{L|shrubs}}''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Plant Processing}} || {{L|Thresher}} ||&lt;br /&gt;
*{{L|Farmer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cheese Making}} || {{L|Cheese Maker}} ||&lt;br /&gt;
*{{L|Farmer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Milking}} || {{L|Milker}} ||&lt;br /&gt;
*{{L|Farmer's Workshop}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Cooking}} || {{L|Cook}} ||&lt;br /&gt;
*{{L|Kitchen}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Trapping}} || {{L|Trapper}} ||&lt;br /&gt;
*''outdoors or indoors''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Small Animal Dissection}} || {{L|Animal Dissector}} ||&lt;br /&gt;
*{{L|Butcher's Shop}}&lt;br /&gt;
|-&lt;br /&gt;
| Stone Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| Wood Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| Item Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| Burial || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
*{{L|Coffin}}&lt;br /&gt;
|-&lt;br /&gt;
| Food Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| Refuse Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
*{{L|Activity zone}}&lt;br /&gt;
|-&lt;br /&gt;
| Furniture Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
*''building location''&lt;br /&gt;
|-&lt;br /&gt;
| Animal Hauling || ''no skill'' ||&lt;br /&gt;
*{{L|Stockpile}}&lt;br /&gt;
|-&lt;br /&gt;
| Cleaning || ''no skill'' ||&lt;br /&gt;
*''blood/ichor/vomit''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Architecture}} || {{L|Building Designer}} ||&lt;br /&gt;
*''{{L|road}} construction''&lt;br /&gt;
*''{{L|bridge}} construction''&lt;br /&gt;
*''{{L|furnace}} construction''&lt;br /&gt;
*''{{L|well}} construction''&lt;br /&gt;
*''{{L|support}} construction''&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Pump Operating}} || {{L|Pump Operator}} ||&lt;br /&gt;
*{{L|Screw Pump}}&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Strand Extraction}} || {{L|Strand Extractor}} ||&lt;br /&gt;
*{{L|Craftsdwarf's Workshop}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other professions ==&lt;br /&gt;
&lt;br /&gt;
===Soldiers===&lt;br /&gt;
{{L|Soldiers}} (including those in the {{L|Royal guard|Royal Guard}} and {{L|Fortress guard|Fortress Guard}}) will not work at all: they will either stand at their station (if on duty) or, if standing down, wander around a lot, usually spending a lot of time {{L|sparring}} in the {{L|barracks}} (if you have built any) or shooting at {{L|archery target}}s (if they are armed with a {{L|crossbow}}). Some soldiers will grow progressively unhappier if they remain on duty for too long.&lt;br /&gt;
&lt;br /&gt;
On rare occasion, you may spot a soldier doing a &amp;quot;Store item in stockpile&amp;quot; task.  This can occur after the soldier has taken a drink; if the barrel they drank from wasn't on the correct stockpile (or perhaps any stockpile), they will haul it to the appropriate stockpile before setting it down.  Nobles and children will also haul barrels in this manner.&lt;br /&gt;
&lt;br /&gt;
=== Noble endeavors and child labor ===&lt;br /&gt;
{{L|Noble|Nobles}} and {{L|Children|children}} cannot be assigned any labors, although there are a small number of jobs they will do.  These jobs may be performed by any available dwarf (except soldiers), although nobles and children are usually idle, so they often do take them before other dwarves do:&lt;br /&gt;
&lt;br /&gt;
* {{L|Harvest}} Plants (if you have &amp;quot;All Dwarves Harvest&amp;quot; set on the {{k|o}}rders menu)&lt;br /&gt;
* Pull a {{L|Lever}}&lt;br /&gt;
* Move Item to {{L|Trade Depot}}&lt;br /&gt;
* Move Item to {{L|Shop}}&lt;br /&gt;
* Confine animals to (or release them from) {{L|cage}}s/{{L|restraint}}s&lt;br /&gt;
* Clean Trap (when a {{L|Trap#Weapon traps|weapon trap}} has a creature stuck in it)&lt;br /&gt;
* Fill a {{L|Pond}}&lt;br /&gt;
* Remove {{L|Construction}} (walls, floors, stairs, etc.)&lt;br /&gt;
*  Trade at Depot (if set to &amp;quot;all dwarves can trade&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Periodically enabling &amp;quot;All Dwarves Harvest&amp;quot; for a few seconds (if you normally keep it disabled) is a good way to put nobles to work, especially when you have a backlog of unharvested {{L|crops}} which are threatening to wither.&lt;br /&gt;
&lt;br /&gt;
== Get back to work ==&lt;br /&gt;
===On Break===&lt;br /&gt;
Often dwarves will not work at all.  They must periodically sleep, eat, and drink, and will sometimes go &amp;quot;On Break&amp;quot;.  If you do not supply them with {{L|alcohol}}, they will go on break far more often.  &lt;br /&gt;
===Attend Party===&lt;br /&gt;
If you have built any {{L|statue garden}}s, {{L|meeting hall}}s, or {{L|zoo}}s, dwarves may occasionally &amp;quot;Attend Party&amp;quot; and meet with other partygoing dwarves in these rooms.  Whether this is done in place of part of the &amp;quot;On Break&amp;quot; time is unknown. Regardless, a party can be ended by &amp;quot;free&amp;quot;-ing the room at the Set Building Tasks screen ({{k|q}}); The dwarves are reset to &amp;quot;No Job&amp;quot; and resume work.&lt;br /&gt;
&lt;br /&gt;
===No Job===&lt;br /&gt;
If dwarves are listed as having &amp;quot;No Job&amp;quot;, they may be &amp;quot;between jobs&amp;quot;, and will start a new task within a few seconds, or they may be lacking the right labor preferences to perform any available task.  Tasks themselves may be held up by various things, including:&lt;br /&gt;
&lt;br /&gt;
*Job-related materials are unavailable or unreachable (this is usually {{L|Announcement|announced}})&lt;br /&gt;
*One or another material is set to be &amp;quot;ignored&amp;quot; on the {{k|o}}{{L|orders|rders}} screen&lt;br /&gt;
*A backlog of unperformed {{L|hauling}} tasks, causing all items to be inaccessible&lt;br /&gt;
*All relevant jobs being in &amp;quot;suspended&amp;quot; status; suspended jobs must always be restarted manually&lt;br /&gt;
&lt;br /&gt;
If a dwarf is reported as having no job in an otherwise busy fortress, it may be stuck somewhere (for example, behind a floodgate or washed down the river).&lt;br /&gt;
&lt;br /&gt;
===Other non-productive tasks===&lt;br /&gt;
Dwarves will also periodically do a variety of other less than productive tasks.&lt;br /&gt;
&lt;br /&gt;
*Prior to the {{L|Dwarven Economy}}, &amp;quot;Check Chest&amp;quot; jobs are generated when there is a {{L|container}} or {{L|cabinet}} installed in an unassigned room.&lt;br /&gt;
*&amp;quot;Pickup Equipment&amp;quot; is tasked whenever they are exchanging worn-out clothing for new items, have been assigned new {{L|weapons}} or {{L|armor}} (or weapons they previously were assigned finally become available) or need a {{L|pick#Pick|pick}} or {{L|axe#Battle_axe|battle axe}} for mining and wood cutting jobs.&lt;br /&gt;
*&amp;quot;Store Owned Item&amp;quot; occurs when dwarves have both an object they {{L|shop|own}} (such as {{L|coins}} or discarded shoes) and a room to store it in.&lt;br /&gt;
*&amp;quot;Go Shopping&amp;quot; occurs when a dwarf needs a new piece of clothing post {{L|economy}}.  Sometimes they will also just feel like buying a new trinket.  Requires a {{L|shop}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Strange mood}} ===&lt;br /&gt;
See {{L|Strange mood}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
Dwarves that have failed a {{L|strange mood}} will become either {{L|Melancholy}}, {{L|Berserk}}, or {{L|Insane}}.  This is not curable.&lt;br /&gt;
&lt;br /&gt;
===Tantrum===&lt;br /&gt;
Very Unhappy or Miserable dwarves will often {{L|tantrum}}.&lt;br /&gt;
&lt;br /&gt;
===Rest (from injury)===&lt;br /&gt;
Severely {{L|wounds|injured}} dwarves (with 'red' or 'yellow' injuries) will usually go to their beds to &amp;quot;Rest&amp;quot;, where they will stay until their wounds recover.  However, if their wounds are causing them pain or otherwise preventing them from sleeping, they may show &amp;quot;No Job&amp;quot;, or sometimes they will get out of bed and tantrum instead.  Dwarves with the {{L|Health care|Health Care}} labor turned on will bring them water in a {{L|bucket}} to keep them from dehydrating and food to keep them from starvation.&lt;br /&gt;
&lt;br /&gt;
== Other oddities ==&lt;br /&gt;
* Constructing roads (once {{L|architecture|designed}}) -- similar to building {{L|floodgate}}s, there are no labor requirements for constructing these.&lt;br /&gt;
&lt;br /&gt;
== Job Management ==&lt;br /&gt;
To see a list of all jobs and {{L|dwarves}} doing them press {{k|j}}.&lt;br /&gt;
&lt;br /&gt;
To view a list of every {{L|dwarf}} and significant creature ({{L|Elf}}, {{L|Goblin}}, {{L|dog}}, livestock, etc.) and the job they are currently performing, they can be viewed in the {{k|u}}nit list.  &lt;br /&gt;
&lt;br /&gt;
From ''either'' menu, if you want to order specific jobs to be done in bigger amounts, press {{k|m}}. You can order up to 30 of single job from the manager screen. &lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Jobs}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=103990</id>
		<title>40d:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Swimmer&amp;diff=103990"/>
		<updated>2010-05-06T04:02:23Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #088&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;
}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmers''' can move in {{L|water}} without drowning.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}}, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without drowning. To get out, move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the {{L|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.&lt;br /&gt;
&lt;br /&gt;
It is trained by:&lt;br /&gt;
*Swimming.&lt;br /&gt;
*Drowning.&lt;br /&gt;
*Walking on an {{L|ocean}} wave.&lt;br /&gt;
*Generally getting wet.&lt;br /&gt;
&lt;br /&gt;
Notable ways that it is not gained include:&lt;br /&gt;
*Crossing a {{L|brook}}.&lt;br /&gt;
&lt;br /&gt;
To train swimming skill, find a pool of shallow water (preferably depth 4, which is safe) or a body of water with slopes (such as a {{L|lake}}). The speed of training seems to vary depending on the strength of the current; higher levels of water usually mean more current, and more pushing of your character around. Brooks count as ground tiles, you can't swim in them.&lt;br /&gt;
&lt;br /&gt;
If an untrained or dabbling swimmer jumps into water, four things happen; they start drowning, they are stunned from the impact, they are forced into a prone position, and their movement speed is greatly reduced. The only way to get out of water is to use a {{L|ramp}} or {{L|stairway}}, and if neither are accessible, they're done for.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will panic in {{L|#Drowning|certain situations}}. Normal swimmers do not panic like novices do, so training to this level is highly recommended.&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;
If knocked into a pond or stream in adventure mode, it is possible to escape using (alt) and a direction key to move carefully onto the shore.&lt;br /&gt;
&lt;br /&gt;
== Drowning ==&lt;br /&gt;
&lt;br /&gt;
If a creature is surrounded by a blue {{L|status icon}}, they are drowning. If they cannot reach air soon, they will die. &lt;br /&gt;
Swimmers with a normal or above rank will simply be able to swim toward the nearest air supply. Swimmers of novice or below, however, will panic when they begin to drown, and will have to get out via ramp or stairway.&lt;br /&gt;
&lt;br /&gt;
The following situations will make a novice swimmer panic:&lt;br /&gt;
*Falling into water from a height.&lt;br /&gt;
*Not having air in the tile above them.&lt;br /&gt;
&lt;br /&gt;
The amount of weight a creature is carrying does not make them drown faster.&lt;br /&gt;
&lt;br /&gt;
== Swimming in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The specifics are unknown at this point. It is assumed that dwarves with a novice rank or better will be able to swim up and to the surface.&lt;br /&gt;
&lt;br /&gt;
In the current version, it seems dwarves will not necessarily drown in 7/7 water so long as there is air directly above them.  Dabbling swimmers cannot move while in greater than 4/7 water,{{verify}} but if they can tread water long enough to reach Novice swimmer, they will then be able to swim to safety.&lt;br /&gt;
&lt;br /&gt;
''A movie of fortress mode dwarves swimming up and out of a water chamber, without a ramp or stairs. This behaviour needs more investigation'': [http://mkv25.net/dfma/movie-280-dwarfswimming Movie]&lt;br /&gt;
&lt;br /&gt;
==Teaching your dwarves to swim==&lt;br /&gt;
===Waterfall method===&lt;br /&gt;
[[Image:dwarfswim.png|border|right]]&lt;br /&gt;
For this, you'll need a {{L|waterfall}} - if you don't already have one, you can build one with a {{L|pump}}.&lt;br /&gt;
&lt;br /&gt;
The first level is a room with a {{L|channel}} leading to a {{L|river}}. The {{L|pressure plate}} is set to trigger when the water level reaches 7, and is connected to the floor {{L|hatch}}es. These then open, draining the water into...&lt;br /&gt;
&lt;br /&gt;
The second level. This room should be set up as a {{L|meeting hall}} or {{L|booze}} {{L|stockpile}}, to ensure it always contains dwarves. Alternatively, you could draft your trainees into the military and station them here. Up to you. I went for the lazy option. The {{L|grates}} in the floor let the water drain before your dwarves drown.&lt;br /&gt;
&lt;br /&gt;
The third level lets the water back into the river, post-waterfall.&lt;br /&gt;
&lt;br /&gt;
The real beauty of this setup is that it not only teaches your dwarves to swim{{verify}} and gives them a much needed wash,{{verify}} it will give them happy {{L|Mist|waterfall thoughts}}, too!&lt;br /&gt;
&lt;br /&gt;
=== Murky pool outdoor method ===&lt;br /&gt;
&lt;br /&gt;
Build a large platform with drainage grates above a murky pool.  Install pumps and pump water all over it.  Then make it a barracks and get your dwarves to spar there.  Your dwarves will gain swimming skill and be insulated against cave adaptation as they spar.  And you will have to pump one fewer level, in case you don't like using the powered-pump exploit.  Also if you use unpowered pumps you could increase your dwarves' toughness even faster.  It's also a way to use up some relatively useless real estate (if you simply sparred in the outside, your dwarves would trample the grass.)  I haven't actually tried this yet but it should work.&lt;br /&gt;
&lt;br /&gt;
=== Swimming pool method ===&lt;br /&gt;
&lt;br /&gt;
Firstly, build a room to any size specification connected to a pump so that the room fills when the pump is activated. Connected to the same room, make a small tunnel with a ramp upwards at the end and a door somewhere in between. Draft the dwarves which you wish to train and station them inside of this room. Next, lock the door. Lastly, activate the pump, keeping a keen eye on the water level. The ideal water height is 4. However, if you would rather not monitor the water level by eye, you can always hook up a pressure plate to deactivate the pump (or the gear assembly connected to the windmill or waterwheel which powers said pump) at a water level of 4. The dwarves will casually sit there until they learn to swim. &lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Skills]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Swimmer&amp;diff=103989</id>
		<title>v0.31:Swimmer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Swimmer&amp;diff=103989"/>
		<updated>2010-05-06T04:02:00Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #088&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;
}}&lt;br /&gt;
&lt;br /&gt;
'''Swimmers''' can move in {{L|water}} without drowning.&lt;br /&gt;
&lt;br /&gt;
Dabbling or untrained swimmers will start drowning immediately upon contact with water, and require a {{L|ramp}} or {{L|stairs|stairway}} to get out. If neither are accessible, they're done for.&lt;br /&gt;
&lt;br /&gt;
A novice swimmer is able to safely get out of water without needing a ramp or stairway, but they will start drowning if {{L|Status_icons|stunned}}, and 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. Namely, they start drowning. 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 {{L|Carp|own free will}}.&lt;br /&gt;
&lt;br /&gt;
Adequate swimmers do not panic and start drowning like novices do in that sort of situation, even when attacked, so training to this level is highly recommended.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventurer mode}}, as a novice swimmer, by moving carefully ({{k|alt}}+direction) into open space above water and selecting the option to move below (such as West/Below), then you can swim about without getting stunned and starting to drown. To get out, alt-move carefully against a shoreline and select the option to move above.&lt;br /&gt;
&lt;br /&gt;
Swimmers can also dive and rise through the {{L|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;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=103988</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=103988"/>
		<updated>2010-05-06T04:01:31Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
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'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their {{L|Alcohol|booze}}.&lt;br /&gt;
&lt;br /&gt;
In addition, water can be '''''stagnant''''' or ''{{L|Murky pool|murky}}'', both of which are sub-standard drinking sources. This may cause dwarves to have unhappy {{L|thought}}s if they drink from it, making them &amp;quot;complain about the '''nasty water'''&amp;quot;.  Water must be flowing to avoid being/becoming stagnant or murky.  This problem can also be avoided by building {{L|well}}s.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become wet. {{L|Soil}} and {{L|stone}} becomes {{L|Mining#Caveats|damp}} or {{L|mud}}dy, which can be used for {{L|Agriculture|farming}}, and produces {{L|tower-caps}} at a higher rate.  Water can &amp;quot;drown&amp;quot; saplings.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, {{L|mud}} (in the case of a brook), {{L|blood}} and {{L|flow}}. (The game can be {{L|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). Dark-colored water symbols indicate the water is one {{L|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. {{L|Dwarf|Dwarves}} and other {{L|humanoid}}s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The {{L|Map tile|tiles}} above {{L|brook}}s are treated as {{L|floor}} tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
== Evaporation ==&lt;br /&gt;
Main article: {{L|Evaporation}}&lt;br /&gt;
&lt;br /&gt;
It's important to know that water can evaporate, gone forever.  On any map, any water of depth 1/7, or even of less than 100% 2/7 will (eventually) dry up.  On {{L|Climate#Hot|hot or very warm}} maps, {{L|murky pool}}s can quickly go dry from the heat, leaving dwarves with no source of drinking water in case of {{L|wound|injury}}.   On such maps (or if you suspect it), a {{L|cistern}} should be one of your very early {{L|what should I build first|priorities}}.  Underground, water that is 2/7 or deeper will never evaporate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include {{L|wall}}s and {{L|building}}s, plus closed {{L|floodgate}}s, {{L|door}}s, {{L|hatch}}es. Exceptions are {{L|grate}}s, {{L|bars}} and {{L|fortification}}s which are specifically designed to allow liquids through. {{L|Waterfall}}s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either {{L|floor}} or another body of water.&lt;br /&gt;
&lt;br /&gt;
Water in Dwarf Fortress acts like a fairly thick, viscous fluid.  This makes it possible to do otherwise impossible things like {{L|pump}} out a dry hole in the middle of a river.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;{{L|Water flow}}&amp;quot;&amp;quot; also refers to the ability of moving water to power a {{L|waterwheel}}.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for {{L|fishing}}. To specify a pool of water as a water source, fishing zone, or {{L|pond}}, you need to create {{L|activity zone}}s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be {{L|bridge}}d, and can also be used to make a {{L|moat}}.&lt;br /&gt;
&lt;br /&gt;
Water can be moved by {{L|digging}} channels or tunnels, using {{L|bucket}}s, or by constructing a {{L|screw pump}}. Dwarves will use buckets to fill a {{L|pond}}. {{L|Screw pump}}s (operated by dwarf or {{L|Power|machine power}}) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to {{L|water pressure}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Underground pool}}s and {{L|murky pool}}s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are {{L|outside}} are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.28.181.40d}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given. Digging up into water (such as a {{L|ramp}} or {{L|staircase}}) will give no warning, and can easily flood, especially if it is how you discover an underground pool or river.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a {{L|kobold}} thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
{{L|Water wheel}}s can be used to generate mechanical power if the water is in a {{L|water flow|flowing}} state.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a {{L|floodgate}} or {{L|door}} on it (via a {{L|lever}}), by lowering a {{L|bridge}} onto it, or by {{L|evaporation}}.  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an {{L|ocean}}, {{L|river}} or {{L|aquifer}}). It is also possible to get rid of excess water by letting it flow into a {{L|river}}.&lt;br /&gt;
&lt;br /&gt;
==Ice==&lt;br /&gt;
Water will instantly turn into {{L|ice}} when the environment is cold enough. In some biomes, water will freeze only during the winter. In other biomes the water will always be frozen in all seasons.&lt;br /&gt;
:* See {{L|Ice}}&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as {{L|floodgate}}s.&lt;br /&gt;
&lt;br /&gt;
:* See {{L|Water pressure}}&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your {{L|init.txt}} file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill.  Dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, {{L|river|rivers}} and {{L|aquifer|aquifers}}.&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an {{L|Activity_zone#Water_Source|activity zone}} around it. If it shows  &amp;quot;Water Source (0)&amp;quot;, then it is ''salt''water, and thus undrinkable.  Water may currently be desalinated by passing it through a {{L|Screw pump|screw pump}}, however, if any desalinated water touches natural walls, natural floors, other salt water, or an aquifer, it will immediately return to its salt form, thus meaning that all cisterns or reservoirs of desalinated water must be completely constructed, with no natural boundaries. When in doubt, an activity zone will reveal whether or not the water has been contaminated.&lt;br /&gt;
&lt;br /&gt;
Oddly, a {{L|well}} built over a source of salt water will still provide drinkable water to dwarves.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
==Contaminated water==&lt;br /&gt;
When {{L|blood}} or dead bodies come into contact with water, it can become '''contaminated''', and dwarfs will refuse to drink from it.  In a river or brook, this can occur if the contact was upstream of the drinking spot.  Flowing water will recover from contamination faster than murky or stagnant water.&lt;br /&gt;
&lt;br /&gt;
== Rain ==&lt;br /&gt;
Most climates experience {{L|rain}}. Rain will slowly fill {{L|murky pool}}s in the land.  Rain will not collect in dwarf-dug channels.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;Water covering&amp;quot; ==&lt;br /&gt;
If, in a dwarf's inventory menu, some or all body parts are described as &amp;quot;Water covering&amp;quot; them (in bright green letters), don't panic - all that means is that the dwarf is wet, not (necessarily) underwater.  They may have been underwater (they may still be underwater!), or just wading about in deep water, or they may have been out in the rain, or walked under falling water somewhere.  Unless exposed to more water, they will dry off soon.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{category|Map_tiles}}&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=103986</id>
		<title>v0.31:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Water&amp;diff=103986"/>
		<updated>2010-05-06T03:59:58Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Water''' is a fluid found all over the world. It {{l|flow|flows}} from mountain springs, forming the world's {{l|ocean|oceans}}, {{l|lake|lakes}}, {{l|river|rivers}}, and {{l|brook|brooks}}. Water falls as {{l|rain}} and {{l|snow}}, and freezes into {{l|ice}}. Water is home to a variety of {{l|aquatic creatures}}. Many creatures can {{l|Swimmer|swim}} in deep water. Air-breathing creatures that are submerged in water can {{l|Swimmer#Drowning|drown}} in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas.  In this version, some brooks and murky pools can be saltwater even if the fortress site is partially mountainous.  It is not known if this is a bug.  To tell the difference, attempt to set up a drinking zone including some of the water in question.  If there are zero tiles of water source available, the water is saltwater.&lt;br /&gt;
&lt;br /&gt;
In the new system mud is now a {{l|contaminant}} which is created any time water covers an area. Any tiles that contain mud may be used for {{l|Agriculture|farming}}.&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, and white, showing ripples. Water can also take on other colors indicating {{l|contaminant|contaminants}} such as '''mud''' and '''blood'''. (The game can be {{l|Technical_tricks#The_look_of_the_game|configured}} to show the depth instead). &lt;br /&gt;
&lt;br /&gt;
Dark-colored water symbols indicate the water is one {{l|Z-level}} below the camera level. Water has 7 depth levels per tile, with 1 being a shallow puddle, and 7 filling the tile completely. {{l|Dwarf|Dwarves}} can safely walk through water up to a depth of 4. Dwarves finding themselves in water at a depth of 5 or greater are at risk of drowning unless they are skilled at {{l|swimming}}.&lt;br /&gt;
&lt;br /&gt;
=Evaporation=&lt;br /&gt;
Evaporation occurs when water or {{l|magma}} is at a depth of 1/7. In '''hot''' or '''scorching''' environments {{l|murky pool|murky pools}} can sometimes evaporate at greater depths as well. Any fluids that evaporate are gone forever.&lt;br /&gt;
&lt;br /&gt;
=Flow=&lt;br /&gt;
Water and {{l|magma}} are both {{l|flow|fluids}} which are constantly trying to {{l|flow}} into adjacent tiles until they have filled all available space or until they run out of fluid. Fluids move in 10 directions, up, down, and to the sides. Fluids cannot move diagonally up or down. Fluids at a depth of 1/7 no longer attempt to move unless they can move down. Fluids under {{l|pressure}} can be pushed up until the pressure equalizes.&lt;br /&gt;
&lt;br /&gt;
If the flow is strong enough, it can move objects such as dwarfs, pets, stones, weapons or corpses. &lt;br /&gt;
&lt;br /&gt;
Fluids in Dwarf Fortress acts like a fairly thick, viscous material. This makes it possible to do highly implausible things like {{l|pump|pump}} out a dry hole in the middle of a {{l|river}} or {{l|ocean}}.&lt;br /&gt;
&lt;br /&gt;
=Sourced Water=&lt;br /&gt;
Water that comes from {{l|river|rivers}}, {{l|brook|brooks}}, {{l|ocean|oceans}}, {{l|aquifer|aquifers}} or {{l|spring|springs}} is considered to be '''sourced water'''. Any sourced water is an endless supply of water that can never run dry. With {{l|spring|springs}} and {{l|underground river|underground rivers}} it may be possible to destroy this source of water by causing a {{l|Cave-in|collapse}} that removes the tiles this water originally flows from.&lt;br /&gt;
&lt;br /&gt;
When using sourced water you should strongly consider installing {{l|floodgate|floodgates}} and be aware of how {{l|pressure}} works or you could easily end up {{l|flood|flooding}} your fortress and having a lot more {{l|fun}} than anticipated.&lt;br /&gt;
&lt;br /&gt;
=Salt Water=&lt;br /&gt;
Dwarves can not drink salt water until it has been desalinated. Water can be desalinated through the construction of a pump that pumps water into a completely constructed cistern. A well no longer desalinates water.&lt;br /&gt;
&lt;br /&gt;
=Contaminants=&lt;br /&gt;
Contaminants that get into water currently can do very strange things. A pool of blood that gets covered by water will be pushed out of the water as the water flows creating more pools of blood at the edge of the water. Overflowing a large reservoir that contains contaminants of blood will generate a large amount of blood very quickly. This behavior is thought to be a bug.{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=103985</id>
		<title>v0.31:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Magma&amp;diff=103985"/>
		<updated>2010-05-06T03:59:35Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
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{{Quality|Stub}}&lt;br /&gt;
'''Magma''' is a red-hot liquid that wells up from deep within the earth - but not too deep to be found by dwarves. It serves as an energy source, powering {{L|magma smelter}}s, {{L|magma forge}}s, {{L|magma glass furnace}}s, and {{L|magma kiln}}s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' dangerous, {{L|fun|and has led to the death of many dwarfs, and many fortresses}}.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
'''Lava''' is the same substance. Magma is what it is called underground, while it is called lava if it is above ground.&lt;br /&gt;
&lt;br /&gt;
==[[Magma sea|Magma sea]]==&lt;br /&gt;
The Magma sea is located at the bottom of every map, forming an (almost) impenetrable barrier. They also provide a great source of magma. {{l|Semi-molten rock|Semi-molten rock}} can also be found around the magma sea, and cannot be dug through.&lt;br /&gt;
&lt;br /&gt;
==Magma pools==&lt;br /&gt;
Although the name suggests them as pools, they are actually pipes (Unknown why Toady changed the name). They can be found underground, however they rarely reach the upper z-levels (40+). Most end just a few z-levels above the magma sea, though some span up to more than 100 z-levels.&lt;br /&gt;
Magma pools seem to be always connected to a magma sea, and the sea and pipe can occasionally reach up to the same level, making them hard to separate. However, magma pools can be identified by the obsidian walls which surround them.&lt;br /&gt;
Magma pools will slowly refill themselves, giving the player an infinite source of magma.&lt;br /&gt;
&lt;br /&gt;
==Volcanoes==&lt;br /&gt;
Volcanoes can be found which extend all the way to the surface, but on a standard map they are exceedingly rare, if you even have any at all on your map.&lt;br /&gt;
&lt;br /&gt;
==Properties of magma==&lt;br /&gt;
Magma behaves the same way as water with the exception of not being affected by {{l|pressure}}, unless pressurized by a {{l|pump}}, and apparently not showing {{l|flow}}.&lt;br /&gt;
Magma will turn into {{l|obsidian}} if it touches {{l|water}}.&lt;br /&gt;
Modding information: The rock that is used when magma mixes with water is the first rock encountered to have the [LAVA] tag ''during worldgen''.&lt;br /&gt;
&lt;br /&gt;
==Dangers of magma==&lt;br /&gt;
Magma is not immediately fatal when first touched. It is dangerous to stand in magma, but dwarves will generally only suffer minor burns when running from a flow. Most creatures can survive standing on even a completely filled magma tile for a single turn, but any more and they will likely die.&lt;br /&gt;
Unlike in previous versions proximaty to magma no longer slowly cooks your dwarves.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Magma&amp;diff=103984</id>
		<title>23a:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Magma&amp;diff=103984"/>
		<updated>2010-05-06T03:59:15Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
'''Magma''' is red-hot molten rock found deep within the mountain, beyond the {{L|chasm}}. It serves as an energy source, powering {{L|magma forge}}s, {{L|magma glass furnace}}s and {{L|magma smelter}}s.  It is ''extremely'' dangerous, {{L|fun|and has led to the death of many dwarfs, and many fortresses}}.&lt;br /&gt;
&lt;br /&gt;
If magma is channeled to the outside world it will be renamed to '''lava'''. Despite the name change, lava behaves exactly the same way as magma.&lt;br /&gt;
&lt;br /&gt;
==Magma as Fuel==&lt;br /&gt;
Magma can be used as a fuel to power furnaces and forges, reducing your reliance on {{L|charcoal}} and {{L|coke}} (they are still required as a reagent in the production of {{L|pig iron}} and {{L|steel}}). The smelter, glass furnace, and kiln can be replaced by the equivalent magma furnaces, and the metalsmith's forge can be replaced by the magma forge.&lt;br /&gt;
&lt;br /&gt;
Each of these magma workshops requires one steel bar to build. You must thus build a regular smelter first, to produce your first steel bar, before you can begin magma-based operations.&lt;br /&gt;
&lt;br /&gt;
Magma-fueled workshops must be placed directly over the {{L|magma flow}} (magma in {{L|channel}}s cannot be used), which forces you to locate your metalworking (or glassmaking) operations deep inside the cave. However, this region is also home to the most valuable ores (gold, platinum, iron, and coal), making it a good location for your metalworks.&lt;br /&gt;
&lt;br /&gt;
The magma flow will periodically spawn magma creatures which will threaten your metalworkers. This threat can be mostly addressed by building a large number of traps along the magma flow and around your workshops.&lt;br /&gt;
&lt;br /&gt;
==Magma-proof Materials==&lt;br /&gt;
Most materials will be destroyed if touched by magma, whether it is in a channel or freely flowing (i.e., flooding). However, objects made from {{L|iron}}, {{L|steel}}, {{L|adamantine}}, and any kind of {{L|stone}} will not be affected by magma. Raw stone, rough {{L|gem}}s, and {{L|ore}} are immune to magma. {{L|Artifact}}s cannot be destroyed, regardless of what materials they are made of.&lt;br /&gt;
&lt;br /&gt;
Most buildings will not be affected by magma, and any items inside workshops will also be unaffected. Weapon traps built using non-iron weapons will be destroyed, although the stone mechanisms will remain.&lt;br /&gt;
&lt;br /&gt;
Creatures touched by magma will be killed almost instantly and will not leave behind a corpse (or even bones). However, bone and shell themselves are unaffected by magma. If the creature was carrying any magma-proof objects (iron, stone, bone, shell, etc), they will be left behind.&lt;br /&gt;
&lt;br /&gt;
==Channeling Magma==&lt;br /&gt;
Magma, like {{L|water}}, is a {{L|fluid}}, which can be transported to other locations via a {{L|channel}}, {{L|aqueduct}}, or {{L|bridge}}. When magma touches water (or vice-versa), it will create a cloud of deadly {{L|steam}}. This can be utilized to build steam defenses.&lt;br /&gt;
&lt;br /&gt;
You may also wish to build a magma-filled {{L|channel}} at the front of your fortress to form a lava &amp;quot;moat&amp;quot;. Although water moats will keep out most creatures, if you are playing on an {{L|evil}} map (Sinister, Haunted, or Terrifying), you may have undead outside your fort which can cross water and will only be stopped by a lava moat.&lt;br /&gt;
&lt;br /&gt;
To channel magma, you must build a floodgate beside the magma flow and attach a channel to the floodgate. If you dig a channel directly beside the magma flow (or beside a channel already filled with magma), it will fill with magma and injure or kill the miner.&lt;br /&gt;
&lt;br /&gt;
Although {{L|workshop}}s, {{L|bridge}}s, and {{L|aqueduct}}s built over the magma flow must be made of {{L|steel}}, all other buildings which come in contact with magma can be made of {{L|iron}} or {{L|stone}} instead. This includes {{L|floodgate}}s, {{L|door}}s, {{L|statue}}s, {{L|bridge}}s, and {{L|aqueduct}}s. Bridges or aqueducts which carry magma over other objects can be made of iron or stone, as can bridges constructed over magma-filled channels. Statues are impassable to flooding magma and can be used to block its passage.&lt;br /&gt;
&lt;br /&gt;
It was once believed that magma floodgates not built from steel would be damaged or destroyed after their first use; however, subsequent observation has revealed this to be the work of {{L|magma man|magma men}}, which will try to destroy any doors, floodgates, or workshops they come across.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=103983</id>
		<title>40d:Magma</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Magma&amp;diff=103983"/>
		<updated>2010-05-06T03:58:54Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Magma''' is red-hot molten rock present in {{L|volcano}}es, as well as magma pools and magma pipes. It serves as an energy source, powering {{L|magma forge}}s, {{L|magma glass furnace}}s and {{L|magma smelter}}s, which do not &amp;quot;use it up&amp;quot; in any way.  It is ''extremely'' dangerous, {{L|fun|and has led to the death of many dwarfs, and many fortresses}}.&lt;br /&gt;
&lt;br /&gt;
Magma never cools, but can {{L|evaporation|evaporate}} if left at a depth of 1/7 for long enough. If mixed with water it can form obsidian (see below).&lt;br /&gt;
&lt;br /&gt;
'''Lava''' is the same substance. Magma is what it is called underground, while it is called Lava if it is above ground. &amp;lt;!-- see talk page.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magma sources==&lt;br /&gt;
Magma almost exclusively occurs in two different features; magma pools and magma pipes.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pool''' is a reservoir of magma that occupies only a few Z-Levels in the mountain, without reaching the surface. Magma pools can be very small, and may have few suitable locations for buildings that rely on magma. Magma in these pools is limited, and pools will not refill with magma once emptied.&lt;br /&gt;
&lt;br /&gt;
* A '''magma pipe''' starts at the lowest z-level of the map from a magma (or lava) flow and extend in a pipe shape upwards, sometimes reaching the surface but often not. Magma Pipes gradually refill with magma.&lt;br /&gt;
&lt;br /&gt;
* '''{{L|Eerie glowing pit|Hidden Fun Stuff}}''' also contains a very very very small amount of magma, enough for a smelter or two.&lt;br /&gt;
&lt;br /&gt;
Also, note that...&lt;br /&gt;
&lt;br /&gt;
* A '''{{L|volcano}}''' is identical in gameplay to a magma pipe, but it has the advantage of being a geographical feature that is visible on the {{L|location}} screen.  This means that it is a lot easier to find. However, it IS actually possible for a volcano that shows up on the &amp;quot;local&amp;quot; and region screen in the starting location chooser to be entirely underground - although you could see it in the starting location chooser, it would not be visible from the surface once your dwarves have arrived at the fort's site.&lt;br /&gt;
&lt;br /&gt;
* A magma &amp;quot;'''vent'''&amp;quot; is the generic, non-game term for either a pipe or pool. When the distinction doesn't matter, it's commonly referred to as a vent.&lt;br /&gt;
&lt;br /&gt;
== Finding magma ==&lt;br /&gt;
&lt;br /&gt;
Volcanoes are  visible on the &amp;quot;local&amp;quot; screen in the starting location chooser. It is represented as a red ≈ mark (a double tilde) - essentially it looks like red water.  Note that red ≈ marks in the &amp;quot;region&amp;quot; screen mean something different entirely (e.g. red sand). &lt;br /&gt;
If you are using a certain {{L|utility}}, you can also see magma pools and magma pipes on the local screen in the embark menu. &lt;br /&gt;
After you have embarked for a place that has a volcano, and once your dwarves have arrived at their target destination, you should see a large red pool of lava on your map. If you don't, you should expect your volcano to be somewhere underground. You then have to use {{L|exploratory mining}} to find it. If you can find a large patch of obsidian on the surface that is devoid of boulders, chances are there is a magma vent below, so that would be a good place to start your mining.&lt;br /&gt;
&lt;br /&gt;
While picking a starting location, the easiest place to look for magma is on or near a {{L|volcano}} (a red ^ mark in the &amp;quot;region&amp;quot; screen).  There are often volcanic islands (easy to find, since they are the sole land in the middle of oceans), but since sea travel is not yet implemented, trade with other races may not be possible on such islands.  Instead, find a volcano on land, and (optionally) start looking for a vent in nearby squares.  &amp;quot;Nearby squares&amp;quot; can mean anything from literally on top of the volcano, to adjacent, to quite a long distance away indeed.  The placement of magma seems to be related to the distance from volcanoes, but is still essentially random.&lt;br /&gt;
&lt;br /&gt;
Magma vents occur exclusively in world map tiles that are primarily {{L|igneous extrusive}}. That is to say, if you select an entire tile on the embarkation screen and press F1 to highlight the most common terrain, the tile will only have magma if the top stone is dark gray, signifying igneous extrusive rock. Magma does not necessarily form in this geological zone/biome, rather anywhere in the tile. Even if magma is not evident on the surface, it's almost certain to be underground somewhere, though the chances of finding it without reveal.exe are still slim.&lt;br /&gt;
&lt;br /&gt;
Much harder than simply finding a magma vent is finding a magma vent that is also near suitable terrain for building.  Depending on your requirements - you may be looking for a source of running {{L|water}}, or a {{L|mountain}} for minerals, or a healthy {{L|tree}} population, a layer of {{L|flux}} for {{L|steel}} production or even all four - suitable building sites can be extremely scarce.&lt;br /&gt;
&lt;br /&gt;
Since volcanoes show up on the region finder, and magma vents do not, you may find it easier to simply check all volcanoes on a map for suitability, and generate a new world if none are suitable, rather than scouring tile after tile for magma vents.&lt;br /&gt;
&lt;br /&gt;
If you're willing to search exhaustively, you might want to consider finding magma vents that are not near volcanoes at all.  Very occasionally, magma will be visible in the middle of forests, plains, or other terrain nowhere near a volcano or even mountains.  There is no way to spot these on the region map, so you have to review the local maps. This can be done from DF, but since it involves a lot of scrolling and is very tedious, you can try exporting the local map of the world which can be much more quickly searched for the distinctive red ≈ symbol.&lt;br /&gt;
&lt;br /&gt;
You can also occasionally find magma that does not extend all the way to the surface, and therefore is not visible on the local map.  These are in fact much more numerous than surface-visible magma vents; however, they are almost impossible to find without cheating via one of the {{L|utilities}} like &amp;quot;reveal.exe&amp;quot;, since unlike proper magma vents these smaller deposits must be almost literally mined into to see (you will get a warning about &amp;quot;warm stone&amp;quot; before you actually breach the deposit).  These smaller magma deposits appear in the same places as normal magma vents - near volcanoes, or, failing that, near other known magma.&lt;br /&gt;
&lt;br /&gt;
The newly-added &amp;quot;Site Finder&amp;quot; feature neatly sidesteps all of this legwork, allowing you to search for a site with a magma pool or pipe without having to manually check each tile on the world map. Note that unless you edit the .init file so that magma features are shown on the local map, you won't know exactly ''where'' the lava is prior to embarking- just that it exists. Depending on whether or not you like a little mystery, this can be turned on or off at will.&lt;br /&gt;
&lt;br /&gt;
== Using magma ==&lt;br /&gt;
&lt;br /&gt;
On a map with a magma vent, the magma will be clearly visible from every level ground and below, unless the map is in a Freezing area. In Freezing areas, the top few levels of the vent will have cooled to form an {{L|obsidian}} &amp;quot;cap&amp;quot;. This should still be readily recognizable however, as it will comprise a circular area. The minerals directly adjacent to the magma vent will also be immediately visible, even at the lowest level of the map, which can give some hints about where to prospect for ores.&lt;br /&gt;
&lt;br /&gt;
[[Image:magmacap.png|thumb|188px|Obsidian &amp;quot;magmacap&amp;quot; as seen from ground level]]&lt;br /&gt;
&lt;br /&gt;
The vent has a similar, circular shape on each level.  However, it is not identical from one level to the next; some levels will have a larger or somewhat misshapen circle of magma.&lt;br /&gt;
&lt;br /&gt;
The primary use for magma is to power {{L|magma smelter}}s, {{L|magma glass furnace}}s and {{L|magma forge}}s.  (There are other uses, including defense, {{L|obsidian}} production, and possibly even garbage disposal.)  To build forges, etc. on magma, at least one of the external eight squares must be above a square of magma.&lt;br /&gt;
&lt;br /&gt;
This can be done most easily by simply building on ground level.  The magma is visible from ground level but is actually contained one level below ground level, just like any ground-level water source.&lt;br /&gt;
&lt;br /&gt;
To build underground, you will need to dig at least one tile of a {{L|channel}} down from the location you wish to build the smelter or forge.  Eventually, flowing into this channel (on that lower z-level immediately below the forge or smelter), there must be magma, either from the pipe/pool itself or channeled from the vent.  You can simply build a tunnel straight into the magma (and lose the miner who digs it 99% of the time), or use {{L|channel}}ing to tap into the magma safely from the level above - this latter requires the lower level to be wider than the upper, to jut out so that last tile can be channeled away from above to free the magma into the tunnel system on that level.  &lt;br /&gt;
&lt;br /&gt;
Tapping into magma directly is usually safe provided that you are prepared for it (see Pressure note below). Unpressurized Magma is much slower than water from a river source, and can be stopped by any {{L|magma-safe}} {{L|floodgate}}, {{L|door}} or etc. with a {{L|bauxite}} mechanism. Take care however if you are using a {{L|screwpump}} to pump magma into a tunnel/funnel with a cistern below - the pump will make the magma overflow as it would with water. &lt;br /&gt;
&lt;br /&gt;
Volcanoes and magma pipes slowly replenish their supply of magma. A miner with less than Unbelievably Agile will die when breaching a magma tube as he can't move away quick enough.&lt;br /&gt;
&lt;br /&gt;
=== Producing Obsidian ===&lt;br /&gt;
Magma can also be used to produce {{L|obsidian}}, a stone which has a base value of 3 (compare with 1 for normal {{L|stone}} and 2 for {{L|flux}} stones), and which can be used to make swords at a {{L|Craftsdwarf's Workshop}}. &lt;br /&gt;
&lt;br /&gt;
See {{L|Obsidian farming}}.&lt;br /&gt;
&lt;br /&gt;
=== Creature Safety ===&lt;br /&gt;
{{L|volcano|Volcanoes}} do not house nice things. {{L|Fire man|Fire men}}, {{L|Magma man|Magma men}}, and {{L|Fire imp|Fire imps}} all have their habitats in magma. All of these are attributed to innumerable cases of {{L|fun}}, especially with newer players and forts starting off a bit too close to their volcano perches.&lt;br /&gt;
&lt;br /&gt;
There are several things you can do to prevent {{L|fun}}.&lt;br /&gt;
*Channel water in a moat around the the top of the volcano. This will prevent creatures from venturing too far from their homes, but they can still chuck fire at your {{L|woodcutter|woodcutters}} and {{L|fisherdwarf|fisherdwarfs}}. Losing these early on can easily damn your efforts.&lt;br /&gt;
*Build far enough away from the volcano as to not catch the attention of what lurks inside. It is perfectly alright to dig several screens away from the volcano and then tunnel up along side it. Magma does not have enormous {{L|water pressure|pressure}} and (typically) will not follow the rules of equilibrium.&lt;br /&gt;
*When channeling magma underground, there is a nice set-up you can use to prevent creatures from coming inside and having a party in your smithy.&lt;br /&gt;
**Build a {{L|bauxite}} floodgate connected to a lever using {{L|bauxite}} {{L|mechanism|mechanisms}}. Bauxite is the only {{L|magma-safe}} rock. ''Bauxite is your friend''. (To conserve Bauxite, the only material which can make magma-safe mechanisms other than raw adamantine, you can make the floodgate itself out of a magma-safe metal such as iron. Also, unless the lever is going to become submerged in magma, both it and the mechanism used within it can be made of magma-unsafe materials.)&lt;br /&gt;
**Open the gate so our engraver can get through.&lt;br /&gt;
**Tap into the magma by engraving fortifications into it with other engravings queued already. This will cause magma to flow much slower, and the queue will cause the dwarf to immediately rush off and begin working - instead of lingering in the room while the magma pours in.&lt;br /&gt;
**Once everyone is safe and the chamber you built to house the magma is filling up, go ahead and close the gate to seal the chamber.&lt;br /&gt;
&lt;br /&gt;
This is setup is advisable because {{L|Fire man|Fire men}} and {{L|Magma man|Magma men}} cannot pass through fortifications. However, {{L|Fire imp|Fire Imps}} can, but they cannot {{L|Building_destroyer|destroy}} floodgates, while the first two can.&lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
[[Image:Safemagma.png|thumb|188px|Magma safely diverted underground (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Magma is a [http://en.wikipedia.org/wiki/Non-Newtonian_fluid non-Newtonian fluid] and as such will not be affected by pressure under normal circumstances.&lt;br /&gt;
&lt;br /&gt;
Thus it can be safely passed through tunnels to be used at a lower point in the fortress.&lt;br /&gt;
&lt;br /&gt;
A frequent mistake, however, is to assume that a channel is sufficient to cause magma to fall. While magma will not rise out of a channel, it can flow over the top once the channel fills up.&lt;br /&gt;
&lt;br /&gt;
Another common mistake has to deal with magma pipes and volcanos in Freezing areas. Many people will channel into the obsidian cap and then into the magma through there. However, once a tile of the obsidian 'cap' is breached, the tile directly above the breach will then be included as part of the magma pipe and the magma will begin rising until it has filled that square. For fortresses that tapped into the magma, this can result in waves of magma slowly filling up the fortress from the bottom level up to the magma pipe's new top level. The magma can continue to rise all of the way to the surface if an entire section of the obsidian cap is channeled. The magma will not harden into obsidian again, though, just from the cold temperatures.&lt;br /&gt;
&lt;br /&gt;
[[Image:Unsafemagma.png|thumb|188px|Danger: This will overflow (cross section)]]&lt;br /&gt;
&lt;br /&gt;
Also note that screw pumps can cause magma to behave oddly. Magma that is emerging pumped from a screwpump will behave as if pressurized, and be forced upwards to the same level as the pump.{{version|0.28.181.40d}} However, this only occurs while the pump is actively pumping magma into a tile that is already full. It seems likely that this behavior is a result of code in the pump ignoring what type of fluid is being pumped, causing the pumped fluid to be passed to a connected tile as if pressurized. It may not be desired behavior, and thus may change in subsequent versions. It is possible to use this effect to channel magma from distant source. If you happen to have constructed your fortress very far from the magma source, you can use a screw pump to &amp;quot;pressurize&amp;quot; the magma to force to flow much more quickly. Where unpressurized magma might take years to flow across the map, pressurized magma would just take a few days.&lt;br /&gt;
&lt;br /&gt;
[[Image:Pumpedmagma.png|thumb|154px|Pumps will cause magma to rise to the level of the pump (cross section)]]&lt;br /&gt;
&lt;br /&gt;
==Magma pipe refilling==&lt;br /&gt;
&lt;br /&gt;
[[Image:MagmaPipeProperties.png|thumb|188px|Unsafe and safe magma pipe configurations]]&lt;br /&gt;
&lt;br /&gt;
Magma pipes are '''not''' pressurized and will flow predictably ({{L|Magma#Magma_flow}}).&lt;br /&gt;
&lt;br /&gt;
Magma pipes refill itself slowly to its original z-level if there is nothing obstructing its path. Tiles above the magma flow tiles will randomly increase magma flow until its original z-level is at 7/7.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to this rule. If there is a floor or wall above a magma flow tile, it will not produce magma above the floor/wall.&lt;br /&gt;
&lt;br /&gt;
Note that since the addition of magma is quite slow, if you intend to breach only a few tiles to fill with magma, it might evaporate at a faster rate than replenishing. A single tile of replenishing magma will most likely evaporate with as little as 5-10 open tiles.&lt;br /&gt;
&lt;br /&gt;
==Magma compared to water==&lt;br /&gt;
&lt;br /&gt;
Magma is a [http://en.wikipedia.org/wiki/Non-Newtonian_fluid non-Newtonian fluid]. As such, it acts like water in certain circumstances, but acts differently in others.&lt;br /&gt;
&lt;br /&gt;
===Similarities===&lt;br /&gt;
&lt;br /&gt;
*Magma fills a tile and has seven possible depths.&lt;br /&gt;
*Magma flows outward and downward to expand into clear space.&lt;br /&gt;
*Screw pumps work in magma.&lt;br /&gt;
*Floodgates and {{L|pressure plate}}s work in magma.&lt;br /&gt;
*Constructed {{L|wall}}s of all kinds safely contain magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Objects thrown into magma sink to the bottom.&lt;br /&gt;
*Magma that is only 1 deep &amp;quot;evaporates&amp;quot; over time.&lt;br /&gt;
*Magma will create mist.&lt;br /&gt;
&lt;br /&gt;
===Differences===&lt;br /&gt;
&lt;br /&gt;
*Magma is extremely hot, and capable of melting objects and buildings made of most materials (see {{L|Magma#Magma vs. built objects|Magma vs. built objects}}) and thus destroying them.&lt;br /&gt;
*Magma is not normally pressurized, it seeps out of holes slower than water and slow enough for any {{L|dwarves}} to outrun, unless they are the ones digging into it. That is to say, digging into a volcano core is likely to result in the death of the miner unless he is sufficiently {{L|agile}} or has another immediately pending task - otherwise, he will pause for a moment, think of what to do next, then burst into flames as the magma flows onto him. It is recommended that you tell any prized miners to no longer mine and give a {{L|peasant}} or otherwise less desirable dwarf the sole responsibility of breaking the barrier holding back magma.  It is also usually safe to carve a {{L|fortification}} into the wall.&lt;br /&gt;
*Magma only spawns directly above the &amp;quot;Magma Flow&amp;quot; tiles at the bottom of a {{L|Magma#Magma sources|magma pipe}}, and only up to the original top level. Otherwise, its level may rise only by dripping more magma from above, and new magma may only distribute itself by moving down or to the sides, but never up.&lt;br /&gt;
*Magma reacts violently with water, releasing steam and leaving behind tiles of solid obsidian which can be mined, smoothed or engraved like any natural tile.&lt;br /&gt;
*Magma cannot be used to satisfy {{L|thirst}}.&lt;br /&gt;
*{{L|Magma mist}} is not generated by falling magma, but only by a {{L|cave-in}}.&lt;br /&gt;
*Magma mist will not generate happy {{L|thought}}s, but will instead burn whatever it touches.&lt;br /&gt;
&lt;br /&gt;
== Magma vs. built objects ==&lt;br /&gt;
&lt;br /&gt;
Some objects that come in contact with magma will function fine, no matter what their material. Others will melt or cease to work properly unless they're made of {{L|magma-safe materials}}. &lt;br /&gt;
&lt;br /&gt;
* {{L|Workshop}}s that are powered by magma need not be built of magma-safe materials to function - {{L|fire-safe}} materials are sufficient.&lt;br /&gt;
* Constructed objects like {{L|wall}}s, {{L|floor}}s, {{L|stairs}} and {{L|ramp|ramps}} can be made of any material, even those that are not &amp;quot;Magma-safe&amp;quot;, and can come into contact with magma without issues. &lt;br /&gt;
* Like walls, {{L|door}}s can also be built out of any material and still hold back lava as long as it's in the &amp;quot;closed&amp;quot; position. It may be wise to make sure hallways/rooms close to an engineering project involving magma have plenty of doors, just in case you have a little too much {{L|fun}} when you forget to build that last {{L|floodgate}}.&lt;br /&gt;
* {{L|Bridge}}s that are built &amp;lt;i&amp;gt;over&amp;lt;/i&amp;gt; magma may be constructed of any material. However, bridges that are &amp;lt;i&amp;gt;submerged&amp;lt;/i&amp;gt; in magma must be constructed of a magma-safe material.&lt;br /&gt;
* Most machines must be made of {{L|magma-safe materials}} to function for more than a few minutes in magma. This includes {{L|floodgate}}s.  Unsafe materials will function for a while, but then melt or burn away. Screw pumps made from flammable materials (wood, possibly also graphite, lignite, or bituminous coal blocks) can catch fire, though stone and metal components need not be magma-safe unless the rear tile of the pump is submerged.&lt;br /&gt;
* Stone {{L|mechanism}}s attached to a construction will melt in magma unless made of bauxite or {{L|raw adamantine}}, even if the construction itself is made of {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
If even a single component of a submerged building melts (whether a chalk mechanism on a steel floodgate or a copper sword in a weapon trap), the entire building will deconstruct.&lt;br /&gt;
&lt;br /&gt;
== Magma creatures ==&lt;br /&gt;
{{L|Fire imp}}s, {{L|fire man|firemen}}, {{L|magma man|magma men}}, and {{L|fire snake}}s inhabit Magma. Fire snakes are a type of {{L|vermin}} that can set your fortress on {{L|fire}} with little to no warning.  Like all other vermin, they may spawn a short distance outside their native environment, meaning they can appear in any region near a magma pipe, even if the region and magma have no physical connection. However, they only spawn near natural formations. They will not spawn at a channel you have dug to another section of your fortress.&lt;br /&gt;
&lt;br /&gt;
== Temperature settings ==&lt;br /&gt;
&lt;br /&gt;
Magma is almost harmless if temperature is disabled in the Dwarf Fortress init file. It can still trap and suffocate or simply starve your dwarves in some situations. It will not melt bridges, etc. constructed of non-{{L|magma-safe|magma-proof}} materials.&lt;br /&gt;
&lt;br /&gt;
== Magma reactions ==&lt;br /&gt;
&lt;br /&gt;
*Flowing water: If magma happens to contact water it produces some steam and {{L|obsidian}}.  Steam is no longer deadly (as in the old 2D version) so steam traps are ineffective; however, it is now much safer to cast large volumes of {{L|obsidian}} inside mined or constructed molds.  The resulting slabs of {{L|obsidian}} are functionally identical to native stone.&lt;br /&gt;
*[[Activity zone|Pond]] water: A bucket of water dumped onto magma from directly above will cause all of the magma in the tile to disappear in a puff of steam. If dropped from more than one Z-level up, obsidian will be created as expected.&lt;br /&gt;
*[[Brook]]s: If magma comes in contact with a brook, it will not produce steam, but will turn the water tile below the brook to obsidian, and give the brook tile the appearance of a dried-up brook.&lt;br /&gt;
*Rocks: {{L|stone|Rock}}s left over from mining will melt if magma covers them. During the season change, all molten rock is automatically removed (at the same time as blood/vomit).&lt;br /&gt;
*Magma-safe items: {{L|Magma-safe}} items in magma (iron, adamantine, raw bauxite, etc) will never melt or be destroyed by the magma. One way to recover them it to turn the magma into obsidian using water and dig them out when it is safe, as encasing them in stone will also not destroy them.&lt;br /&gt;
*Trees: {{L|Tree}}s will not (yet) burn or be destroyed by magma.{{version|0.28.181.40d}}&lt;br /&gt;
*Pressure: Magma does not transmit {{L|water pressure|pressure}}.&lt;br /&gt;
*Speed: Magma flows at the same rate as unpressurized water.&lt;br /&gt;
*In a volcano or a magma pipe, magma will occasionally appear in small columns above its surface  [http://www.bay12games.com/forum/index.php?topic=26201.msg311730#msg311730] if it is below its original level. It will not be created above floors. It will be created in 7s, and will probably spread around in few seconds. This may be deadly to unlucky dwarves standing around. Therefore, to be sure to avoid casualties, do not build workshops inside the pipe itself except at the highest level of magma.&lt;br /&gt;
*Cave-in: A cave-in of natural tiles or (more than one) constructed tiles landing in magma will cause potentially lethal {{L|magma mist}}.&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Magma FAQ}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=103982</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=103982"/>
		<updated>2010-05-06T03:58:34Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
A '''starting location''' (also called a ''starting site'') is a group of map tiles where a {{L|dwarf|dwarven}} settlement is located.  Starting out in the right location is crucial to not {{L|fun|losing}}. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
While Adventure mode can take the player across an entire world map, a starting location is defined by the number of {{L|region|area blocks}} that they select when starting a game - they can never explore or expand past those boundaries.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting {{L|dwarf fortress mode}}, the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated {{L|world}}; the middle pane (&amp;quot;{{L|Region}}&amp;quot;) shows the general {{L|biome|terrain}} types and {{L|civilization}}s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the local map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-{{L|mountain}}/{{L|river}} square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one {{L|biome}} type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different {{L|creatures}} as well as different types of rock and {{L|stone|rock layers}}.&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as {{L|glacier}}s and {{L|island}}s are often accessible only to dwarven {{L|immigrant}}s and {{L|trade}}rs; all other locations are usually accessible to dwarves, {{L|elves}}, {{L|humans}}, and {{L|goblins}}).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from. Depending on whether you chose a civilization from the north, the middle or the south, you will get a combination of {{L|muskox}}es, {{L|mule}}s, {{L|horse}}s or {{L|camel}}s with your {{L|wagon}}. More importantly, when you select your starting equipment or make a trade agreement with the dwarven {{L|Trading|traders}} later you will only be able to select stones that are available at the locations of the other fortresses of your civilization. If you want to later import {{L|flux}} stone, {{L|bituminous coal}} or {{L|bauxite}}, you need to chose wisely. You can see what items you civilization has access to on the embark screen. If you are not satisfied, you can abort the game at that stage and start the same map again, on the same location, but choosing a different dwarven civilization. This might similarly determine what kind of {{L|metal}}s and {{L|meat}} you can buy. &lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ({{L|river}}, {{L|magma}}, {{L|trees}}, etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves {{L|immigration|immigrate}} to the site (see {{L|maximizing framerate}} for more details).&lt;br /&gt;
&lt;br /&gt;
Most of the interesting map features ({{L|chasm}}s, {{L|bottomless pit|bottomless pits}}, {{L|magma}}, {{L|lake}}s, etc.) are hidden from view during site selection, but can be seen either by choosing to show them during worldgen, or by changing the SHOW_EMBARK_&amp;lt;feature&amp;gt; options in your init.txt file. This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what {{L|starting builds|starting equipment and skills}} you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The {{L|pregenerated worlds}} page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings/Climate ==&lt;br /&gt;
&lt;br /&gt;
If you are relatively new to the game, you will probably want to avoid {{L|Haunted}}, {{L|Sinister}}, and {{L|Terrifying}} biomes, as well as extremes of cold and heat, until you get a better handle of the game.  These types of biomes indicate the ferocity of the wild-undeath you will encounter in these regions.  Hot regions may never get good rain; cold regions may never have good running water; trees in either region will probably be hard to come by.  The good news is that this still leaves you with a lot of options most of the time. Make sure you've got at least some {{L|trees}} and vegetation on the map.&lt;br /&gt;
&lt;br /&gt;
All of these cautions can be ignored if you are attempting a {{L|fun}} {{L|challenges|challenge}}.&lt;br /&gt;
&lt;br /&gt;
Although rare and difficult, it is possible to embark to a location where even your mountainhome will not have or attempt contact with your fortress.  Make sure you at least have {{L|Civilization|contact}} with {{L|Dwarves}}; {{L|Humans}} are also good {{L|trading}} partners and you will commonly run in the {{L|Elves}} too.  {{L|Elves}} are trickier to deal with than {{L|Humans}}, but not by much, mostly by being picky about what they will accept in trade and limiting your deforestation habits.  Antagonistic forces will include {{L|Kobolds}} and {{L|Goblins}} although they may also surprise you by wanting to trade (the {{L|Goblins}}, at least).  This antagonism is not definite, however, and any of the {{L|civilization}}s save for your {{L|Dwarves}} have a chance of being hostile with you from the outset, as indicated by a red dashed line or a red &amp;quot;{{L|war|WAR}}&amp;quot; next to that {{L|civilization}}'s listing.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
{{L|Mountain}} squares will contain certain features, and each world map {{L|mountain}} tile is guaranteed an {{L|underground river}}, a {{L|chasm}}, and {{L|pits}} somewhere in the mountain tiles of the local view. Also, mountainous areas are worth looking into for the {{L|stone}} and greater probability of finding {{L|magma}}.&lt;br /&gt;
&lt;br /&gt;
{{L|Water}} is also a valuable commodity, for the purposes of {{L|farming}} and {{L|Water#Water_in_Fortress_Mode|drinking}}. {{L|Ocean}} water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
{{L|Forest}} and {{L|swamp}} tiles with heavy vegetation are also beneficial for their ample supplies of {{L|wood}}. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some {{L|biomes}} will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Another consideration is elevation range.  The game allows access up to 15 levels above the highest peak and 15 levels below the deepest valley, so steeper slopes means much more diggable area.  The downside is lag; more levels also means more CPU burden (this can cripple a fortress - be careful).&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a flatter landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the [[layer]] types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most {{L|iron}} {{L|ore}}s and are the only ones containing {{L|bauxite}} and {{L|bituminous coal}}/{{L|lignite}}. If you plan to have {{L|steel}} production, you will also need a supply of {{L|flux}} stones. Since flux stones are almost always confined to their own layers, keep an eye out for them; conveniently, most flux stones are also sedimentary, so you can satisfy both requirements at once by embarking in a region with layers of {{L|chalk}}, {{L|limestone}}, or {{L|dolomite}}.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is top{{L|soil}}. It can be used for farming even without water, but it only rarely contains small amounts of {{L|stone}} or {{L|ore}}.&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable {{L|metal}}s like {{L|gold}} and {{L|aluminum}}, these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a [[desert]], though you can farm directly on [[sand]]. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out; this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of {{L|tree}}s in the selected {{L|biome}} will be listed on the right hand side of your location selection screen. {{L|Treeless}} maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of {{L|seed}}s, {{L|alcohol}}, and {{L|food}} for a just started fortress. Use the {{L|Gather plants}} {{L|designation}} to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Having a source of magma on-site is extremely useful for metal- and glassworking since magma-powered versions of forges and furnaces consume no [[fuel]] (except when making [[steel]]), removing the need to search for coal or make charcoal. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like {{L|basalt}}, {{L|obsidian}}, {{L|gabbro}}, and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{version|0.27.176.38c}} Also, their buildings provide plentiful {{L|wood}} (a small house contains 34 wood logs. Other buildings have much more.) and other useful items such as prebuilt {{L|furniture}} and ready to sell trade goods. This does not apply to {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Location Size ==&lt;br /&gt;
&lt;br /&gt;
Each tile on the &amp;quot;Local&amp;quot; map is 48x48 tiles. The {{L|Z-level}} size depends on the elevation. The maximum Z-level is +15 above the highest peak and the minimum is -15 below the lowest valley. {{verify}}&lt;br /&gt;
&lt;br /&gt;
Keep this in mind when planning for {{L|Mega_construction}}s&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=103981</id>
		<title>v0.31:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Starting_location&amp;diff=103981"/>
		<updated>2010-05-06T03:58:11Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
Searching for a good location for your fortress is extremely important. If you neglect this you may find your dwarves dying off &lt;br /&gt;
from dehydration, starvation or the other dangers that lurk about. &lt;br /&gt;
&lt;br /&gt;
''An ideal location includes'':&lt;br /&gt;
* A location that lacks an {{L|aquifer}}.&lt;br /&gt;
* A '''fresh''' water source.&lt;br /&gt;
* A temperature that isn't extremely hot or cold.&lt;br /&gt;
* A {{L|flux}} material.&lt;br /&gt;
* An area with an abundance of trees.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Embark&amp;diff=103959</id>
		<title>40d:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Embark&amp;diff=103959"/>
		<updated>2010-05-06T00:56:14Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Stub}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site, possibly using the {{L|site finder|site {{k|f}}inder}}.&lt;br /&gt;
# Assign starting {{L|skill}}s to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Embark options'''&amp;quot; can refer to any of the first three steps.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Information at embark&amp;quot; can include:&lt;br /&gt;
* Viewing your {{L|region}} on the World and Regional maps.&lt;br /&gt;
* Viewing your Local map to:&lt;br /&gt;
** Confirm the presence of important features, such as {{L|magma}} vents or {{L|river}}s.&lt;br /&gt;
** Note these features' locations.&lt;br /&gt;
* Using the {{k|tab}} and {{k|F1}}, {{k|F2}}, {{k|F3}}, etc. keys to view your:&lt;br /&gt;
** Stone {{L|layer}}s&lt;br /&gt;
** {{L|Biome}}s and climate&lt;br /&gt;
** Starting dwarven civilization (and choose if more than one) &lt;br /&gt;
** Neighboring civilizations and relationships with them&lt;br /&gt;
&lt;br /&gt;
''(Need a quick list of Embark screen features, with links to full pages)''&lt;br /&gt;
&lt;br /&gt;
:* {{L|Fortress name|Name}} your Fortress (rather than accept a randomly generated name)&lt;br /&gt;
&lt;br /&gt;
Example usages:&lt;br /&gt;
* &amp;quot;I made a big mistake '''at embark''' when I forgot...&amp;quot;&lt;br /&gt;
* &amp;quot;I knew I was in trouble when I got attacked '''on embark'''...&amp;quot;&lt;br /&gt;
* &amp;quot;This is one of the choices you need(ed) to make '''at embark''', before the game...&amp;quot;&lt;br /&gt;
* &amp;quot;'''After embark''' the first thing you want to do is...&amp;quot;&lt;br /&gt;
* &amp;quot;Once you've '''embarked''', that's when the {{L|fun}} starts...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Before you unpause ==&lt;br /&gt;
Before you start the game by unpausing, check the following things to make sure your young fortress runs smoothly and avoids becoming a tiny, tiny tomb. Particularly important in less hospitable {{L|biome}}s and other dangerous sites. &lt;br /&gt;
&lt;br /&gt;
* Figure out where you're gonna dig your fortress. Look around, get a feel for what is visible, and what the terrain can do for (or to) you. Think about it while you do the rest and come back to it as you need to.&lt;br /&gt;
* Press {{k|c}} to check for the presence of other civilizations.&lt;br /&gt;
* Press {{k|u}} to check for the presence of hostile wild {{L|animal}}s. (However, be aware that creatures can appear from off-map after the game has been going for a while.) &lt;br /&gt;
** Activate military if desired.&lt;br /&gt;
** In that same screen ({{k|u}}nits), {{k|c}}enter on a specific units and set their preferences, especially {{L|labor}} designations.  (You can also {{k|v}}iew them from the map screen.)  &lt;br /&gt;
*** Make sure at least one dwarf has the {{L|carpenter}} labor designated to break down the {{L|wagon}}.&lt;br /&gt;
***Add any other unskilled labors you want active.&lt;br /&gt;
***If the environment is particularly dangerous, you may consider disabling the Hunting and/or Fishing labors at first to keep your dwarves from wandering too far afield.&lt;br /&gt;
** You can also give them custom titles or nicknames if you like.&lt;br /&gt;
* Press {{k|q}} and mark the {{L|wagon}} for removal.&lt;br /&gt;
* Press {{k|o}} for orders and options.  Toggle to suit your preferences.&lt;br /&gt;
** Consider {{k|r}}efuse orders&lt;br /&gt;
** Consider fishing/drinking {{k|z}}one options.&lt;br /&gt;
* Press {{k|i}} and designate a {{L|meeting area}} for animals and idle dwarves (or the wagon's location will be the default).&lt;br /&gt;
* Press {{k|n}} and reassign {{L|noble}} positions ''if desired''.&lt;br /&gt;
* Press {{k|z}} and forbid the kitchen from cooking alcohol and plump helmets if desired.&lt;br /&gt;
* Press {{k|d}} to designate areas for plant gathering, wood cutting, and/or stone smoothing if needed/desired.  (Stone smoothing is good for getting rid of boulders that impede outdoor farming.)&lt;br /&gt;
** Press {{k|d}}, then {{k|o}} to place traffic restrictions.  Things to watch for: saplings, wild plants, dangerous shortcuts (like near magma or cave creatures).  Consider encouraging your dwarves to traffic specific areas to minimize damage to subsequent growth.&lt;br /&gt;
* Press {{k|p}} to create {{L|stockpile}}s for wild plants, {{L|wood}}, and/or {{L|refuse}}.&lt;br /&gt;
* {{k|b}}uild any {{k|w}}orkshops you feel that you need immediately.&lt;br /&gt;
* {{k|d}}esignate where your miner(s) will dig in first.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* {{L|World generation|World Generation}}&lt;br /&gt;
* {{L|Location}}&lt;br /&gt;
* {{L|Starting build}}&lt;br /&gt;
* {{L|What should I build first}}&lt;br /&gt;
* {{L|Defense guide}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=103958</id>
		<title>v0.31:Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Embark&amp;diff=103958"/>
		<updated>2010-05-06T00:55:58Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
'''Embark''' is the moment at the very beginning of the game, before actual game play begins (but after {{L|World generation|generating a world}}), when you and your initial 7 dwarves:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting {{L|skill|skills}} to each dwarf.&lt;br /&gt;
# Select an initial load of {{L|supplies|supplies and equipment}}.&lt;br /&gt;
# Arrive at the site with your wagon full of supplies.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Site ==&lt;br /&gt;
The process of choosing a site in DF2010 is much less involved than prior versions due to the ubiquitous presence of magma, gems, and ore, but that said there are still several considerations to keep in mind, namely aquifers, ore types, wood, climate, and neighbors.&lt;br /&gt;
&lt;br /&gt;
[[File:Embark.jpg]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Choose Fortress Location screen shows three views of the land at three different levels of magnification: Local, Region, and World. A section of lit tiles in the Local view indicates the current embark location within the region. The arrow keys control the X cursor in the center &amp;quot;Region&amp;quot; view while {{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} move the embark location around within the Local view. {{K|Shift}}-{{K|u}}, {{K|m}}, {{K|k}}, and {{K|h}} will resize the embark location, though it should be noted that larger embark areas will be more demanding on the computer's processor.&lt;br /&gt;
&lt;br /&gt;
To the right of the views is a list of local features in the dominant biome. Individual biomes, which form at least one map-tile of your embark location, can be cycled with the {{Key|F#}}-keys; for example, an area with 3 biomes present can be cycled using {{Key|F1}}, {{Key|F2}} and {{Key|F3}}. The selected biome will be highlighted with flashing Xs on the Local Map, and the biome's information will be displayed on the right side of the screen. The list at the bottom of the biome information indicates the dominant soil/stone composition from top to bottom for the first eight layers.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|Tab}} will cycle the presented information through a variety of different views and panels.&lt;br /&gt;
*Neighbors - other civilizations that are closest to your current location. Proximity increases the chance of interaction, though at present this largely means &amp;quot;nearby goblins are more likely to attack you.&amp;quot;&lt;br /&gt;
*Your Civilization - indicates all Dwarven civilizations in the world. {{K|*}} and {{K|-}} will cycle through the civilizations allowing you to choose which your settlers will be embarking from. This will change the specifics of what goods will be available to embark with (e.g. what types of meat), but not the overall function.&lt;br /&gt;
*Relative Elevation - Shows the land height relative to the lowest point in the region.&lt;br /&gt;
*Cliff Indicator - Shows the severity of cliffs.&lt;br /&gt;
 &lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Biome|biome}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A '''biome''' is a biotic area with homogeneous features, characterized by distinctive {{L|plant|plants}}, {{L|creatures|animal species}} and {{L|climate|climate}}. A biome will also contain only one set of stone layers, though these usually expand beyond a single biome. Your {{L|dwarves|dwarves}} will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
&lt;br /&gt;
Biomes are important when choosing a fortress location in order to understand your {{L|surroundings|surroundings}}.&lt;br /&gt;
&lt;br /&gt;
==== Aquifer ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|aquifer|aquifer}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An aquifer is a layer of soil or stone saturated with water, and a biome may contain upwards of 3 aquifer layers (theoretically more, but such would be rare to say the least). Embarking on an aquifer brings up a warning before embark as an aquifer can significantly raise the difficulty of starting a fort. For specific tactics on working with an aquifer see the main page.&lt;br /&gt;
&lt;br /&gt;
==== Climate ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|climate|climate}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Climate determines the maximum temperature range of the region, which in turn impacts the severity of exposure to the outside, wether water will freeze in winter, and how quickly water evaporates. Very hot and very cold biomes bring their own challenges which may be further compounded with overlapping features, such as a glacier being frozen for half the year, and being devoid of trees, and lacking a river.&lt;br /&gt;
&lt;br /&gt;
Note also that there is presently a bug in Hot or hotter climates where rain ''may'' superheat and melt dwarves and pets that are outside.&lt;br /&gt;
&lt;br /&gt;
==== Ore and Stone Types ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main articles: {{L|Ore|ore}} and {{L|Stone|stone}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The types of stone available will determine the types of ore and gems available, but regardless of the specifics plenty of both will be available. Ore will determine what metals are available for use, which will in turn have significant impacts on your weapons and armour. Note that steel requires both an Iron ore and {{L|Flux|flux stone}} making {{L|chalk|chalk}}, {{L|dolomite|dolomite}}, and {{L|Limetone|limestone}} frequently preferred stone layers.&lt;br /&gt;
&lt;br /&gt;
==== Plant Life ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Trees|trees}} and {{L|Shrub|shrub}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Wood is the only substance {{L|Bed|beds}} can be made of and producing wooden bins and barrels is far faster and easier in the early game than producing metal versions. Most forts will require at least a nominal number of trees, though trees can be farmed underground in any biome.&lt;br /&gt;
&lt;br /&gt;
Shrubs can provide some quick food, brewable materials, and seeds for some very helpful above-ground {{L|Crops|crops}} which are generally only available through trading with Elves.&lt;br /&gt;
&lt;br /&gt;
==== Surroundings ====&lt;br /&gt;
&lt;br /&gt;
Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, neutral, or evil. Surroundings affect the types of plant life, wild animals and creatures which will appear in play within a given biome. It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
== Creating Your Settlers ==&lt;br /&gt;
=== Play Now! ===&lt;br /&gt;
You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of Dwarves with the following profiles:&lt;br /&gt;
&lt;br /&gt;
* Miner: Adequate Miner&lt;br /&gt;
* Woodworker: Novice Carpenter and Bowyer&lt;br /&gt;
* Stoneworker: Novice Engraver, Mason, Mechanic, and Building Designer&lt;br /&gt;
* Jeweler: Novice Gem Cutter, Gem Setter, Wood Crafter, Stone Crafter, and Bone Crafter&lt;br /&gt;
* Fisherdwarf: Novice Fisherdwarf&lt;br /&gt;
* Fish Cleaner: Novice Fish Cleaner, Butcher, Tanner, Weaver, Clothier, and Leatherworker&lt;br /&gt;
* Doctor&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;: Novice Wood Cutter, Brewer, Cook, Grower, Herbalist, Furnace Operator, Wood Burner, Lye Maker, and Potash Maker; Competent Wound Dresser, Diagnostician, Surgeon, Bone Doctor, and Suturer.&lt;br /&gt;
&lt;br /&gt;
One of these will be randomly flagged as Expedition Leader at the start. However all these Dwarves are selected from the surrounding civilizations and as a result it is possible to get Dwarves with honorary titles such as Law Giver or War Leader{{verify}}. These titles do not change the Dwarf's {{L|job|job}} but indicate that they are important in some way within the world history.&lt;br /&gt;
&lt;br /&gt;
The default embark value for a custom embark is 1274: 974 in pre-chosen goods and 300 unassigned. The Play Now! embark only uses 1038 points. While a Play Now! embark is no more doomed than any other embark, it is always better to Prepare Carefully once you know what you're doing with the set up of an early fort since Novice Butcher is hardly better than a Dwarf you manually flagged for the job. The only good reason is if you really want the Super Doctor, given the hazards of learning medical skills on-the-job.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;The doctor here is impossible to create in a custom embark, having 24 skill points (135 embark points) out of the usual possible 10.&amp;lt;br /&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Prepare Carefully ===&lt;br /&gt;
Preparing allows the player to customize their embarking party and supplies by spending a pool of points which is shared between skills and equipment, with each skill rank and equipment item having a set value. The total value of embarking is set at 1,274 points, though all but 300 of these are pre-spent on an array of basic equipment (the same equipment Play Now! uses.) It stands that one should try to maximize the value of their embark by spending all available points.&lt;br /&gt;
&lt;br /&gt;
==== Skills ====&lt;br /&gt;
&amp;lt;small&amp;gt;Main article: {{L|Skills|skills}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The seven settlers you begin with can be assigned up to ten skill ranks picked from the entire Dwarven skill list, including military, though only a maximum of 5 ranks (giving them a rank of &amp;quot;Proficient&amp;quot;) can be bought in any one skill. Skill ranks are bought from the shared pool at a cost of 5 for the first rank, 6 for the second, 7 for the third, and so on. Maxing out a skill thus costs a total of 35 points. Although this is already fairly involved, between the long skill list and the floating cost, the value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well (or with little functional difference) by a Novice or even a Dabbler as they are by a Legendary. A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbour smelting hematite until the cows come home.&lt;br /&gt;
&lt;br /&gt;
For a more complex example there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in early game due to the multiple steps required, especially without a magma smelter. Metalworking also skills up slower than woodworking and metal products have a longer base production time than wood products. &lt;br /&gt;
&lt;br /&gt;
From one point of view Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to skill up fairly quickly. Even on a strictly functional level even a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgeling base. Lastly once metal production is up and running it can be agonizingly slow if a Farmer or Peasant has to be re-assigned to learn from scratch, thus a Proficient Metalsmith stands to pay off much more in the run of the game than starting with a Proficient Carpenter.&lt;br /&gt;
&lt;br /&gt;
==== Supplies ====&lt;br /&gt;
&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. Lower forest embark sites should definitely consider bringing extra logs to cover the early demand for beds, &amp;amp;c. Also do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against kobolds and other thieves, and a healthy supply of meat and bones.&lt;br /&gt;
&lt;br /&gt;
(To be inserted: list of default supplies - currently found on {{L|starting build}}.)&lt;br /&gt;
&lt;br /&gt;
=== Embark Strategies ===&lt;br /&gt;
The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no One True Way to play Dwarf Fortress. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
&lt;br /&gt;
==== Picking the Right Location ====&lt;br /&gt;
&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms and large tree farms of the colorful underground trees without the need to flood/muddy large areas of stone.&lt;br /&gt;
&lt;br /&gt;
'''Flowing Water (and Its Inverse)''' - flowing water (river or stream) is a must have for the infinite power it supplies for working machinery and because underground water supplies are too dangerous to tap into. Alternately flowing water is nothing but a FPS killer given that infinite water is available underground.&lt;br /&gt;
&lt;br /&gt;
==== Preparation Strategies ====&lt;br /&gt;
&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food (or increasing the number to one above the storage limit of the barrel i.e. 11, 21, 31) will also produce a free barrel for it to be stored in. As barrels have a cost of 3 to buy empty buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods and for any stored good you were &amp;quot;going to buy anyway&amp;quot; you should avoid buying exactly a container's worth of. Do not get 20, get 21.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you 1  barrel, not 2.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of {{L|sand}} costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather).&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. The same train of thought can be extended to the second copper battle axe, though weapons tend to cost much much more from caravans due to quality multipliers. This strategy was much more prevalent in prior versions where an anvil was worth 1,000☼ (close to 50% of the total embark value of 2,060) and a 300☼ steel battle axe could buy 100 logs, but is still fairly valid.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - bring no pre-constructed goods (weapons, buckets, &amp;amp;c.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, 4 bars of copper, and an anvil. When first arriving build a Wood Furnace and a Forge, make charcoal, then three picks and an axe. Also medical supplies are a waste to start with because if you need them you're screwed.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - never leave without an anvil, since nothing guarantees the first caravan will even have one for sale.&lt;br /&gt;
&lt;br /&gt;
==== Skill Sets ====&lt;br /&gt;
Here are some sample skill distribution sets.&lt;br /&gt;
&lt;br /&gt;
'''Ashery'''&lt;br /&gt;
*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.&lt;br /&gt;
*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.&lt;br /&gt;
*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activites. No mining is done in order to keep armorsmithing as the highest moodable skill.&lt;br /&gt;
*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.&lt;br /&gt;
*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.&lt;br /&gt;
*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.&lt;br /&gt;
*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.&lt;br /&gt;
&lt;br /&gt;
'''Tarran'''&lt;br /&gt;
*(every skill has five points put into it)&lt;br /&gt;
*2 miners/engravers (when they are not mining they are engraving)&lt;br /&gt;
*1 mason/carpenter (deals with all that stuff)&lt;br /&gt;
*1 mechanic/stone crafter (when he is not making mechanisms he is making crafts)&lt;br /&gt;
*1 woodcutter/architect (when not cutting wood he is designing buildings)&lt;br /&gt;
*1 grower/brewer (deals with all my needs this early in the game)&lt;br /&gt;
*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and woodburner (remove wood burner if you have magma)&lt;br /&gt;
&lt;br /&gt;
'''Ancient Enemy'''&lt;br /&gt;
*Leader with all his points distributed through negotiation/bookeeper/appraiser/etc&lt;br /&gt;
*3 dwarves with proficient mining&lt;br /&gt;
*1 proficient grower&lt;br /&gt;
*1 proficient brewer&lt;br /&gt;
*1 proficient cook&lt;br /&gt;
&lt;br /&gt;
'''Proteus'''&lt;br /&gt;
*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining&lt;br /&gt;
*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in Recordkeeping, rest into 1-2 jobs&lt;br /&gt;
*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery&lt;br /&gt;
*Farmer: around 3-4pts in Growing, at least 1pt in milling, Plant processing and Brewing&lt;br /&gt;
*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that  might change,  as now bone carving has become next to worthless)&lt;br /&gt;
*Clothier: 2-4pts in leatherworking and clothier, rest into weavingand tanning&lt;br /&gt;
*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.02}}&lt;br /&gt;
* Once you choose &amp;quot;dwarf fortress&amp;quot; from the start new game menu, you cannot go back to the main menu without embarking or force-quitting the game by using task manager.&lt;br /&gt;
* Once you choose a location to embark, you likewise cannot go back.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=103957</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=103957"/>
		<updated>2010-05-06T00:55:34Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in [[40d:autumn|autumn]] ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in [[40d:winter|winter]] ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}} or {{l|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu chop {{k|t}}rees, which will instruct {{l|dwarves}} with the {{l|woodcutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{l|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down. Trees do not appear in biomes with zero drainage.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;Acacia&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;Alder&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;Ash&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;Birch&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;Cacao tree&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;Candlenut&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;Cedar&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;Chestnut&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;Feather tree&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;Glumprong&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;Highwood&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;Kapok&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;Larch&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango&amp;quot;&amp;gt;Mango&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;Mahogany&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;Maple&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;Mangrove&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=550|pref=coldness to the touch}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;Oak&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;Palm&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;Pine&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;Rubber tree&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;Saguaro&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;Willow&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Flora}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=103956</id>
		<title>40d:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Tree&amp;diff=103956"/>
		<updated>2010-05-06T00:55:17Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Masterwork}}&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{L|wood}}.  The density of growth is determined by the {{L|biome}}, and those are visible on the pre-{{L|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. {{L|Tower-cap}}s are trees (giant mushrooms, actually) that grow only underground, and are the only ones that do, and then only under special circumstances. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{L|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{L|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{L|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ).  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently{{version|0.28.181.40d}} not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{L|map tile}} that form a solid barrier, like {{L|stone}} or {{L|ore}}.  Trees (but not saplings) will block movement, and prevent designation of {{L|channel}}ing, {{L|wall}}s and other {{L|construction}}s.  {{L|Caravan}}s are especially vulnerable to being blocked by trees, since they require a path 3-tiles wide.  Trees do not form a floor on the level above them - creatures cannot walk &amp;quot;on top of&amp;quot; trees.  However, a dwarf dropped on top of a tree will remain on top of (1 z-level above) it unless there is a neighboring surface on the same z-level for him to step off onto.  Fired ammunition (arrows, bolts, &amp;amp;c.) will sometimes get 'stuck in a tree' in this fashion as well.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{L|designations|{{Key}} chop {{k|t}}rees, which will instruct {{L|dwarves}} with the {{L|Wood cutter|woodcutting}} {{L|labor}} enabled to grab an {{L|axe}} and begin chopping down the tree. Once cut down, they become one {{L|wood|wood log}}, which is movable and can be hauled by enabling the Haul Wood labor on any dwarf and designating a wood {{L|stockpile}}.&lt;br /&gt;
&lt;br /&gt;
Trees ''will not'' as of yet be destroyed by {{L|magma}} or {{L|fire}} (nor will {{L|water}} damage them in any way). Saplings can 'drown' in {{L|water}} and {{L|magma}}, though.  {{L|Ballista}} arrows can destroy trees, but {{L|catapult}} stones will not.&lt;br /&gt;
&lt;br /&gt;
Under certain circumstances items can wind up &amp;quot;on top&amp;quot; of trees (1 z-level above the tree).  This occurs when an arrow reaches its maximum range above a tree and then falls onto it, an enemy (or part of one) flies onto the tree, or when any item is otherwise dropped directly above the tree.  As dwarves cannot walk on trees, the only way to recover these items is to cut down the tree.&lt;br /&gt;
&lt;br /&gt;
====Trees and ramps====&lt;br /&gt;
Digging a ramp underneath a tree will cause a {{L|cave-in}} - but the tree will be removed. The tree will not leave a log behind. This is not true of saplings.&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{L|traffic}}, and also flooding.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. &amp;lt;!--Which is why those elves need to quit bitching about our timber industry.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow on a tile with items on it (such as stone, food, etc).  Saplings will not grow where a road has been laid down.  Saplings will appear but not grow into trees if there is a layer of stone under the top-layer of soil under them, or if the soil has been dug out from beneath that top layer.*&lt;br /&gt;
&lt;br /&gt;
:''(*{{L|Tower-caps}} operate differently, and are not fully understood.  See that article for a more complete discussion on their growth requirements.)''&lt;br /&gt;
&lt;br /&gt;
A given {{L|Region|area block}} has a limit of &amp;quot;things that can grow on it&amp;quot; - and trees and shrubs compete for this when that maximum is reached.*  Removing shrubs will allow more trees (and shrubs) to be able to grow.  A downside to removing these shrubberies is that most of the saplings in the area will be trampled in the process unless they are marked as low-traffic or restricted areas first, a slightly time-consuming process.&lt;br /&gt;
&lt;br /&gt;
:''(*Tower-caps (and underground shrubs?), on levels below the first &amp;quot;above ground&amp;quot; level, do not seem to count toward this limit.)&lt;br /&gt;
&lt;br /&gt;
==Elven Diplomats==&lt;br /&gt;
{{L|Liaison#Elven|Elven diplomats}} eventually come to talk about the &amp;quot;tree situation&amp;quot; in your fort.  Sometimes the diplomat will arrive and merely complain but most often the diplomat will want to set a limit to the number of trees &amp;lt;s&amp;gt;butchered&amp;lt;/s&amp;gt; harvested to &amp;lt;s&amp;gt;feed&amp;lt;/s&amp;gt; fuel your &amp;lt;s&amp;gt;earth blighting death machines&amp;lt;/s&amp;gt; industry.  This quota is based on all the logs you have in your stocks, '''no matter what the source.'''  It doesn't matter if you have a {{L|Tower-cap}} farm or if you import all your wood; if you have any wood in your stocks, the &amp;lt;s&amp;gt;treehuggers&amp;lt;/s&amp;gt; elves will complain.&lt;br /&gt;
&lt;br /&gt;
Trees also gain names near {{L|elf|elven}} settlements. It is unclear what effect this has on gameplay, if any at all.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
{{Tree table row|name=Acacia |tile={{tile|♣|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt; |align=All  |decid=No |wt= 500 |pref=thorns }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Alder |tile={{tile|♣|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=410 |pref=catkins&amp;lt;br /&amp;gt;autumn coloration }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Ash |tile={{tile|♠|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align= All |decid= |wt=620 |pref=flying keys&amp;lt;br /&amp;gt;autumn coloration }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Birch |tile={{tile|♣|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=670 |pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cacao tree |tile={{tile|Γ|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 |pref=flowers }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Candlenut |tile={{tile|Γ|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All  |decid=No |wt=500 |pref=nuts }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Cedar |tile={{tile|↨|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt; |align=All |decid=No |wt=380 |pref=majesty }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Chestnut |tile={{tile|♠|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=500 |pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Feather tree |tile= {{tile|♣|2:0}} |hab=Not Freezing (Dry) |align= &amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt; |decid=No |wt=100 |pref=feathery leaves }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Glumprong |tile={{tile|┤|2:0}} |hab= Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt; |decid=No |wt=1200 |pref=living shadows }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Highwood |tile={{tile|¶|2:0}} |hab=Not Freezing (Dry) |align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;  |decid= No|wt=500 |pref=magnificence }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Larch |tile={{tile|↑|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;/span&amp;gt;  |align=All |decid=Yes |wt=590 |pref=cones&amp;lt;br /&amp;gt;needles }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mango |tile={{tile|Γ|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 |pref=sweet-smelling flowers }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Kapok |tile= {{tile|Γ|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;  |align=All |decid= No |wt=500 |pref=buttresses }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Mahogany |tile={{tile|♠|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=600 |pref=loose inflorescences }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Maple |tile= {{tile|♣|2:0}}|hab=  &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br&amp;gt;Temperate Grassland&amp;lt;br&amp;gt;Temperate Savanna&amp;lt;br&amp;gt;Temperate Shrubland&amp;lt;/span&amp;gt;|align=  All|decid= Yes |wt=755 |pref=autumn coloration }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Oak |tile={{tile|♠|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt; |align=All |decid=Yes |wt=700 |pref=acorns&amp;lt;br /&amp;gt;autumn coloration }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Palm |tile={{tile|Γ|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt; |align=All |decid=No |wt=500 |pref=leaves }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Pine |tile={{tile|↑|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga Forest (Dry)&amp;lt;br&amp;gt;Temperate Conifer Forest&amp;lt;br&amp;gt;Tropical Conifer Forest&amp;lt;/span&amp;gt;  |align= No|decid= |wt=560 |pref=cones&amp;lt;br /&amp;gt;needles }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Rubber tree |tile={{tile|Γ|2:0}} |hab= &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All |decid= No |wt=500 |pref=branch shedding }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Saguaro|tile={{tile|╞|2:0}} |hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All |decid=No |wt=500 |pref=amazing arms }}&lt;br /&gt;
{{Tree table row|name=Mangrove|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=500 |pref=roots }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name={{L|Tower-cap}} |tile={{tile|♣|2:0}} |hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;*Subterranean ''SPECIAL*''&amp;lt;/span&amp;gt; |align=All |decid=No |wt=600 |pref=great size }}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=Willow |tile={{tile|⌠|2:0}} |hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br&amp;gt;Any Tropical Forest&amp;lt;br&amp;gt;Tropical Grassland&amp;lt;br&amp;gt;Tropical Savanna&amp;lt;br&amp;gt;Tropical Shrubland&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp&amp;lt;br&amp;gt;Tropical Saltwater Swamp&amp;lt;br&amp;gt;Tropical Freshwater Marsh&amp;lt;br&amp;gt;Tropical Saltwater Marsh&amp;lt;/span&amp;gt; |align=All  |decid= No|wt=420 |pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins }}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name= |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[MATGLOSS_WOOD:MANGROVE]&lt;br /&gt;
[NAME:mangrove][ADJ:mangrove]&lt;br /&gt;
[TILE:5]&lt;br /&gt;
[PREFSTRING:roots]&lt;br /&gt;
[WET]&lt;br /&gt;
[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:SAGUARO]&lt;br /&gt;
[NAME:saguaro][ADJ:saguaro]&lt;br /&gt;
[TILE:198]&lt;br /&gt;
[PREFSTRING:amazing arms]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:ANY_DESERT]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:PINE]&lt;br /&gt;
[NAME:pine][ADJ:pine]&lt;br /&gt;
[TILE:24]&lt;br /&gt;
[PREFSTRING:cones]&lt;br /&gt;
[PREFSTRING:needles]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:FOREST_TAIGA]&lt;br /&gt;
[BIOME:FOREST_TEMPERATE_CONIFER]&lt;br /&gt;
[BIOME:FOREST_TROPICAL_CONIFER]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
[SOLID_DENSITY:560]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:CEDAR]&lt;br /&gt;
[NAME:cedar][ADJ:cedar]&lt;br /&gt;
[TILE:23]&lt;br /&gt;
[PREFSTRING:majesty]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:FOREST_TEMPERATE_CONIFER]&lt;br /&gt;
[BIOME:FOREST_TROPICAL_CONIFER]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
[SOLID_DENSITY:380]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:OAK]&lt;br /&gt;
[NAME:oak][ADJ:oaken]&lt;br /&gt;
[AUTUMNCOLOR]&lt;br /&gt;
[TILE:6]&lt;br /&gt;
[PREFSTRING:acorns]&lt;br /&gt;
[PREFSTRING:autumn coloration]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:ANY_TEMPERATE_BROADLEAF]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
[SOLID_DENSITY:700]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:MAHOGANY]&lt;br /&gt;
[NAME:mahogany][ADJ:mahogany]&lt;br /&gt;
[TILE:6]&lt;br /&gt;
[PREFSTRING:loose inflorescences]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
[SOLID_DENSITY:600]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:ACACIA]&lt;br /&gt;
[NAME:acacia][ADJ:acacia]&lt;br /&gt;
[TILE:5]&lt;br /&gt;
[PREFSTRING:thorns]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:FOREST_TROPICAL_DRY_BROADLEAF]&lt;br /&gt;
[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:KAPOK]&lt;br /&gt;
[NAME:kapok][ADJ:kapok]&lt;br /&gt;
[TILE:226]&lt;br /&gt;
[PREFSTRING:buttresses]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:MAPLE]&lt;br /&gt;
[NAME:maple][ADJ:maple]&lt;br /&gt;
[AUTUMNCOLOR]&lt;br /&gt;
[TILE:5]&lt;br /&gt;
[PREFSTRING:autumn coloration]&lt;br /&gt;
[DRY]&lt;br /&gt;
[BIOME:FOREST_TEMPERATE_BROADLEAF]&lt;br /&gt;
[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
[SOLID_DENSITY:755]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:WILLOW]&lt;br /&gt;
[NAME:willow][ADJ:willow]&lt;br /&gt;
[TILE:244]&lt;br /&gt;
[PREFSTRING:sad appearance]&lt;br /&gt;
[PREFSTRING:fluffy catkins]&lt;br /&gt;
[WET]&lt;br /&gt;
***************** need wet tropical trees and swamp trees&lt;br /&gt;
[BIOME:ANY_TEMPERATE]&lt;br /&gt;
[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
[SAPLING]&lt;br /&gt;
[SOLID_DENSITY:420]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:GIANT_SHROOM]&lt;br /&gt;
[NAME:tower-cap][ADJ:tower-cap]&lt;br /&gt;
[TILE:5]&lt;br /&gt;
[PREFSTRING:great size]&lt;br /&gt;
[WET][DRY]&lt;br /&gt;
[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[SOLID_DENSITY:600]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:GLUMPRONG]&lt;br /&gt;
	[NAME:glumprong][ADJ:glumprong]&lt;br /&gt;
	[TILE:180]&lt;br /&gt;
	[PREFSTRING:living shadows]&lt;br /&gt;
	[DRY][EVIL]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[SOLID_DENSITY:1200]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:FEATHER]&lt;br /&gt;
	[NAME:feather tree][ADJ:feather tree]&lt;br /&gt;
	[TILE:5]&lt;br /&gt;
	[PREFSTRING:feathery leaves]&lt;br /&gt;
	[DRY][GOOD]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:100]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:HIGHWOOD]&lt;br /&gt;
	[NAME:highwood][ADJ:highwood]&lt;br /&gt;
	[TILE:20]&lt;br /&gt;
	[PREFSTRING:magnificence]&lt;br /&gt;
	[DRY][SAVAGE]&lt;br /&gt;
	[BIOME:NOT_FREEZING]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:500]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:LARCH]&lt;br /&gt;
	[NAME:larch][ADJ:larch]&lt;br /&gt;
	[AUTUMNCOLOR] deciduous conifer, needles probably shouldn't turn red though&lt;br /&gt;
	[TILE:24]&lt;br /&gt;
	[PREFSTRING:cones]&lt;br /&gt;
	[PREFSTRING:needles]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:FOREST_TAIGA]&lt;br /&gt;
	[BIOME:FOREST_TEMPERATE_CONIFER]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:590]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:CHESTNUT]&lt;br /&gt;
	[NAME:chestnut][ADJ:chestnut]&lt;br /&gt;
	[AUTUMNCOLOR]&lt;br /&gt;
	[TILE:6]&lt;br /&gt;
	[PREFSTRING:smelly catkins]&lt;br /&gt;
	[PREFSTRING:spiny pods]&lt;br /&gt;
	[PREFSTRING:chestnuts]&lt;br /&gt;
	[PREFSTRING:autumn coloration]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:500]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:ALDER]&lt;br /&gt;
	[NAME:alder][ADJ:alder]&lt;br /&gt;
	[AUTUMNCOLOR]&lt;br /&gt;
	[TILE:5]&lt;br /&gt;
	[PREFSTRING:catkins]&lt;br /&gt;
	[PREFSTRING:autumn coloration]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:410]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:BIRCH]&lt;br /&gt;
	[NAME:birch][ADJ:birchen]&lt;br /&gt;
	[AUTUMNCOLOR]&lt;br /&gt;
	[TILE:5]&lt;br /&gt;
	[PREFSTRING:catkins]&lt;br /&gt;
	[PREFSTRING:silver bark]&lt;br /&gt;
	[PREFSTRING:autumn coloration]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:670]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:ASH]&lt;br /&gt;
	[NAME:ash][ADJ:ashen]&lt;br /&gt;
	[AUTUMNCOLOR]&lt;br /&gt;
	[TILE:6]&lt;br /&gt;
	[PREFSTRING:flying keys]&lt;br /&gt;
	[PREFSTRING:autumn coloration]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_BROADLEAF]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
	[SOLID_DENSITY:620]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:CANDLENUT]&lt;br /&gt;
	[NAME:candlenut][ADJ:candlenut]&lt;br /&gt;
	[TILE:226]&lt;br /&gt;
	[PREFSTRING:nuts]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:MANGO]&lt;br /&gt;
	[NAME:mango tree][ADJ:mango tree]&lt;br /&gt;
	[TILE:226]&lt;br /&gt;
	[PREFSTRING:sweet-smelling flowers]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:RUBBER]&lt;br /&gt;
	[NAME:rubber tree][ADJ:rubber tree]&lt;br /&gt;
	[TILE:226]&lt;br /&gt;
	[PREFSTRING:branch shedding]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:CACAO]&lt;br /&gt;
	[NAME:cacao tree][ADJ:cacao tree]&lt;br /&gt;
	[TILE:226]&lt;br /&gt;
	[PREFSTRING:flowers]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:FOREST_TROPICAL_MOIST_BROADLEAF]&lt;br /&gt;
	[SAPLING]&lt;br /&gt;
&lt;br /&gt;
[MATGLOSS_WOOD:PALM]&lt;br /&gt;
	[NAME:palm][ADJ:palm]&lt;br /&gt;
	[TILE:226]&lt;br /&gt;
	[PREFSTRING:leaves]&lt;br /&gt;
	[DRY]&lt;br /&gt;
	[BIOME:ANY_TROPICAL]&lt;br /&gt;
	[SAPLING]}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]][[Category:Trees]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ash&amp;diff=103955</id>
		<title>40d:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ash&amp;diff=103955"/>
		<updated>2010-05-06T00:54:54Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
'''Ash''' is created from a {{L|wood|wood log}} at a {{L|wood furnace}} by a dwarf with the {{L|Wood_burner|wood burning}} {{L|labor}} enabled. Ash has a value of 5 and does not have quality modifiers. Ash is an intermediate good only used to make potash or {{L|lye}}*.&lt;br /&gt;
&lt;br /&gt;
A single, ordinary bar of ashes is left behind when a {{L|fire man}} is killed. &amp;lt;!-- or a spirit of fire, but that's probably a bit of a spoiler--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Potash''' is created from ash or {{L|lye}}* at an {{L|ashery}} by a dwarf with the [[potash maker|potash making]] {{L|labor}} enabled.  Potash has a value of 15 and does not have quality modifiers.  Potash is used for fertilizer on {{L|farm plot}}s.  {{L|Farming|Fertilize}}d {{L|farm plot}}s have larger yields, as measured by the larger [[stack]]s of the {{L|crop|plant}} when {{L|Farming#harvesting|harvest}}ed.&lt;br /&gt;
&lt;br /&gt;
:''(*Yes, you could turn ash to lye and then that lye to potash, or just turn ash directly into potash - same end result, your choice.)''&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is baked from potash at a {{L|kiln}} or {{L|magma kiln}} by a dwarf with the {{L|Furnace operator|furnace operator}} labor enabled. Pearlash has a value of 20 and has no quality modifiers. Its sole use is in the manufacture of higher-quality types of {{L|glass}} and glass items.&lt;br /&gt;
&lt;br /&gt;
Ash, potash and pearlash are {{L|bar}}s, stored in a bar {{L|stockpile}} and viewable in the {{L|stocks}} screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ash, potash and pearlash are all {{L|fire-safe}} materials, and can therefore be used where that is needed or desired.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Ash'''&amp;quot; is also the name of one of the types of {{L|tree}}s that grow in some {{L|biome}}s.  The adjective attached to items made from ash wood is &amp;quot;'''ashen'''&amp;quot;, in the same way that items of oak can be termed &amp;quot;oaken&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{category|Agriculture}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=103954</id>
		<title>v0.31:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ash&amp;diff=103954"/>
		<updated>2010-05-06T00:54:34Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: ...how is this fine exactly?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
'''Ash''' is created from a {{L|wood|wood log}} at a {{l|wood furnace}} by a dwarf with the {{l|Wood burner|wood burning}} labor enabled. Ash is an intermediate good only used to make potash or {{l|lye}}.&lt;br /&gt;
&lt;br /&gt;
'''Potash''' is created from ash or lye at an {{l|ashery}} by a dwarf with the {{l|potash maker|potash making}} labor enabled. It is used mainly for fertilizing crops.&lt;br /&gt;
&lt;br /&gt;
'''Pearlash''' is baked from potash at a {{l|kiln}} (uses 1 {{l|fuel}}) or {{l|magma kiln}} by a dwarf with the {{l|furnace operator}} labor enabled. Its sole use is in the manufacture of {{l|clear glass}} and {{l|crystal glass}} items.&lt;br /&gt;
&lt;br /&gt;
Ash, potash and pearlash are {{l|bar|bars}}, stored in a bar stockpile and viewable in the stocks screen under &amp;quot;bars&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ash is also a type of [[tree]].&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=103953</id>
		<title>v0.31:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wood_industry&amp;diff=103953"/>
		<updated>2010-05-06T00:53:58Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Bowyer's workshop|Bowyer's workshop}}==&lt;br /&gt;
Used for creating wooden {{L|Crossbow|crossbow}}s.&lt;br /&gt;
=={{L|Carpenter's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Furniture|furniture}}&lt;br /&gt;
*Wooden {{L|Shield|bucklers and shields}}&lt;br /&gt;
*Wooden {{L|Training weapon|training weapons}}&lt;br /&gt;
*Wooden {{L|Weapon#Trap weapon statistics|trap components}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Craftsdwarf's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Craft|crafts}}&lt;br /&gt;
*Wooden {{L|Bolt|bolts}}&lt;br /&gt;
*{{L|Obsidian}} Short Swords&lt;br /&gt;
=={{L|Siege workshop}}==&lt;br /&gt;
Used for creating {{L|Siege engine|siege engine parts}}&lt;br /&gt;
=={{L|Wood furnace}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*{{L|Ash}}&lt;br /&gt;
*{{L|Charcoal}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Machinery}}==&lt;br /&gt;
Used for constructing:&lt;br /&gt;
*{{L|Screw pump}}&lt;br /&gt;
*{{L|Axle}}&lt;br /&gt;
*{{L|Windmill}}&lt;br /&gt;
*{{L|Water wheel}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Industry}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wood_industry&amp;diff=103952</id>
		<title>40d:Wood industry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wood_industry&amp;diff=103952"/>
		<updated>2010-05-06T00:53:38Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Too cut and dry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
=={{L|Bowyer's workshop|Boyer's workshop}}==&lt;br /&gt;
Used for creating wooden {{L|Crossbow|crossbow}}s.&lt;br /&gt;
=={{L|Carpenter's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Furniture|furniture}}&lt;br /&gt;
*Wooden {{L|Buckler|buckler}}s and wooden {{L|Shield|shield}}s&lt;br /&gt;
*Wooden {{L|Weapon#Trap weapon statistics|trap components}}&lt;br /&gt;
&lt;br /&gt;
=={{L|Craftsdwarf's workshop}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*Wooden {{L|Craft|craft}}s&lt;br /&gt;
*Wooden {{L|Bolt|bolt}}s&lt;br /&gt;
*{{L|Obsidian}} Short Swords&lt;br /&gt;
=={{L|Siege workshop}}==&lt;br /&gt;
Used for creating {{L|Siege engine|siege engine part}}s&lt;br /&gt;
=={{L|Wood furnace}}==&lt;br /&gt;
Used for creating:&lt;br /&gt;
*{{L|Ash}}&lt;br /&gt;
*{{L|Charcoal}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Industry]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=103951</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=103951"/>
		<updated>2010-05-06T00:51:31Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Re-add.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
''(For the beginning player, see also {{L|The Non-Dwarf's Guide to Rock}})''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes {{L|stone management|leaves behind}} material after being mined or {{L|cave in|collapsing}}. Other types of {{L|Mining|minable}} tiles include {{L|soil}} and {{L|sand}}.  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* {{L|Metal ore}}: stone that produces {{L|metal|metal bars}} when {{L|Smelter|smelted}}&lt;br /&gt;
* Rough {{L|gem|gems}}: rough gems can be {{L|gem cutting|cut}}, then used to {{L|encrust}} objects and create {{L|window|windows}}.&lt;br /&gt;
* Other stone: Stone that is not an {{L|ore}} or a gem. Few of these have a use outside of items and structures. ({{L|Obsidian}} is one exception).&lt;br /&gt;
&lt;br /&gt;
{{L|Economic stone}}s are types of stone that can be reserved for a special purpose. For {{L|ore|ores}}, this is smelting and for {{L|flux|fluxes}}, this is steel production. {{L|Bituminous coal}} and {{L|lignite}} can be reserved for making {{L|coke}}.&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See {{L|stone management}} for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of {{L|metal ore|metal ores}} or {{L|gem|gems}}.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Layer}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone {{L|layer|layers}} (plus {{L|soil}}, which is not stone). The type of layer is the primary indicator of what kind of {{L|ore|ores}} you are likely to find on the map, as well as a sign of {{L|volcano|volcanic}} activity.&lt;br /&gt;
&lt;br /&gt;
The types are {{L|sedimentary layer|sedimentary layers}}, {{L|igneous intrusive layer|igneous intrusive layers}}, {{L|igneous extrusive layer|igneous extrusive layers}}, and {{L|metamorphic layer|metamorphic layers}}.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find {{L|limestone}} in a {{L|marble}} layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some {{L|cluster|veins and pockets}} of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the {{L|biome|biomes}} on the embark screen.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Sedimentary layer|Sedimentary}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Igneous intrusive layer|Igneous intrusive}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Igneous extrusive layer|Igneous extrusive}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Metamorphic layer|Metamorphic}}&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} {{L|Chalk}}&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} {{L|Chert}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} {{L|Claystone}}&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} {{L|Conglomerate}}&lt;br /&gt;
* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} {{L|Dolomite}}&lt;br /&gt;
* {{Raw Tile|▓|0:7:1}} {{Raw Tile|•|0:1}} {{L|Flint}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Limestone}}&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} {{L|Mudstone}}&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} {{L|Rock salt}}&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} {{L|Sandstone}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} {{L|Shale}}&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} {{L|Siltstone}}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} {{L|Diorite}}&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} {{L|Gabbro}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} {{L|Granite}}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} {{L|Andesite}}*&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} {{L|Basalt}}*&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} {{L|Felsite}}*&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} {{L|Obsidian}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} {{L|Rhyolite}}*&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} {{L|Gneiss}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Marble}}&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} {{L|Phyllite}}&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} {{L|Quartzite}}&lt;br /&gt;
* {{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}} {{L|Schist}}&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} {{L|Slate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* These stones are practically identical within the game, distinguished only by their names and their un-mined presentation on the map. See {{L|basalt}} for the sole minor difference.)''&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as {{L|cluster|pockets and veins}} inside their respective stone layers (see above). When your miners newly encounter one of them, the game will pause and you will receive an announcement; even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as {{L|Olivine}}, have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See {{L|Vein|Veins &amp;amp; Clusters}} for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain {{L|ore|ores}} and {{L|gem|gems}}.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Alabaster}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Alunite}}||All {{l|Igneous extrusive}}'''(L)''', {{L|Kaolinite}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||{{L|Anhydrite}}||{{L|Gypsum}}'''(S)''', {{L|Satinspar}}'''(1)''', {{L|Alabaster}}'''(1)''', {{L|Selenite}}'''(1)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||{{l|Bauxite}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||{{l|Bituminous coal}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Borax}}||{{L|Gypsum}}'''(S)''', {{L|Rock salt}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Brimstone}}||All {{l|Igneous extrusive}}'''(S)''', {{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||{{l|Calcite}}||{{L|Limestone}}'''(S)''', {{L|Marble}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||{{l|Chromite}}||{{L|Olivine}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|£|4:1}}||{{L|Cinnabar}}||All {{l|Igneous extrusive}}'''(V)''', {{L|Shale}}'''(V)''', {{L|Quartzite}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|£|1:1}}||{{L|Cobaltite}}||All {{L|Igneous}}'''(V)''', All {{l|Metamorphic}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Cryolite}}||{{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||{{l|Graphite}}||{{L|Gneiss}}'''(S)''', {{L|Quartzite}}'''(S)''', {{L|Marble}}'''(S)''', {{L|Schist}}'''(S)'''&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Gypsum}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Hornblende}}||All {{L|Igneous}}'''(S)''', All {{l|Metamorphic}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Ilmenite}}||{{l|Gabbro}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Jet}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||{{l|Kaolinite}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||{{l|Kimberlite}}||{{l|Gabbro}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||{{l|Lignite}}||All {{l|Sedimentary}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Marcasite}}||{{L|Kaolinite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Mica}}||All {{l|Metamorphic}}'''(L)''', {{L|Granite}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||{{L|Microcline}}||All Stone'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||{{l|Olivine}}||{{l|Gabbro}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Orpiment}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Orthoclase}}||All {{l|Igneous intrusive}}'''(L)''', All {{l|Metamorphic}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Periclase}}||{{L|Marble}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||{{L|Petrified wood}}||All {{l|Sedimentary}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||{{L|Pitchblende}}||{{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||{{L|Puddingstone}}||{{L|Conglomerate}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Pyrolusite}}||All {{L|Igneous}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||{{L|Realgar}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|5:7:0}}  {{Raw Tile|•|5:0}}||{{L|Rutile}}||All {{l|Metamorphic}}'''(S)''', {{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Saltpeter}}||All {{l|Sedimentary}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Satinspar}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Selenite}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||{{L|Serpentine}}||{{L|Olivine}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||{{L|Stibnite}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Sylvite}}||{{L|Rock salt}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Talc}}||{{L|Dolomite}}'''(L)'''&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;br /&gt;
{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Materials&amp;diff=103950</id>
		<title>Category:Materials</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Materials&amp;diff=103950"/>
		<updated>2010-05-06T00:51:05Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: Add text.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Colored Notice Box|#06f|&lt;br /&gt;
  &amp;lt;p&amp;gt;'''Main article:''' [[Material]]&amp;lt;/p&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This category deals with the '''materials''' one uses.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=103949</id>
		<title>40d:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stone&amp;diff=103949"/>
		<updated>2010-05-06T00:50:10Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
''(For the beginning player, see also {{L|The Non-Dwarf's Guide to Rock}})''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Stone''' or '''rock''' is a naturally occuring solid aggregate of minerals. It sometimes {{L|stone management|leaves behind}} material after being mined or {{L|cave in|collapsing}}. Other types of {{L|Mining|minable}} tiles include {{L|soil}} and {{L|sand}}.  &lt;br /&gt;
&lt;br /&gt;
Stone is divided into a few key categories:&lt;br /&gt;
* {{L|Metal ore}}: stone that produces {{L|metal|metal bars}} when {{L|Smelter|smelted}}&lt;br /&gt;
* Rough {{L|gem|gems}}: rough gems can be {{L|gem cutting|cut}}, then used to {{L|encrust}} objects and create {{L|window|windows}}.&lt;br /&gt;
* Other stone: Stone that is not an {{L|ore}} or a gem. Few of these have a use outside of items and structures. ({{L|Obsidian}} is one exception).&lt;br /&gt;
&lt;br /&gt;
{{L|Economic stone}}s are types of stone that can be reserved for a special purpose. For {{L|ore|ores}}, this is smelting and for {{L|flux|fluxes}}, this is steel production. {{L|Bituminous coal}} and {{L|lignite}} can be reserved for making {{L|coke}}.&lt;br /&gt;
&lt;br /&gt;
Having created loose stone, many times you'll want to get rid of it or at least move it someplace else. See {{L|stone management}} for advice.&lt;br /&gt;
&lt;br /&gt;
''This article is about DF geology and the distribution of stones, and does not contain the specific locations of {{L|metal ore|metal ores}} or {{L|gem|gems}}.''&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Layer}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone {{L|layer|layers}} (plus {{L|soil}}, which is not stone). The type of layer is the primary indicator of what kind of {{L|ore|ores}} you are likely to find on the map, as well as a sign of {{L|volcano|volcanic}} activity.&lt;br /&gt;
&lt;br /&gt;
The types are {{L|sedimentary layer|sedimentary layers}}, {{L|igneous intrusive layer|igneous intrusive layers}}, {{L|igneous extrusive layer|igneous extrusive layers}}, and {{L|metamorphic layer|metamorphic layers}}.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers. (e.g. you won't find {{L|limestone}} in a {{L|marble}} layer.)&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some {{L|cluster|veins and pockets}} of other minerals (see below). If one of the following types of stone is present on your map, it will be listed in one of the {{L|biome|biomes}} on the embark screen.&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; -valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Sedimentary layer|Sedimentary}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Igneous intrusive layer|Igneous intrusive}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Igneous extrusive layer|Igneous extrusive}}&lt;br /&gt;
! style=&amp;quot;background:#efefef;&amp;quot; | {{L|Metamorphic layer|Metamorphic}}&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} {{L|Chalk}}&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|6:7:0}} {{Raw Tile|•|6:0}} {{L|Chert}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} {{L|Claystone}}&lt;br /&gt;
* {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} {{L|Conglomerate}}&lt;br /&gt;
* {{Raw Tile|`|7:7:1}} {{Raw Tile|•|7:1}} {{L|Dolomite}}&lt;br /&gt;
* {{Raw Tile|▓|0:7:1}} {{Raw Tile|•|0:1}} {{L|Flint}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Limestone}}&lt;br /&gt;
* {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} {{L|Mudstone}}&lt;br /&gt;
* {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} {{L|Rock salt}}&lt;br /&gt;
* {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} {{L|Sandstone}}&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} {{L|Shale}}&lt;br /&gt;
* {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} {{L|Siltstone}}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} {{L|Diorite}}&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} {{L|Gabbro}}&lt;br /&gt;
* {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} {{L|Granite}}&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} {{L|Andesite}}*&lt;br /&gt;
* {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} {{L|Basalt}}*&lt;br /&gt;
* {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} {{L|Felsite}}*&lt;br /&gt;
* {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} {{L|Obsidian}}&lt;br /&gt;
* {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} {{L|Rhyolite}}*&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|&lt;br /&gt;
* {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} {{L|Gneiss}}&lt;br /&gt;
* {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} {{L|Marble}}&lt;br /&gt;
* {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} {{L|Phyllite}}&lt;br /&gt;
* {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} {{L|Quartzite}}&lt;br /&gt;
* {{Raw Tile|`|6:7:0}} {{Raw Tile|•|6:0}} {{L|Schist}}&lt;br /&gt;
* {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} {{L|Slate}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''(* These stones are practically identical within the game, distinguished only by their names and their un-mined presentation on the map. See {{L|basalt}} for the sole minor difference.)''&lt;br /&gt;
&lt;br /&gt;
== Other Stone  ==&lt;br /&gt;
Stones found on this table will occur as {{L|cluster|pockets and veins}} inside their respective stone layers (see above). When your miners newly encounter one of them, the game will pause and you will receive an announcement; even for the ones that have no use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as {{L|Olivine}}, have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See {{L|Vein|Veins &amp;amp; Clusters}} for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain {{L|ore|ores}} and {{L|gem|gems}}.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icons&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Alabaster}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Alunite}}||All {{l|Igneous extrusive}}'''(L)''', {{L|Kaolinite}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}}||{{L|Anhydrite}}||{{L|Gypsum}}'''(S)''', {{L|Satinspar}}'''(1)''', {{L|Alabaster}}'''(1)''', {{L|Selenite}}'''(1)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}}||{{l|Bauxite}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}}||{{l|Bituminous coal}}||All {{l|Sedimentary layer|Sedimentary}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Borax}}||{{L|Gypsum}}'''(S)''', {{L|Rock salt}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Brimstone}}||All {{l|Igneous extrusive}}'''(S)''', {{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}}||{{l|Calcite}}||{{L|Limestone}}'''(S)''', {{L|Marble}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}}||{{l|Chromite}}||{{L|Olivine}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|4:7:1}}  {{Raw Tile|£|4:1}}||{{L|Cinnabar}}||All {{l|Igneous extrusive}}'''(V)''', {{L|Shale}}'''(V)''', {{L|Quartzite}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|£|1:7:1}}  {{Raw Tile|£|1:1}}||{{L|Cobaltite}}||All {{L|Igneous}}'''(V)''', All {{l|Metamorphic}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Cryolite}}||{{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}}||{{l|Graphite}}||{{L|Gneiss}}'''(S)''', {{L|Quartzite}}'''(S)''', {{L|Marble}}'''(S)''', {{L|Schist}}'''(S)'''&lt;br /&gt;
|-	&lt;br /&gt;
|{{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Gypsum}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Hornblende}}||All {{L|Igneous}}'''(S)''', All {{l|Metamorphic}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Ilmenite}}||{{l|Gabbro}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Jet}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}}||{{l|Kaolinite}}||All {{l|Sedimentary}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}}||{{l|Kimberlite}}||{{l|Gabbro}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}}||{{l|Lignite}}||All {{l|Sedimentary}}'''(V)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Marcasite}}||{{L|Kaolinite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Mica}}||All {{l|Metamorphic}}'''(L)''', {{L|Granite}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}}||{{L|Microcline}}||All Stone'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}}||{{l|Olivine}}||{{l|Gabbro}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Orpiment}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Orthoclase}}||All {{l|Igneous intrusive}}'''(L)''', All {{l|Metamorphic}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Periclase}}||{{L|Marble}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||{{L|Petrified wood}}||All {{l|Sedimentary}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}}||{{L|Pitchblende}}||{{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}}||{{L|Puddingstone}}||{{L|Conglomerate}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}}||{{L|Pyrolusite}}||All {{L|Igneous}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}}||{{L|Realgar}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|`|5:7:0}}  {{Raw Tile|•|5:0}}||{{L|Rutile}}||All {{l|Metamorphic}}'''(S)''', {{L|Granite}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Saltpeter}}||All {{l|Sedimentary}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Satinspar}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Selenite}}||{{L|Gypsum}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}}||{{L|Serpentine}}||{{L|Olivine}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}}||{{L|Stibnite}}||All {{l|Igneous extrusive}}'''(S)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}}||{{L|Sylvite}}||{{L|Rock salt}}'''(L)'''&lt;br /&gt;
|-&lt;br /&gt;
|{{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}}||{{L|Talc}}||{{L|Dolomite}}'''(L)'''&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== DF Geology and real-world Geology ==&lt;br /&gt;
The geology and stones of Dwarf Fortress are based on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone|*}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Stone&amp;diff=103948</id>
		<title>23a:Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Stone&amp;diff=103948"/>
		<updated>2010-05-06T00:49:37Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
Raw '''stone''' is left behind about half of the time when your miners dig out walls. Over the course of the game, your miners will produce thousands of stones. Creating small stone {{L|stockpile}}s next to stone-using {{L|workshop}}s (such as {{L|Mason's workshop}}s) will speed their production, but creating enormous stockpiles to hold every stone you mine can be counterproductive. However, many prefer to do this, because stone lying around everywhere interferes with other stockpiles, and is just plain ugly.&lt;br /&gt;
&lt;br /&gt;
You can also find alternative methods to clear away stone. You can build Mason's workshops in the middle of the stone piles. This clears away the piles more efficiently (though not as fast), while training your masons and producing whatever stone items you need. Or, you can build Catapults near the stone piles, clearing them away and training valuable Siege Operators in the process. Go ahead and be creative in your clearing methods.&lt;br /&gt;
&lt;br /&gt;
There are 17 types of ordinary (gray) stone, and three types of light and dark stone. One (or more?) randomly-selected type of stone will be completely absent from each fortress, with the other types available in variable quantities. Each of the three types of light and dark stone will always be found, in limited quantities.&lt;br /&gt;
&lt;br /&gt;
The types of stone available are:&lt;br /&gt;
&lt;br /&gt;
* Regular Stone (also called Rock or Gray Stone)&lt;br /&gt;
** {{Raw Tile|∞|6:7:0}} Andesite&lt;br /&gt;
** {{Raw Tile|#|0:7:1}} Basalt&lt;br /&gt;
** {{Raw Tile|░|7:7:1}} Chalk&lt;br /&gt;
** {{Raw Tile|░|0:7:1}} Diorite&lt;br /&gt;
** {{Raw Tile|`|7:7:1}} Dolomite&lt;br /&gt;
** {{Raw Tile|.|0:7:1}} Felsite&lt;br /&gt;
** {{Raw Tile|&amp;amp;#61;|7:7:1}} Flint&lt;br /&gt;
** {{Raw Tile|&amp;amp;#61;|7:7:1}} Gneiss&lt;br /&gt;
** {{Raw Tile|█|7:0:0}} Granite&lt;br /&gt;
** {{Raw Tile|∞|7:7:1}} Pumice&lt;br /&gt;
** {{Raw Tile|,|0:7:1}} Rhyolite&lt;br /&gt;
** {{Raw Tile|#|6:7:0}} Sandstone&lt;br /&gt;
** {{Raw Tile|`|0:7:1}} Schist&lt;br /&gt;
** {{Raw Tile|.|0:7:1}} Shale&lt;br /&gt;
** {{Raw Tile|%|6:7:0}} Siltstone&lt;br /&gt;
** {{Raw Tile|%|0:7:1}} Slate&lt;br /&gt;
** {{Raw Tile|&amp;amp;#124;|7:7:1}} Talc&lt;br /&gt;
* Light Stone&lt;br /&gt;
** {{L|Limestone}}&lt;br /&gt;
*** Found lining the {{L|cave river}}&lt;br /&gt;
*** Used as {{L|flux}} in the production of {{L|pig iron}} and {{L|steel}}&lt;br /&gt;
** Marble&lt;br /&gt;
** Moonstone&lt;br /&gt;
* Dark Stone&lt;br /&gt;
** Jet&lt;br /&gt;
** {{L|Obsidian}}&lt;br /&gt;
*** Found lining the {{L|magma flow}}, and is left behind when a magma flood cools&lt;br /&gt;
*** Can be made into short swords at a {{L|Craftsdwarf's workshop}}&lt;br /&gt;
*** Worth three times as much as regular stone&lt;br /&gt;
** Onyx&lt;br /&gt;
&lt;br /&gt;
Before it is mined, light stone is represented by solid white blocks, and dark stone by solid dark grey blocks. Gray stone is indicated by white or grey blocks with various symbols on them, except for £ and ☼ which indicate {{L|ore}} and {{L|gem}}s, respectively. &lt;br /&gt;
&lt;br /&gt;
Objects made from light stone and dark stone (excluding obsidian) have double the {{L|Item value|value}} of those made from ordinary rock, and objects made from obsidian are worth three times as much.&lt;br /&gt;
&lt;br /&gt;
Raw stone can also be chiseled into {{L|block}}s at a {{L|Mason's workshop}}, which can then be used instead of rough stone for the construction of workshops and other {{L|building}}s.&lt;br /&gt;
&lt;br /&gt;
{{Category|Stone}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Dwarf_fortress_mode&amp;diff=103947</id>
		<title>23a:Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Dwarf_fortress_mode&amp;diff=103947"/>
		<updated>2010-05-06T00:48:41Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Stub}}&lt;br /&gt;
In Dwarf Fortress Mode (also called Fortress Mode or Dwarf Mode) you are in control of a party of seven dwarves, setting out to found a new fortress in a mountain. You can dig out tunnels and rooms, build workshops and items, farm crops, hunt elephants, get hunted by elephants, find rare ore and gems, draft military and lay traps to defend against sieges and trade with other civilizations. Your fortress will grow as immigrants arrive and eventually you will start to attract nobles.&lt;br /&gt;
&lt;br /&gt;
If you select &amp;quot;Play Now!&amp;quot;, you will start with a party with a mediocre skillset and few food.&lt;br /&gt;
&lt;br /&gt;
Otherwise, you can spend a number of points on your party's skills and equipment. You can also select a starting location. There are a number of suggested starting builds.&lt;br /&gt;
&lt;br /&gt;
In any case, you will end up with seven dwarves, some wagons, mules and horses and the equipment you selected at the foot of a cliff face. Now you can issue orders to your miners to dig out tunnels, have your lumberjacks cut down trees and start creating a home in the mountain.&lt;br /&gt;
&lt;br /&gt;
Your first challenge will likely be surviving your first winter.&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=103946</id>
		<title>40d:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fortress&amp;diff=103946"/>
		<updated>2010-05-06T00:48:25Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for {{L|Dwarf fortress mode}}.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarf|Dwarves}} live in '''fortresses''' &amp;amp;mdash; usually {{L|underground}} complexes with all the required buildings for dwarven living.&lt;br /&gt;
&lt;br /&gt;
== Nomenclature ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are {{L|Fortress name|named in a specific manner}}. The name is usually assigned at random, but can be set at embark time. They also gain a title according their population. This title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. &lt;br /&gt;
&lt;br /&gt;
The title is conferred to a number of administrators, e.g. the {{L|Manager}} might first be called an ''Outpost Manager'' and later on a ''City Manager''. Others, like the {{L|Clerk}} have special titles based on the fortress title, e.g. ''Hoardmaster'' in a City.&lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land and gain an additional title.&lt;br /&gt;
&lt;br /&gt;
{| style='margin: 0.5em auto; border-spacing: 2em 0'&lt;br /&gt;
|-&lt;br /&gt;
| style='vertical-align: top' |&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Title&lt;br /&gt;
! colspan='3' style='border-bottom: 1px solid' | Pop.&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | Outpost&lt;br /&gt;
| style='text-align: right; background-color: #eee'  |   1&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  19 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Hamlet&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  20&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | – &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  49 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | Village&lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  50&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  79 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Town&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  80&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | – &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | 109 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | City&lt;br /&gt;
| style='text-align: right; background-color: #eee'  | 110&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  | 139 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Metropolis&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | 140&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | + &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Noble Title&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px; width: 1px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Barony capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|Baron|Baron/Baroness}}&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | County capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|Count|Count/Countess}}&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Duchy capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|Duke|Duke/Duchess}}&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | Mountainhome&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|King|King/Queen}}&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fortress&amp;diff=103945</id>
		<title>v0.31:Fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fortress&amp;diff=103945"/>
		<updated>2010-05-06T00:48:05Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for {{L|Dwarf fortress mode}}.''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{L|Dwarf|Dwarves}} live in '''fortresses''' &amp;amp;mdash; usually {{L|underground}} complexes with all the required buildings for dwarven living.&lt;br /&gt;
&lt;br /&gt;
== Nomenclature ==&lt;br /&gt;
&lt;br /&gt;
Fortresses are {{L|Fortress name|named in a specific manner}}. The name is usually assigned at random, but can be set at embark time. They also gain a title according their population. This title is viewable in the upper left of the {{Key|z}} screen, in front of the fortress name. &lt;br /&gt;
&lt;br /&gt;
The title is conferred to a number of administrators, e.g. the {{L|Manager}} might first be called an ''Outpost Manager'' and later on a ''City Manager''. Others, like the {{L|Clerk}} have special titles based on the fortress title, e.g. ''Hoardmaster'' in a City.&lt;br /&gt;
&lt;br /&gt;
In addition, the fort may be the home of monarchs of the surrounding land and gain an additional title.&lt;br /&gt;
&lt;br /&gt;
{| style='margin: 0.5em auto; border-spacing: 2em 0'&lt;br /&gt;
|-&lt;br /&gt;
| style='vertical-align: top' |&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Title&lt;br /&gt;
! colspan='3' style='border-bottom: 1px solid' | Pop.&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | Outpost&lt;br /&gt;
| style='text-align: right; background-color: #eee'  |   1&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  19 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Hamlet&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  20&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | – &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  49 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | Village&lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  50&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  |  79 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Town&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  |  80&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | – &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | 109 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #eee' | City&lt;br /&gt;
| style='text-align: right; background-color: #eee'  | 110&lt;br /&gt;
| style='text-align: center; background-color: #eee' | – &lt;br /&gt;
| style='text-align: right; background-color: #eee'  | 139 &lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
! style='text-align: left; padding: 0.1em 2em 0.1em 1em; background-color: #ddd' | Metropolis&lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | 140&lt;br /&gt;
| style='text-align: center; background-color: #ddd' | + &lt;br /&gt;
| style='text-align: right; background-color: #ddd'  | &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
||&lt;br /&gt;
&lt;br /&gt;
{| style='border-spacing: 0 2px'&lt;br /&gt;
! colspan='2' style='border-bottom: 1px solid' | Noble Title&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px; width: 1px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Barony capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|Baron|Baron/Baroness}}&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | County capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|Count|Count/Countess}}&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fdf; padding-left: 1em' | Duchy capital&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|Duke|Duke/Duchess}}&lt;br /&gt;
|-&lt;br /&gt;
| style='background-color: #000; padding: 2px 6px' | {{Dwarf|#a0a}}&lt;br /&gt;
! style='text-align: left; background: #fef; padding-left: 1em' | Mountainhome&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0 2em 0.75em' |&lt;br /&gt;
* Home of the {{L|King|King/Queen}}&lt;br /&gt;
* Capital of its civilization&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=103944</id>
		<title>v0.31:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Losing&amp;diff=103944"/>
		<updated>2010-05-06T00:47:22Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a {{l|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{l|reclaim fortress mode|reclaim fortress}} or go visit it in {{l|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; test yourself, try either the {{l|mega construction}} or the {{l|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Local Wildlife===&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
===Carp===&lt;br /&gt;
{{L|Carp}} are extremely deadly and kill your {{L|dwarf|dwarves}} quickly. While not a direct assault on your fortress, the loss of a few (possibly crucial) {{L|dwarf|dwarves}} for an early fortress can be enough to cause its demise. Any {{L|dwarf}} that even gets near one, will be torn into multiple fragments, or will fall into the water and {{L|drown}}. This is not a threat if your fortress has many dwarves, but, for a small fortress, losing those few dwarves can be a game-ending scenario. It's especialy likley if you rely on them to do other things, e.g., to mine.&lt;br /&gt;
&lt;br /&gt;
This can be avoided by using another water source, by just plain avoiding the particular location of the {{L|carp}}, or by building a {{L|well}}.&lt;br /&gt;
&lt;br /&gt;
===Underground Life===&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig through a cavern, and expect hordes of animalmen and other cave creatures to invade your fortress. Unlike wildlife, these creatures never migrate off. Arming up helps a lot, as there really is only a small entrance they can get in by.&lt;br /&gt;
&lt;br /&gt;
===No Food===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarf|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|hungry}}, then {{L|starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===No Booze===&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must {{L|farm}} plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
===No water===&lt;br /&gt;
&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
{{L|Rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the {{L|caverns}} are bound to contain water somewhere, so you can put down a {{L|well}}. Watch out for {{L|Giant toad|other}} [[:Category:DF2010:Humanoids|sources]] {{L|Cave crocodile|of fun.}}&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents (aka &amp;quot;too much water&amp;quot;)===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;creating a civilian alert and ordering your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Inability to mine (aka &amp;quot;no picks&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
aka Diggor Mortis.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labor}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You get also get lucky with a dwarven {{L|caravan}} - elves and humans don't (ever?) offer picks.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Make your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===General Unhappiness===&lt;br /&gt;
&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a justice system in place at the time of a spiral and manage to recover. If you later implement the justice system, the hammer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
Goblin and elven ambushes alike will charge into your fortress after they are discovered. They still retreat after suffering enough casualties. Goblins still arrive with caravans, and elves can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
(as above)&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. Unless an {{L|well|interior watersupply}} was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
===HFS===&lt;br /&gt;
If you don't want {{L|Hidden Fun Stuff|spoilers}}, trust us: you'll ''know'' when you've found it.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=103943</id>
		<title>40d:Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Losing&amp;diff=103943"/>
		<updated>2010-05-06T00:46:13Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Masterwork}}&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point or single goal or final Easter egg or &amp;quot;You Win!&amp;quot; announcement in Dwarf Fortress.  Therefore, eventually, almost every fortress will fall.  The only ones that don't tend to be very conservative and very boring - and what fun is that?  Therefore, fun = losing, losing = fun, DF = losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts earlier than later; &amp;lt;s&amp;gt;if&amp;lt;/s&amp;gt; when you lose a {{L|fortress}}, don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve, and part of the process (and fun!) is discovering things for yourself.  However, this Wiki serves as an excellent place to speed up the learning process.&lt;br /&gt;
&lt;br /&gt;
If you lose, you can always {{L|reclaim fortress mode|reclaim fortress}} or go visit it in {{L|adventurer mode}}.&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;die horribly&amp;lt;/s&amp;gt; test yourself, try either the {{L|mega construction}} or the {{L|Challenges}} articles.&lt;br /&gt;
&lt;br /&gt;
== Autopsy ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Local Wildlife===&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  The obvious threats aside, some {{L|creature}}s with benign names or descriptions can be surprisingly deadly.  Be it {{L|unicorn|unicorns}}, {{L|hippo|hippos}}, {{L|rhesus macaque}}s, or (ulp) {{L|carp}}, a sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause the a new game for the first time, hit {{k|u}}nits, and scroll down to see what's sharing your map.  Learn to do this regularly - new creatures will frequently migrate onto your map and then off again to be replaced by others.  &lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats, which can also help avoid the next problem...&lt;br /&gt;
&lt;br /&gt;
===No Food===&lt;br /&gt;
&lt;br /&gt;
A serious danger, generally in the more inhospitable {{L|climate}}s, is the loss of your {{L|dwarves}} due to starvation.  As dwarves begin to starve, they will become {{L|Hungry}}, then {{L|Starving}}.  This will cause them first to slow down all work, and then to become very {{L|unhappy}}.  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a {{L|tantrum spiral|terminal hissy fit}}.&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of {{L|food}}.  If your {{L|farm}}s aren't doing the job and a {{L|caravan|trade caravan}} is months away, try {{L|butchering}} your {{L|domestic animal}}s, {{L|plant gathering|gathering plants}}, or resorting to {{L|hunting}} of local wildlife.&lt;br /&gt;
&lt;br /&gt;
===No Booze===&lt;br /&gt;
Equally as bad is no {{L|alcohol}}, which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from {{L|caravan}}s, but not enough for an entire fort until the next caravan arrives. You must {{L|farm}} plants to then {{L|brew}} those in a {{L|still}} with an empty {{L|barrel}} - it's just part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
===No water===&lt;br /&gt;
&lt;br /&gt;
This can be one of the biggest problems with a fortress that has no {{L|brook}}, {{L|river}}, or other source of fresh {{L|water}}.  Any available standing water must be rapidly gathered from stagnant pools and stored into an indoor basin or water tower, with sufficient depth before it {{L|evaporate}}s.  If this fails, all of the water on the map can quickly evaporate and your dwarves will be left without any water.&lt;br /&gt;
&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be {{L|Brewing|brewed}} without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
In version{{version|0.28.181.40d}}, {{L|rain}} will refill stagnant {{L|pool}}s of water slowly.  In a hot {{L|climate}}, this may evaporate almost immediately. What's more, if the map is in a dry {{L|climate}}, such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold {{L|climate}}s.  Also, if weather has been turned off in the {{L|init.txt}} file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
===Flooding accidents (aka &amp;quot;too much water&amp;quot;)===&lt;br /&gt;
&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can {{L|flow}} in 10 directions (the 8 horizontal ones as well as up and down, to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from {{L|Water#Sourced Water|sourced water}}, abandon all of the levels the water can reach immediately&amp;amp;mdash;drafting dwarves into the {{L|military}} and stationing them onto the surface if need be.  You will never be able to recover those areas unless you can manage to {{L|pump}} out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes a fortress is flooded with {{L|magma}}.  This is even more {{L|fun}}, and even harder to recover from.  Any shut door will stop magma, it doesn't rise as aggressively (via {{L|pressure}}) as water, and magma can be {{L|pump}}ed out with the right equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
=== Inability to mine (aka &amp;quot;no picks&amp;quot;) ===&lt;br /&gt;
&lt;br /&gt;
aka Diggor Mortis.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dorf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need {{L|pick}}s to mine {{L|ore}}, which is then {{L|smelt}}ed to make {{L|metal}} for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your {{L|miner}}s create a {{L|cave-in|collapse}} or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the {{L|mining}} {{L|labour}}, but without a pick they can do nothing.  There is no way to get new metals or stone for any purpose nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|ore}} or {{L|bar}}s to create a {{L|weapons-grade}} metal, and a {{L|forge}} (and {{L|smelter}} if you need one), you can create new picks and continue.  You get also get lucky with a dwarven {{L|caravan}} - elves and humans don't (ever?) offer picks.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional {{L|pick}}s from your Outpost {{L|Liaison}}, who will arrive with the next dwarven trade {{L|caravan}} in a year.  Or you can {{L|abandon}} and try again.&lt;br /&gt;
&lt;br /&gt;
If you have {{L|axe}}s and {{L|tree}}s available, then you can build {{L|construction|structure}}s, {{L|building}}s and {{L|furniture}} of {{L|wood}}, which is something.&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple:  stockpile at least one additional pick at the first possible opportunity, or some of the {{L|weapons-grade|raw material}} to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Do it yourself|Making your own weapons}}&lt;br /&gt;
&lt;br /&gt;
===General Unhappiness===&lt;br /&gt;
&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre {{L|dining room}}, no-{{L|quality}} bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy {{L|thoughts}} and enough to give them unhappy {{L|thoughts}}, then your dwarves will start to throw {{L|tantrum}}s, grow melancholy, and/or cause general chaos. In extreme (but sadly not &amp;quot;rare&amp;quot;) examples, this can lead to a {{L|tantrum spiral}} and the loss of the entire fortress.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
===Ambush===&lt;br /&gt;
After the first year or so, the {{L|goblin}}s will come; first with about half a dozen naked wrestlers, then a dozen armed goons.  Then they come again with about two dozen, and master archers.  Occasionally, they are accompanied by {{L|troll}}s or ride {{L|beak dog}}s.  You can't see them until they attack, so it is too late when you detect them to start doing something about it. Soon enough your {{L|trap}}s are all sprung, and your dwarves are dead. Without some sort of {{L|Defense guide|defense}}s, such as a {{L|moat}} or {{L|trap}}s, a horde of goblins on your doorstep can be deadly. &lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* {{L|Defense guide}}&lt;br /&gt;
:* {{L|Defense design}}&lt;br /&gt;
:* {{L|Trap design}}&lt;br /&gt;
:* {{L|Military design}}&lt;br /&gt;
&lt;br /&gt;
===War===&lt;br /&gt;
The [[goblin]]s may not be your only enemy; remember that time you &amp;quot;accidentally&amp;quot; pulled the [[lever]] and flung that poor [[elf]] trader into the sky? Well turns out they got pretty annoyed, prepare for an elven [[war]]! It may only take a simple accident (like killing a preachy hippy elf) to start a war you can't possibly win. War is especially difficult to overcome when your fort is taking its first steps, but it is easy to prevent unless you really hate elves. The usual goblin skirmishes and sieges do not even count as war - a proper war will be signaled on the embark screen and will be denoted in-game on the {{k|c}}ivilization screen. (NOTE: You cannot be at war with your own race, so no epic dwarf showdowns.)&lt;br /&gt;
&lt;br /&gt;
===Siege===&lt;br /&gt;
{{L|Siege}}s can be quite devastating to a fortress, but unlike most of the other ways of losing they are unlikely to occur early on, even if you do something stupid to piss off another civilization. Goblin sieges, for example, will only occur if you have 80 or more dwarves.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, siegers may stick around for a long time. Although a dwarven fortress can be made self-contained, with {{L|list of crops|crops}}, {{L|metal}} and {{L|fuel}} readily available, underground {{L|tree farm|wood source}} and your own {{L|livestock}}, a fortress may not sustain such a state indefinitely. For example, {{L|trade}} with the outside world has now been shut off, leaving you only what {{L|ore}}s are on your map for the production of mandate goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your {{L|Hammerer}} from killing or maiming your dwarves. {{L|Shell}}, {{L|bone}}, and {{L|leather}} commonly acquired by {{L|hunting}} and {{L|fishing}} need to be supplied by previously established livestock, an {{L|underground river}} and a sealed off channel from a murky pool or river. If these resources are no longer available to your workers, moody {{L|craftsdwarf|craftsdwarves}} will be driven into suicide or worse. Rotten {{L|vermin}} {{L|corpse}}s begin to heap in your food supply, forcing you to dump these into inside {{L|refuse|refuse pile}}s, generating {{L|miasma}}. One small miscalculation of your {{L|fuel}} reserves may leave you without {{L|coke}} to refine further coal, and without a supply of timber for your wood burning {{L|furnace}} this can end your vital {{L|weapon}}s and {{L|armor}} production for a future counterattack. Unless an {{L|well|interior watersupply}} was established your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, grief counseling sessions, and the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
===Volcanic Death===&lt;br /&gt;
[[Volcano]]es do '''not''' erupt in version 40d, but are planned to do so at some point in the future (see Toady's response on the plans for Volcanoes [http://www.bay12games.com/forum/index.php?topic=30026.msg994813#msg994813 here].) If magma pours from a volcano on your map, it is a bug and should be reported as such (though bugs are their own category of Fun.)&lt;br /&gt;
&lt;br /&gt;
It is still possible to die from magma without bugs if you're trying to pull a [[Boatmurdered]] (i.e. flood the world with magma) or if you just want to roast those sieges sitting at your front door.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Important_advice&amp;diff=103942</id>
		<title>23a:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Important_advice&amp;diff=103942"/>
		<updated>2010-05-06T00:45:37Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
The following are a few important things every aspiring dwarven slavemaster should know, but might not even know to look for.&lt;br /&gt;
&lt;br /&gt;
==Quick guide to controls==&lt;br /&gt;
&lt;br /&gt;
{{L|Controls}}&lt;br /&gt;
&lt;br /&gt;
==Fortress construction==&lt;br /&gt;
===Mining===&lt;br /&gt;
&lt;br /&gt;
Cave-ins can only happen if your dwarves mine out an area containing a 7x7 block with no supports or unmined walls.&lt;br /&gt;
&lt;br /&gt;
 Safe:           Safe:            Not Safe:&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;
 ▒.............▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.............▒&lt;br /&gt;
 ▒.▒▒▒▒▒▒▒▒▒▒▒▒▒ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more diagrams and explanations of how to safely excavate, see {{L|cave-in}}s.&lt;br /&gt;
&lt;br /&gt;
===Entrance===&lt;br /&gt;
&lt;br /&gt;
Give yourself room for your entrance hall, so that you can better install defenses against sieges. Moats (filled {{L|channel}}s) with drawbridges are nice, as are rooms lining your entrance hallway with {{L|fortification}}s and {{L|barracks}} so that anything coming in will be shot at. These defenses aren't really needed early on, but plan ahead. The space for barracks can be used as communal housing in your first year, before larger apartment blocks are dug.&lt;br /&gt;
&lt;br /&gt;
===Connectivity===&lt;br /&gt;
&lt;br /&gt;
Larger hallways make for faster travel. Hallways a single square wide will cause traffic jams. Hallways two squares wide will work well enough for low {{L|traffic}} areas, but your dwarf and animal population can quickly rise above 100, clogging your main thoroughfare. In a mature fortress, hallways five or six squares wide may be necessary for efficient movement. Plan ahead. Wide hallways can also be used for {{L|workshop}}s, {{L|stockpile}}s, and other rooms until you set up dedicated work areas.&lt;br /&gt;
&lt;br /&gt;
===Workshops===&lt;br /&gt;
&lt;br /&gt;
Placing {{L|alcohol|booze}} near workshops will help dwarves work faster, harder, and happier.&lt;br /&gt;
&lt;br /&gt;
Concentrate industry together, and keep stockpiles nearby to minimize running about. 5x5 rooms with workshops in the center allow high concentration of workshops while still allowing free movement between them. Placing every workshop in its own room will help to isolate things like {{L|miasma}} and dwarves in {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
===Building construction===&lt;br /&gt;
&lt;br /&gt;
When possible, don't use light {{L|stone}} (Moonstone, Limestone, or Marble) or dark stone (Obsidian, Jet, or Onyx) or wood to construct {{L|building}}s; use rocks (pretty much everything else) instead. Light and dark stones are more {{L|material|valuable}} and should only be used if you need something of higher value ({{L|noble}}'s furniture, for example). Limestone is essential in {{L|steel}}making; {{L|Obsidian}}, besides being even more expensive than other light and dark stones, can be used to make swords which do 133% damage (equalling {{L|steel}}).&lt;br /&gt;
&lt;br /&gt;
===Farming===&lt;br /&gt;
&lt;br /&gt;
If the {{L|cave river}} floods your fortress when you strike it, go ahead and {{L|farming|farm}} in the areas that were flooded for the first year rather than trying to set up the floodgate system and then farm. You'll gain lots of valuable farming time that way; while it doesn't take so long to dig out the farming area, it can take a painfully long time for your dwarves to get around to installing floodgates and levers. If you strike {{L|limestone}} approximately one screen's width in from the mountain face, you have probably reached the river. Before digging any further, you may wish to clear out a space for your farm, on the chance that it will flood.&lt;br /&gt;
&lt;br /&gt;
There's no need to surround your farms with walls, unless you really want to. Dug {{L|channel}}s block floodwaters as well as wall, while not getting in the way of dwarf movement.&lt;br /&gt;
&lt;br /&gt;
===Quarters===&lt;br /&gt;
&lt;br /&gt;
When the {{L|Dwarven economy}} starts up, even the poorest dwarf will want a room with a bed, a cabinet, and a chest. As such, room with three squares of space are probably as small as you'll want to go. Blocks of&lt;br /&gt;
&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
 ┼πΘÆ┼πΘÆ┼πΘÆ┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
 ┼πΘÆ┼πΘÆ┼πΘÆ┼&lt;br /&gt;
 ▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
&lt;br /&gt;
work well for this purpose. There aren't the fanciest of rooms, but a nice dining room can make up for these living conditions in order to create happiness. The walls and doors are technically optional: the rent drops a little when the room isn't enclosed, but otherwise it's still a quite rentable space, even when the rooms overlap. Furthermore, poor dwarves (usually {{L|haul}}ers) will have an easier time affording the {{L|rent}} for a small room.&lt;br /&gt;
&lt;br /&gt;
===Dining room===&lt;br /&gt;
&lt;br /&gt;
One of the easiest ways to keep your dwarves happy is to have a nice {{L|dining room}}. It's far more efficient than making their bedrooms nicer. To start off, as little as a couple of tables and a pair of thrones (don't bother with chairs, wood is too precious) is good enough. When you have more time, detailing the floors and walls can easily vault a sufficiently large dining room to &amp;quot;Legendary&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
===Drinks===&lt;br /&gt;
&lt;br /&gt;
The longer your dwarves go without a {{L|alcohol|drink}}, the less work they will do, so make sure they have a steady supply of alcohol. Drinks also increase dwarves' {{L|Thought|happiness}}. If no alcohol is available, dwarves will drink {{L|water}}, either from the indoor or outdoor river, or from {{L|well}}s; this will keep them from dying of thirst, but increases the likelihood of attacks from {{L|creature}}s like snakemen, frogmen, and lizardmen.&lt;br /&gt;
&lt;br /&gt;
If you manage to get a good farming operation started up early enough, it may be possible to start {{L|Brewer|brewing}} before you run out of your initial supplies of alcohol. Dwarves will drink alcohol in preference to water, which means you can potentially go through the entire game without constructing a single well.&lt;br /&gt;
&lt;br /&gt;
===Masonry===&lt;br /&gt;
&lt;br /&gt;
Anything that can be {{L|Mason's workshop|built from stone}}, should be: {{L|door}}s, {{L|throne}}s, {{L|table}}s, {{L|floodgate}}s, {{L|coffer}}s, {{L|cabinet}}s, etc. {{L|Block}}s are a good way to remove excess stone from the fortress as they can be stored in {{L|bin}}s.&lt;br /&gt;
&lt;br /&gt;
You can never have enough doors.&lt;br /&gt;
&lt;br /&gt;
===Alternatives to military service===&lt;br /&gt;
&lt;br /&gt;
Building clusters of {{L|trap}}s wherever creatures may appear (at the fortress's entrance, the {{L|cave river}}, {{L|chasm}}, {{L|magma flow}}, and beside any {{L|well}}s you may have built) will protect your fort quite effectively. Any kind of trap works well; a mix of stone-fall, {{L|weapon}}, and {{L|cage}} traps will protect you best when facing a varied enemy force. A small number of able {{L|mechanic}}s can soon secure your fortress against most risks it will face.&lt;br /&gt;
&lt;br /&gt;
A single {{L|dog|war dog}} also has a good chance of severely injuring or killing an average low-grade monster, and several of them together is a threat that would be very unpleasant in Adventure Mode. Train any &amp;quot;Stray Dogs&amp;quot; you have at the {{L|kennel}}s and assign them as &amp;quot;work dogs&amp;quot; to any dwarf that may encounter dangerous creatures. War dogs are far more effective in combat than stray dogs and still produce puppies (which will mature into stray dogs which can be trained).&lt;br /&gt;
&lt;br /&gt;
===Save often!===&lt;br /&gt;
&lt;br /&gt;
Even though it means quitting out and getting back in, this alpha version will crash your computer sooner or later and nothing is worse than losing hours of work, or even entire worlds.&lt;br /&gt;
&lt;br /&gt;
Also make backups of your saves - Just compress or copy the ..\data\save subdirectory where you uncompressed Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
===Speed issues===&lt;br /&gt;
&lt;br /&gt;
If you are having issues with speed in Dwarf Fortress, or are running at a lower speed than the capped default limit which is 100FPS, try turning vsync off in your graphic card options. This should greatly increase your performance in game.&lt;br /&gt;
&lt;br /&gt;
If you do not know the exact speed of your game, you can turn a FPS counter on in the init file located in the \data\init folder from your Dwarf Fortress root directory. Merely editing the file with a simple text editor and scolling down until you see the reference to the FPS counter is enough to suceed, so no coding skill whatsoever is necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category:Guides --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=103941</id>
		<title>40d:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Important_advice&amp;diff=103941"/>
		<updated>2010-05-06T00:45:11Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|What should I build first}}?&lt;br /&gt;
&lt;br /&gt;
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&amp;lt;!-- General suggestions and philosophy --&amp;gt;&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition. It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the {{L|controls}}. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  {{L|Efficient_gameplay|Efficient Gameplay}} offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, learn how to {{L|Maximizing framerate|maximize your framerate}}.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.&lt;br /&gt;
&lt;br /&gt;
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default {{L|tilesets|tileset}}, your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&amp;lt;!-- Little facts about the game to keep in mind --&amp;gt;&lt;br /&gt;
* Dwarves thrive on {{L|alcohol}}. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
* Dwarves also need {{L|food}}, obviously - and a good {{L|cook}} (and a nice dining hall) go a long way towards keeping your fortress happy.&lt;br /&gt;
** Don't cook all your alcohol or all your {{L|seed}}s (or all the things that leave seeds). ({{k|z}} &amp;gt;&amp;gt; Kitchen).&lt;br /&gt;
* Dwarves tend to get trapped easily. They like {{L|Digging#Dig_Priority|building and digging things from certain directions}}, so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.&lt;br /&gt;
* Construction and combat are {{L|noise|noisy}}. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.&lt;br /&gt;
* Workshops will become {{L|clutter|cluttered}} once they have 15 average goods in them (more for {{L|craft}}s, less for {{L|siege weapon}}s).  Make stockpiles to receive the goods, and have ample {{L|hauler}}s, and/or more than one of a workshop that's likely to get cluttered.&lt;br /&gt;
* If a dwarf gets badly {{L|Wound|injured}}, he'll need a hospital bed and someone to bring him {{L|water}} in a {{L|bucket}}. It's probably a good idea to have a set of those sitting around.&lt;br /&gt;
* {{L|Traps}} can help take care of invaders at no risk to your dwarves. Any fortress can build a &amp;lt;!-- tub style mechanical chicken plucker --&amp;gt; bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).&lt;br /&gt;
* Having a dwarf with the Appraiser skill to be your {{L|broker}} will help a lot when {{L|trading}}. Otherwise, you can't see how much an item is worth.&lt;br /&gt;
* {{L|Chain}}ing some {{L|dog}}s by your front door may deter thieves.&lt;br /&gt;
* Remember that dwarves can be assigned new {{L|labor|jobs}} at any time. If your carpenter has died, your farmer can start making beds. (He probably won't be very good at it, since he doesn't have the skill, but it's better than sleeping on the ground.)&lt;br /&gt;
* Idle carpenters? It's hard to have too many {{L|barrel}}s (or too many {{L|bin}}s... {{L|bed}}s for the next wave of {{L|immigrant}}s are pretty handy too). Idle masons? You can fit a lot of {{L|door}}s into your fortress, and buildings constructed from {{L|block}}s add value over rough stone.&lt;br /&gt;
* Too many {{L|immigrant}}s? Don't know what to do with them? Have you started an {{L|military|army}} yet?&lt;br /&gt;
* When setting a {{L|water}} source (for designated drinking zones) or a {{L|fishing}} zone, remember that only walkable tiles are valid - you need only mark the shore.&lt;br /&gt;
* If you don't have {{L|magma}} on the map, smelt only what you need; {{L|coke}} is a finite resource, and getting more charcoal is as exciting as watching trees grow (and burning them). &lt;br /&gt;
* That being said, {{L|magma}} brings its own unique set of challenges; complete beginners should probably give it a wide berth.&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
&amp;lt;!-- Specific little actions the users can take to make their lives better --&amp;gt;&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Don't like all the stone laying around? Instead of using a stone {{L|stockpile}} create a 1-square garbage {{L|zone}} and {{L|dump}} the stone. Reclaim the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop).&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for {{L|bauxite}}) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop.&lt;br /&gt;
** If you bring {{L|bauxite}} to a {{L|magma}} map, you can build the workshop next to the wagon and get your magma-proof grates/floodgate/mechanisms immediately.&lt;br /&gt;
** Lock your {{L|gem setter}} in a room with some cut {{L|gem}}s and a {{L|stockpile}} set to gather quality {{L|furniture}}, so that he doesn't waste time (and valuables) encrusting stupid things like barrels.&lt;br /&gt;
&lt;br /&gt;
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood, or all hide inside for a siege, or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.&lt;br /&gt;
&lt;br /&gt;
* Hitting {{k|x}} when building a building expands the list of items, so you can pick one with a specific {{L|quality}} (a nice bed for a noble's bedroom, or a cheap door for the garbage room).&lt;br /&gt;
&lt;br /&gt;
* If you're scanning the outdoors for your next swath of {{L|tree}}s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.&lt;br /&gt;
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door  to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly {{L|sand}} spots scattered around on a sandy map.)&lt;br /&gt;
&lt;br /&gt;
* Build a walled {{L|statue}} garden outside your fortress so that your dwarves don't get {{L|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
* Bring along a few {{L|turtle}}s or {{L|cave lobster}}s when you start the game. Make sure the dwarves eat them raw (disable cooking) ({{k|z}} &amp;gt;&amp;gt; Kitchen). This way you will have {{L|shell}}s - useful in case you ever run into a {{L|strange mood|(spoiler)}}.&lt;br /&gt;
&lt;br /&gt;
* {{L|Trade}} for basic items like {{L|meat}} and {{L|wood}}. They're cheap, and it's easier than gathering them yourself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&amp;diff=103940</id>
		<title>v0.31:Important advice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Important_advice&amp;diff=103940"/>
		<updated>2010-05-06T00:44:50Z</updated>

		<summary type="html">&lt;p&gt;Wolfman2000: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Stub}}&lt;br /&gt;
Here are a few things to keep in mind when playing Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
Above all, one must remember that '''losing is {{L|fun}}!''' Be prepared to lose a few fortresses before you get the hang of things &amp;amp;ndash; it can be easy to accidentally kill the entire fortress while playing around with the different mechanics.&lt;br /&gt;
But remember: losing means that next time, you'll remember how you lost! In a big way, Dwarf Fortress uses the principle of learning from one's mistakes.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|What should I build first}}?&lt;br /&gt;
&lt;br /&gt;
If you cannot find your answer on this wiki, check out the forums at [http://www.bay12games.com/forum/index.php Bay12games.com]&lt;br /&gt;
&lt;br /&gt;
== DF 2010 Advice ==&lt;br /&gt;
* [[Soap]] is very important now.  If a dwarf is injured, soap will be necessary to clean the wound, otherwise infection will set in.&lt;br /&gt;
&lt;br /&gt;
* Do not take on an armoured opponent with your fists; you will lose.  Wrestling is no longer very effective and the use of quality weapons is strongly encouraged.&lt;br /&gt;
&lt;br /&gt;
* To easily create an underground farm, c{{key|h}}annel above where you want the farm to be and remove all the down ramps.  Des{{key|i}}gnate the area above the farm as a pond and dwarves will begin to fill it (Don't forget to designate a water source and make sure you have buckets).  Don't channel from the surface; that will just make it an aboveground farm.  Put your farm at least two levels underground and the channel a layer above that.  Aboveground farms can be made without muddying the ground, despite the warning.&lt;br /&gt;
&lt;br /&gt;
* Don't dig too greedily or too deep without a proper army - expecting a couple rookies to fend off a {{l|Giant cave spider}} (or {{l|Hidden_Fun_Stuff|worse}}) results in much {{l|fun}}.  Make sure to properly train and equip your soldiers before breaching the depths.  Equipment is much more important than before.&lt;br /&gt;
&lt;br /&gt;
== Advice ==&lt;br /&gt;
&amp;lt;!-- General suggestions and philosophy --&amp;gt;&lt;br /&gt;
* Keep in mind that Dwarf Fortress doesn't have a &amp;quot;win&amp;quot; condition. It just has a long series of &amp;quot;lose&amp;quot; conditions.&lt;br /&gt;
&lt;br /&gt;
* Learn the {{L|controls}}. There's lots of them, and learning them may seem daunting at first, but once you get the basics down (like how to check the status of your dwarves or the hotkeys for building certain structures), you'll find yourself playing much more efficiently.  {{L|Efficient_gameplay|Efficient Gameplay}} offers some time-saving tips.&lt;br /&gt;
&lt;br /&gt;
* If your game is running slowly, learn how to {{L|Maximizing framerate|maximize your framerate}}.&lt;br /&gt;
&lt;br /&gt;
* Save often! Although it can be a hassle to have to quit out and get back in, it's a lot better than having to build that long hallway of stone-fall traps, plant the whole bag of plump helmet seeds, and make that shipment of steel battleaxes for the caravan next year, ''all over again''.&lt;br /&gt;
** In this vein, there is a seasonal auto-save feature which you can turn on by editing your /data/init/init.txt file.&lt;br /&gt;
&lt;br /&gt;
* Plan ahead a little during construction. When building your first couple dozen rooms, consider that in the future you might want to make certain busy hallways wider so dwarves aren't always climbing over each other. This will be a lot easier if you put rooms back an extra tile so you don't have to rebuild everything.&lt;br /&gt;
&lt;br /&gt;
* Think three-dimensionally. You have a Z-axis. Things will be much closer when they're downstairs one floor than if they're 20 tiles away down the hallway. Also note that, with the default {{L|tilesets|tileset}}, your display of the fortress is not square, so north/south distances will appear longer than east/west distances -- they aren't.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&amp;lt;!-- Little facts about the game to keep in mind --&amp;gt;&lt;br /&gt;
* Dwarves thrive on {{L|alcohol}}. If a dwarf drinks only water, the rate at which he gets tasks done decreases. If the fortress has no alcohol for years, things will slow down quite a bit.&lt;br /&gt;
* Dwarves also need {{L|food}}, obviously - and a good {{L|cook}} (and a nice dining hall) go a long way towards keeping your fortress happy.&lt;br /&gt;
** Don't cook all your alcohol or all your {{L|seed}}s (or all the things that leave seeds). ({{k|z}} &amp;gt;&amp;gt; Kitchen).&lt;br /&gt;
* Dwarves tend to get trapped easily. They like {{L|Digging#Dig_Priority|building and digging things from certain directions}}, so try to make sure there is a way out (and keep an eye on them just in case they try something crazy). Also keep in mind that workshops block certain squares, so if ever notice that your jeweler dies after constructing a workshop with a door on the east side, that's why.&lt;br /&gt;
* Construction and combat are {{L|noise|noisy}}. Keep your sleeping areas away from noise and your dwarves will get a good night's rest.&lt;br /&gt;
* Workshops will become {{L|clutter|cluttered}} once they have 15 average goods in them (more for {{L|craft}}s, less for {{L|siege weapon}}s).  Make stockpiles to receive the goods, and have ample {{L|hauler}}s, and/or more than one of a workshop that's likely to get cluttered.&lt;br /&gt;
* {{L|Traps}} can help take care of invaders at no risk to your dwarves. Any fortress can build a &amp;lt;!-- tub style mechanical chicken plucker --&amp;gt; bunch of stone-fall traps. Cage traps are also easy (you can make cages out of wood).&lt;br /&gt;
* Having a dwarf with the Appraiser skill to be your {{L|broker}} will help a lot when {{L|trading}}. Otherwise, you can't see how much an item is worth.&lt;br /&gt;
* {{L|Chain}}ing some {{L|dog}}s by your front door may deter thieves.&lt;br /&gt;
* Remember that dwarves can be assigned new {{L|labor|jobs}} at any time. If your carpenter has died, your farmer can start making beds. (He probably won't be very good at it, since he doesn't have the skill, but it's better than sleeping on the ground.)&lt;br /&gt;
* Idle carpenters? It's hard to have too many {{L|barrel}}s (or too many {{L|bin}}s... {{L|bed}}s for the next wave of {{L|immigrant}}s are pretty handy too). Idle masons? You can fit a lot of {{L|door}}s into your fortress, and buildings constructed from {{L|block}}s add value over rough stone.&lt;br /&gt;
* Too many {{L|immigrant}}s? Don't know what to do with them? Have you started an {{L|military|army}} yet?&lt;br /&gt;
* When setting a {{L|water}} source (for designated drinking zones) or a {{L|fishing}} zone, remember that only walkable tiles are valid - you need only mark the shore.&lt;br /&gt;
&lt;br /&gt;
== Tricks ==&lt;br /&gt;
&amp;lt;!-- Specific little actions the users can take to make their lives better --&amp;gt;&lt;br /&gt;
* To find a dead dwarf, go under status ({{k|z}}), then select stock&amp;gt;&amp;gt;corpses. Hit tab, and use {{k|z}} to zoom to the particular dwarf to find a hint on where and how he died.&lt;br /&gt;
&lt;br /&gt;
* Don't like all the stone laying around? Instead of using a stone {{L|stockpile}} create a 1-square garbage {{L|zone}} and {{L|dump}} the stone. Reclaim the stone after it's been dumped. This way, you can store an unlimited amount of stone in just 1 tile! (This is especially useful when the tile in question is next to your mason shop).&lt;br /&gt;
&lt;br /&gt;
* Usually the closest available material is used for tasks such as (for example) building a floodgate, but not always. To prevent frustration, you can make a custom stockpile (e.g. for {{L|bauxite}}) next to your workshop and close the dwarf in. Don't forget theres a z-axis, so make sure there aren't unwanted materials above/below your workshop.&lt;br /&gt;
** Lock your {{L|gem setter}} in a room with some cut {{L|gem}}s and a {{L|stockpile}} set to gather quality {{L|furniture}}, so that he doesn't waste time (and valuables) encrusting stupid things like barrels.&lt;br /&gt;
&lt;br /&gt;
* The Standing Orders ({{k|o}}) screen can be used for a variety of useful settings, like having your dwarves temporarily ignore wood, or all hide inside for a siege, or making your weavers stop heading outside all the time to collect spiderwebs and get slaughtered by wild animals.&lt;br /&gt;
&lt;br /&gt;
* Hitting {{k|x}} when building a building expands the list of items, so you can pick one with a specific {{L|quality}} (a nice bed for a noble's bedroom, or a cheap door for the garbage room).&lt;br /&gt;
&lt;br /&gt;
* If you're scanning the outdoors for your next swath of {{L|tree}}s, move your view up one level. They will appear as little rectangles on a field of dots and will be easier to spot.&lt;br /&gt;
** Speaking of timber, try designating some high-traffic lanes ({{k|d}} {{k|o}} {{k|h}}) outside radiating away from your front door  to the trees. Your dwarves will stick to the paths somewhat, and probably trample fewer saplings. (They also won't mess up the ground and leave a bunch of ugly {{L|sand}} spots scattered around on a sandy map.)&lt;br /&gt;
&lt;br /&gt;
* Build a walled {{L|statue}} garden outside your fortress so that your dwarves don't get {{L|cave adaptation}}.&lt;br /&gt;
&lt;br /&gt;
* {{L|Trade}} for basic items like {{L|meat}} and {{L|wood}}. They're cheap, and it's easier than gathering them yourself.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Wolfman2000</name></author>
	</entry>
</feed>