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	<updated>2026-05-18T08:29:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Body_detail_plan_token&amp;diff=219036</id>
		<title>Body detail plan token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Body_detail_plan_token&amp;diff=219036"/>
		<updated>2015-05-19T18:28:20Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: LEFT and RIGHT are used in STANDARD_HEAD_POSITIONS for the left and right ears. SIDES doesn't actually show up in b_detail_plan_default.txt, so I'm marking it as dubiously valid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|09:22, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
* material template&lt;br /&gt;
| Adds a new material to the creature based on the specified template and assigned to the specified identifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADD_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
* identifier&lt;br /&gt;
* tissue template&lt;br /&gt;
| Adds a new tissue to the creature based on the specified template and assigned to the specified identifier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a body detail plan for use in creature raws&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part&lt;br /&gt;
*tissue name or tissue ARG# for innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
*tissue name or tissue ARG# for second innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
*tissue name or tissue ARG# for third innermost tissue&lt;br /&gt;
*tissue thickness&lt;br /&gt;
etc...&lt;br /&gt;
| Defines a series of tissue layers. Alternatively to specifying a tissue, variable arguments can be entered (numbered arbitrarily to a max of 5) to be filled with tissues when the plan is called in the creature entry. The SELECT_TISSUE creature token with TL_RELATIVE_THICKNESS can change tissue thickness, but tissue ''layering'' is hard to do without a new detail plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS_OVER}}&lt;br /&gt;
|&lt;br /&gt;
| Works like BP_LAYERS, but defines layers over existing layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_LAYERS_UNDER}}&lt;br /&gt;
|&lt;br /&gt;
| Works like BP_LAYERS, but defines layers under existing layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_POSITION}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part&lt;br /&gt;
*position token&lt;br /&gt;
| Defines a position for the specified body part (the nose is assigned the position FRONT, as it's on the front of the face). This has some effects on combat, attacks and the like. Valid position tokens are FRONT, BACK, LEFT, RIGHT, TOP and BOTTOM. The position token SIDES is of unverified validity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_RELATION}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*body part to be affected&lt;br /&gt;
*relation token&lt;br /&gt;
*BY_CATEGORY or BY_TYPE or BY_TOKEN&lt;br /&gt;
*parent body part&lt;br /&gt;
*coverage&lt;br /&gt;
| Defines a positional relationship between one body part and another (the right eyelid is AROUND the right eye with coverage 50, as it only partially covers the eye). This has some effects on combat, attacks and the like. Valid relation tokens are AROUND, SURROUNDED_BY, ABOVE, BELOW, IN_FRONT, BEHIND, CLEANS, and CLEANED_BY. The lattermost two tokens are used when specifying parts that clean each other (such as eyelids to eyes).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_RELSIZE}}&lt;br /&gt;
|&lt;br /&gt;
*BY_CATEGORY (or, presumably, BY_TYPE or BY_TOKEN)&lt;br /&gt;
*body part&lt;br /&gt;
*relsize&lt;br /&gt;
| Defines a relsize for the selected body part for the current body detail plan&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=218117</id>
		<title>v0.31:Bedroom design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bedroom_design&amp;diff=218117"/>
		<updated>2015-05-14T18:22:53Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 218116 by 36.72.102.202 (talk) Vandalism&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|02:13, 08 November 2010 (UTC)}}&lt;br /&gt;
There are many ways to design the layout of [[bedroom]]s. Simplicity, ease of designating, efficiency, and aesthetics are all important factors in designing dwarven housing. The ability to modify the design to enlarge, improve, or add rooms can be important as well. Proximity of the rooms to [[noise]] should also be considered.&lt;br /&gt;
&lt;br /&gt;
The simplest approach resolving dwarven sleeping requirements is to have all your dwarves sleep in a large communal [[dormitory]]. The smallest ''bedroom design'' possible is a corridor with notched spaces for beds. &lt;br /&gt;
&lt;br /&gt;
Players frequently want designs which maximize positive thought and minimize the path distance between a dwarf's food, drink, job and home. This process is further complicated when the [[dwarven economy]] kicks in, and a wide range of &amp;quot;[[Room#Specific room quality grades|room qualities]]&amp;quot; are needed, and low-budget dwarves are kicked out of any over-priced quarters. To this end, a number of solutions, some surprisingly elegant, have been produced. &lt;br /&gt;
&lt;br /&gt;
Many of the designs shown here were taken from [http://www.bay12games.com/forum/index.php?topic=16901.0 this forum post].&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
                         NOTE - EDITORS/CONTRIBUTORS:&lt;br /&gt;
=LEVEL 1= SUBSECTIONS WERE CHOSEN FOR VISIBILITY. THIS PAGE IS FAR TOO BUSY FOR ==LEVEL 2== SUBSECTION HEADERS.&lt;br /&gt;
FOR SPECIFIC EXAMPLES, USE ===LEVEL 3=== &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
=Minimalism=&lt;br /&gt;
&lt;br /&gt;
Sometimes, simpler is better... not always, but sometimes...&lt;br /&gt;
&lt;br /&gt;
=== 1x1 bed only, no walls ===&lt;br /&gt;
&lt;br /&gt;
By far the most minimal design is to take a bed, place it anywhere you want, then set it as a 1x1 room. This bed 'room' can be assigned to a dwarf early on, or rented once the economy kicks in, and will at least serve the bare minimum purpose of avoiding unhappy thoughts from the lack of a room. It will not, of course, leave the dwarves with any space to store any possessions at all -- but with the economy active, it will also have an absolute minimal rent, which makes it worth having a few such rooms set up. And, of course, it requires the absolute minimum work to set up; all you need is existing empty space, preferably with no noise nearby, and a bed to place in it. &lt;br /&gt;
&lt;br /&gt;
An additional refinement is to expand the room area of each bed to 3x3, deliberately causing them to overlap.  This lowers the value of each bed, which in turn lowers the rent and provides some low-rent housing for impoverished dwarves to stay -- it can drop as low as 7 coins depending on the arrangement.&lt;br /&gt;
&lt;br /&gt;
Alternatively if you are building compact merely to save space or improve framerate, a 1x1 bedroom on a smoothed, engraved floor can have quite a high room value, particularly if the beds are packed into a mined out vein of valuable metal or gemstones.&lt;br /&gt;
&lt;br /&gt;
=== Communal dormitory ===&lt;br /&gt;
&lt;br /&gt;
The simplest form of dwarven housing.  Stick a bunch of beds in a room, designate a [[dormitory]] from one of them (do not assign the bed to anyone), and voilà, instant flophouse.  On maps with no [[tree]]s, this is pretty much your only option for sleeping quarters before breaching a cavern or importing large amounts of wood.  (Dwarves will sleep on the floor of the dormitory if no beds are available, which at least keeps them from sleeping in the wilderness.)&lt;br /&gt;
&lt;br /&gt;
This setup only causes a single negative thought (&amp;quot;slept without a proper room recently&amp;quot;), although you miss out the benefit of the happy thoughts generated by personally-owned furniture.  However, as long as you compensate by offering your dwarves high-quality [[food]], [[alcohol]], an expansive [[dining room]], and other luxuries, your dwarves will remain happy enough to be productive throughout the life of a fortress.  (You may still wish to give [[noble]]s their own rooms, however; they tend to [[mandate|get]] [[demand|upset]] when their [[Noble#Room Requirements Summary|requirements]] are not met)&lt;br /&gt;
&lt;br /&gt;
More than one dormitory can be built in a fortress; if they do not own their own bedroom, dwarves will gravitate to the nearest empty bed when it is time for them to sleep.{{verify}}&lt;br /&gt;
&lt;br /&gt;
=== Plain square design ===&lt;br /&gt;
[[Image:square_bedroom.png|right]]&lt;br /&gt;
If it is 2&amp;amp;times;2, 3&amp;amp;times;3 or more, square designs are probably the first choice of many players. Easy to plan, easy to put in place, this kind of design is one of the best when the player values his playing time instead of the overall layout of his fortress. While square designs are easy to reproduce en masse, most are not optimized either for beauty or space efficiency, two aspects that other designs excel at.&lt;br /&gt;
&lt;br /&gt;
=== Line design ===&lt;br /&gt;
[[Image:line_bedroom.png|right|thumb| '''Line design''', laid out (left) and finished (right)]]&lt;br /&gt;
Line designs have the advantage of being very space efficient and very adaptative. From 1&amp;amp;times;1 to 1&amp;amp;times;4 and longer, it can fit almost anywhere, can be upgraded later on as long as you have the space behind your first original line and do not need excessive corridor space for the bedroom access. Simply dig a few lines out of an access tunnel already in use in your fortress and voilà, you have new living quarters. This kind of minimalistic design is perfect for when the economy kicks in, as it can be adapted in a flash for any kind of low wage citizen.&lt;br /&gt;
&lt;br /&gt;
===Decentralized living===&lt;br /&gt;
In larger fortresses, one of the bigger problems is traffic.  Dwarves have a tendency to all get hungry, thirsty, and tired in waves, and a crowd of 50 of them storming your centralized food stockpiles, one big dining room, and dormitory tunnels can cause a lot of lost time while the hordes shuffle by each other.  A good solution to this is decentralized architecture, incorporating most of the essentials of every day life into numerous smaller areas.  This isn't to suggest that you shouldn't have a legendary dining hall set as a meeting area, capable of holding half your fortress at once.  You definitely should!  But decentralizing from that dining hall relieves a lot of congestion in the halls surrounding the main dining hall, and makes it easier for dwarves just to pass through.&lt;br /&gt;
&lt;br /&gt;
[[image:Living.GIF|right]]&lt;br /&gt;
In this image, the access stairwell (blue fields in the center), spread out in all directions to a public dormitory and dining room for poorer dwarves on the left/right and to 3x3 private rooms on the top/bottom.  The design allows for two small stockpiles of food (gray fields) to minimize the walk to a dining hall.&lt;br /&gt;
&lt;br /&gt;
There are also built-in areas for impressive things like [[Main:statues|statues]] and [[Main:cages|cages]] (for zoos) to keep dwarves admiring your handiwork.  The 3x3 rooms are easy to get up to decent or higher to keep your most useful dwarves happy as clams.  They're also convenient for impromptu noble housing, since you can just knock out a wall between two rooms and convert one into a dining room for a whiny noble.  You could even expand the corner rooms a bit more on both the X and Y axes to make four 3x3 rooms to give the noble a dining room, tomb, and office all in one area.  This is especially useful for the mayor, who gets replaced every so often.  When a new Mayor is elected, one can reassign all the trappings to the new mayor in one go.  If you want an even more decentralized and calm traffic pattern, put tables and chairs in all the private rooms; dwarves will prefer to eat in their quarters.  The walls between the doors leading to the dormitory and Dining Room allow for 2 entrances and 2 exits to each predictably higher-traffic room while leaving a pillar of rock for an engraving.  The main corridor also allows you to branch off into 4 restraints per floor in a private 1x2 prison.  Since it's flanked by an animal cage and a statue (or alternatively, 2 statues. This may be better because Statues block movement and it's effectively the same as surrounding the prisoner with walls). Additionally, in an area you want smoothed and engraved to begin with, it gives prisoners a leg upon their happiness immediately and -- once again -- prevents traffic jams from convicts being brought food and water in larger prisons.&lt;br /&gt;
&lt;br /&gt;
Another option for maximizing traffic throughput is to put a 1x3 line of upward stairwells on one end of the blue field, and a 1x3 line of downward stairwells on the other.  This simulates a 3-wide vertical corridor without the safety risks of up/down stairwells.&lt;br /&gt;
&lt;br /&gt;
You may also, at your discretion, knock out the statues and cages near the stairwell to make the entire plan a little more compact (though you lose the easy prisons in this case).  This plan can stretch on the x axis as much as you like, but note that the 1 wide corridors leading to individual rooms can get crowded if more than 10 dwarves are living along each one.  Even with the given layout, though, one floor supports 26 private rooms and as many as 14 public beds.  This works out quite nicely since one floor is enough to handle most immigrant waves, while existing floors' public beds can handle a decent amount of overflow.  The public dormitory rooms can also be converted into prisons very easily (just put chains next to every bed) if you decide not to go with the main design.&lt;br /&gt;
&lt;br /&gt;
=== High density single floor housing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Housing_by_Marble_Dice.png|thumb|244px|This is the 61x61 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This fractal-inspired design combines space efficiency with wider access hallways to alleviate traffic.  Stairs are placed in the middle, and the design can expand indefinitely.  To decrease the size, remove the outermost perimeter hallway, and all connected bedrooms.  To increase the size, use the picture as a guide and follow the same radial pattern.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;padding:&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Size&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Capacity&lt;br /&gt;
! style=&amp;quot;text-align:left;&amp;quot; | Max walk distance from center&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 29x29 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 48 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 23 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 45x45 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 120 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 39 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 61x61 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 224 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 55 steps&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 77x77 tiles&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 360 dwarves&lt;br /&gt;
| style=&amp;quot;padding-right:26px;&amp;quot; | 71 steps&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=High density,single floor, quick housing=&lt;br /&gt;
&lt;br /&gt;
[[Image:Dwarf-bedroom-simple.jpg|thumb|250px|This is a 35x35 housing plan]]&lt;br /&gt;
&lt;br /&gt;
This design is nice in that it is very quick to lay since using shift to move the cursor moves in steps of 11 tiles. Additionally the rooms made this way can be used even after the economy activates since it is very easy to increase or decrease their value. Each 1-tile wide walkway is shared by 10 dwarves reducing congestion and each room can fit a bed, a chest and a cabinet leaving 1 free space for any miscellaneous items such as a statue for legendary dwarves, the free space is in the back of the room for the reason that it allows you to place blocking items that cannot be moved over there without sealing your dwarves in/out.&lt;br /&gt;
&lt;br /&gt;
=High density, multi-level=&lt;br /&gt;
&lt;br /&gt;
Optimizing space, minimizing walking distance, these are good things... for some...&lt;br /&gt;
&lt;br /&gt;
===Magical Three-way Doors===&lt;br /&gt;
&lt;br /&gt;
The main point of this design is that it squeezes six bedrooms in a space of six by seven squares. It's meant to be built across several Z-levels, making it take up a minimal amount of practical space. It can be easily mirrored, although that requires a wider corridor (or the use of four bedrooms instead of six on the other side).&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
 Level -1  ¦   Level 0   ¦   Level 1&lt;br /&gt;
 +-----+   ¦   +-----+   ¦   +-----+&lt;br /&gt;
 ¦..¦..¦   ¦   ¦..¦..¦   ¦   ¦..¦..¦&lt;br /&gt;
+-+.¦.+-+  ¦  +-+.¦.+-+  ¦  +-+.¦.+-+&lt;br /&gt;
¦.++-++.¦  ¦  ¦.++-++.¦  ¦  ¦.++-++.¦&lt;br /&gt;
¦..¦X¦..¦  ¦  ¦..¦X¦..¦  ¦  ¦..¦X¦..¦&lt;br /&gt;
¦---+---¦  ¦  ---+.+---  ¦  ¦---+---¦&lt;br /&gt;
¦...¦...¦  ¦  .........  ¦  ¦...¦...¦&lt;br /&gt;
+-------+  ¦             ¦  +-------+}}&lt;br /&gt;
&lt;br /&gt;
===Sandwich===&lt;br /&gt;
&lt;br /&gt;
A design to move bedrooms vertically spread across many unused Z levels easily. The rooms can be preferentially scaled up or down depending on needs. If space is reserved serves well for expansion of each bedroom as suitable.&lt;br /&gt;
&lt;br /&gt;
The sandwich basically consists of a three tile wide hallway or wider. Up/Down Stairways are evenly distributed in increments which lead to one or more bedrooms as needed. Hatches can be used between the individual bedrooms as vertical doors.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Level -1       ¦   Level 0       ¦    Level 1&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦--+--+--+--¦  ¦  .............  ¦  ¦--+--+--+--¦&lt;br /&gt;
¦X.¦X.¦X.¦X.¦  ¦  .X..X..X..X..  ¦  ¦X.¦X.¦X.¦X.¦&lt;br /&gt;
¦..¦..¦..¦..¦  ¦  -------------  ¦  ¦..¦..¦..¦..¦&lt;br /&gt;
¦B.¦B.¦B.¦B.¦  ¦                 ¦  ¦B.¦B.¦B.¦B.¦&lt;br /&gt;
+-----------+  ¦                 ¦  +-----------+}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The bedroom design can be copied several times further up and down starting from Level 1 or -1 to exploit available space in neighbouring Z levels. The design is excellent as the space surrounding the hallway can be used for directly tying to the dining/meeting hall.&lt;br /&gt;
&lt;br /&gt;
===6-room clusters===&lt;br /&gt;
&lt;br /&gt;
[[File:ClusterBedrooms.png|thumb|350 pix|'''6-room clusters'''  ''(click to enlarge)'']]&lt;br /&gt;
This one is quite dense. There are six bedroom clusters. They can be built close to each other.&lt;br /&gt;
&lt;br /&gt;
There are 7 6-room clusters here. If 5 Z-Levels of this are built, that's 5*7*6=210, which is plenty for most any fortress.&lt;br /&gt;
&lt;br /&gt;
=== Living Pods (Residential Flats) ===&lt;br /&gt;
   &lt;br /&gt;
This design is compact and allows for a large number of rooms. Each room has 3 tiles plus a door. To add to the complex build an apartment level one level above or below the lobby - the stairs allow direct access. The design can be stretched to make the rooms 3x2 or 3x3, or to allow more rooms per floor, depending on your preference. Though not as visually impressive as the fractal patterns it is very efficient in that it can allow for large numbers of dwarves to easily access the main hallway.  The pods are very quick to deploy as the interior (mined out) width of the pods exactly equals one {{k|Shift}}+move of the cursor.  Highlight a full square with a horizontal shift+move then a vertical.  Then ''un''mark the 3 internal walls in both horizontal and vertical directions (each also 1 shift+move distance long), and finally mark in the four staircases. Sixteen bedrooms with extremely efficient pathing laid out in as many seconds.&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
Upper/lower&lt;br /&gt;
Apartment Level:     Lobby Level:&lt;br /&gt;
+-----------+        +-----------+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦.. O&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. u&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X+-+.. t&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O........ e&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦........... r&lt;br /&gt;
¦--+--+--+--¦        ¦--¦O...O+--+..&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦.....¦..¦.. H&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.++..O..++.¦.. a&lt;br /&gt;
¦-¦X¦-+-¦X¦-¦        ¦-¦X+---+X¦-¦.. l&lt;br /&gt;
¦.+-+.¦.+-+.¦        ¦.+-+.¦.+-+.¦.. l&lt;br /&gt;
¦..¦..¦..¦..¦        ¦..¦..¦..¦..¦..&lt;br /&gt;
+-----------+        +-----------+..}}&lt;br /&gt;
&lt;br /&gt;
==== Pod variant ====&lt;br /&gt;
&lt;br /&gt;
This is an example of varying the above to suit personal taste. Three significant changes have been made: &lt;br /&gt;
&lt;br /&gt;
:1) 2 pair of vertical access stairs feed upward, instead of one horizontal hallway.&lt;br /&gt;
&lt;br /&gt;
:2) The entire design has been expanded (to 15x15, vs 13x13 above), but rooms have not been expanded to fill all available space - not yet.  That will be done if/as need arises, and many of the 3-tile rooms can become 5- or 7-tile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;, or two joined together to become 12-tile suites&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
:3) Allow for a central waterfall with drain system*.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Upper Apartment Level(s*):    Lobby Level:           Lower Apartment Level(s*):&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+¦+.¦ ¦.+-+.¦              ¦.+¦+.OOO.+-+.¦              ¦.+¦+..¦..+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+&lt;br /&gt;
   ¦XX#~#XX¦                    ¦&amp;lt;&amp;lt;#~#&amp;lt;&amp;lt;¦                    ¦-¦~¦~¦-¦ &lt;br /&gt;
+--+-------+--+              +--¦..###..¦--+              +--¦.¦~~~¦.¦--+ &lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦.......¦..¦              ¦..¦.+---+.¦..¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.OOO.+-+.¦              ¦.+-+..¦..+-+.¦&lt;br /&gt;
¦-¦X¦-¦ ¦-¦X¦-¦              ¦-¦X¦-----¦X¦-¦              ¦-¦X¦-----¦X¦-¦&lt;br /&gt;
¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦              ¦.+-+.¦ ¦.+-+.¦&lt;br /&gt;
¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦              ¦..¦..¦ ¦..¦..¦&lt;br /&gt;
+-----+ +-----+              +-----+ +-----+              +-----+ +-----+&amp;lt;/pre&amp;gt;Legend:&lt;br /&gt;
:X = up/down stair&lt;br /&gt;
:&amp;lt; = up stair&lt;br /&gt;
:~ = flowing water, in waterfall and drain&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;#&amp;lt;/nowiki&amp;gt; = [[grate]] or floor [[bars]] over drain&lt;br /&gt;
:¦ = solid block at base of waterfall&lt;br /&gt;
:O = [[statue]]s (though a [[zoo]] or booze stockpiles could work as well)&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
:1) Expanding out one more tile can create size 5-11 rooms, or size 19 if two are connected.&lt;br /&gt;
:2) A size 15 room is ample for any noble, with the possible exception of a [[king|king/queen]].&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; The floor plan for the waterfall/drain system may vary from floor to floor, and by personal taste.  Eventually it can be routed off and out one side, and the full interior area of all levels below that reserved for apartments.&lt;br /&gt;
&lt;br /&gt;
''(Note - It's easy to [[flood]] an area with a waterfall such as this - be sure you are familiar with the technique before risking an entire dormitory (or the lower parts, at least) on it.)''&lt;br /&gt;
&lt;br /&gt;
=== Greek Cross design===&lt;br /&gt;
[[image:VaniverGreek48.png|right|thumb| 48 tile design]]&lt;br /&gt;
Minimizing walking distances requires good use of vertical space. This plan is simple, scalable, and only takes up a few floors - 6 if you have 32 per floor, 4 if you have 48. The maximum walking distance should be less than 20 (walking up/down stairs counts as one distance.).[[image:VaniverGreek32.png|center|thumb| 32 tile design]]&lt;br /&gt;
&lt;br /&gt;
=== Shaft design ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaft_bedroom_design.gif|thumb|Shaft bedroom design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The Shaft design allows various options for entry direction and central &amp;quot;shaft&amp;quot; use. The central shaft may be altered to create dining rooms and offices for minor nobles, &amp;quot;deluxe&amp;quot; bedrooms, hospital beds, or simply more bedrooms. The design can easily accommodate several different room sizes while maintaining efficiency. However, the design utilizes Z-levels for efficiency, and you must build several levels of Shaft designs to accommodate a fully grown fortress.&lt;br /&gt;
&lt;br /&gt;
The Shaft design can fit 20 2x2 rooms, or 30 1x1 rooms.&lt;br /&gt;
&lt;br /&gt;
=== Tileable shaft design ===&lt;br /&gt;
&lt;br /&gt;
The tileable shaft design is a further expansion of the general shaft design above, coming in somewhere between the simple geometric designs and the vastly more complex fractal designs. These are designs that can be symmetrically tiled, that means concatenated in all six directions and are thus suited both for manual design as well as macro-automation. They allow the user to extend the same pattern over very large areas and to easily extend the available space per room up to a given size by tearing down just a few walls. Additionally, they can be suited for bedrooms as well as work and storage.[[Image:tileable_shaft_big.png|thumb|Tileable shaft design with a few possible variations.]]&lt;br /&gt;
&lt;br /&gt;
The downsides are that they're not especially optimized for walking distance or large hallways, and the necessity of the main access shaft on the z-level (stairs) having to be in the central-most tile (marked red in the examples) to allow z-level stacking.&lt;br /&gt;
&lt;br /&gt;
=== Modified Windmill Villas ===&lt;br /&gt;
&lt;br /&gt;
This is the most efficient method I have seen, and it keeps the central stair case as well.  &lt;br /&gt;
&lt;br /&gt;
(Calculations use 8 levels)&lt;br /&gt;
*Dwarfs per level = 28&lt;br /&gt;
*Levels needed for 200 = 7.1&lt;br /&gt;
*Max distance (including Z) = 15&lt;br /&gt;
*Average distance = 10.2&lt;br /&gt;
*Average distance per level = 5.4&lt;br /&gt;
&lt;br /&gt;
[[Image:Modified_Windmill_Villas.png|Modified windmill villas]]&lt;br /&gt;
&lt;br /&gt;
=Repeating patterns &amp;amp; fractals=&lt;br /&gt;
&lt;br /&gt;
Art for art's sake... and if it's functional, so much the better...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tessellated Apartments ===&lt;br /&gt;
&amp;lt;!-- Originally &amp;quot;GnomeChomskey's...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣θ╚╣X╠╗θ║    &lt;br /&gt;
   ║.θ║..┼╦┼╬═╩╗   &lt;br /&gt;
   ║.╔╬══╬╝.║.θ║   &lt;br /&gt;
 ╔═╬┼╩┼..║θ.║.╔╬══╗&lt;br /&gt;
 ║θ╚╣X╠╗θ╠╦═╬┼╩┼..║&lt;br /&gt;
 ║..┼╦┼╬═╩╣θ╚╣X╠╗θ║&lt;br /&gt;
 ╚══╬╝.║.θ║..┼╦┼╬═╝&lt;br /&gt;
    ║θ.║.╔╬══╬╝.║  &lt;br /&gt;
    ╚╦═╬┼╩┼..║θ.║  &lt;br /&gt;
     ║θ╚╣X╠╗θ╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       &lt;br /&gt;
&lt;br /&gt;
        ╔══╗       &lt;br /&gt;
        ║.θ║       &lt;br /&gt;
        ║.╔╬══╗    &lt;br /&gt;
      ╔═╬┼╩┼..║    &lt;br /&gt;
   ╔══╣÷╚╝X╚╗θ║    &lt;br /&gt;
   ║.θ║.╥...╚═╩╗   &lt;br /&gt;
   ║.╔╝.╤.╥...÷║   &lt;br /&gt;
 ╔═╬┼╝....╤.╤╥╔╬══╗&lt;br /&gt;
 ║θ╚╣X.╥╤.....╚┼..║&lt;br /&gt;
 ║..┼╗.....╤╥.X╠╗θ║&lt;br /&gt;
 ╚══╬╝╥╤.╤....╔┼╬═╝&lt;br /&gt;
    ║÷...╥.╤.╔╝.║  &lt;br /&gt;
    ╚╦═╗...╥.║θ.║  &lt;br /&gt;
     ║θ╚╗X╔╗÷╠══╝  &lt;br /&gt;
     ║..┼╦┼╬═╝     &lt;br /&gt;
     ╚══╬╝.║       &lt;br /&gt;
        ║θ.║       &lt;br /&gt;
        ╚══╝       --&amp;gt;&lt;br /&gt;
[[File:Tessellatedrooms.jpg]]&lt;br /&gt;
&lt;br /&gt;
Access can be from above and/or below by the stairs, or a hallway can be run into the dining room level by removing the bedroom at one of the cardinal points.  This design can be repeated as far as desired in the X, Y, and Z directions.&lt;br /&gt;
&lt;br /&gt;
===Noble Hive Pods===&lt;br /&gt;
&lt;br /&gt;
A geometric pattern for Noble housing trying for interesting aesthetics and high mobility.  The basic tiling pattern is shown on the left;  one possible way to join them, involving surrounding corridors and a central staircase and a jillion doors, on the right.&lt;br /&gt;
&lt;br /&gt;
[[File:Noblehive.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Fractal designs ===&lt;br /&gt;
&lt;br /&gt;
Betting on design beauty and on geometrical symmetry first, fractal designs can also be, at the same time, very space and walk efficient. They however require a lot of time and space both to plan and execute and are most likely out of reach of all but the most serious players. Fortunately, most of the designs displayed below would be avoided by the most serious players, due to their lack of serious Z-level access and incongruity with almost any general access plan. Most players however agree that they are the most incredible of all the designs around, if not for the sheer challenge of successfully executing something as complex, as for the extra touch it gives to the fortress as a whole once it is done.&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_square_delight1.png]] [[image:Raynard1.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Raynard_whirlpool_housing.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Hactar1_3_branch_tree.png]] [[image:Hactar1_Mandelbrot_Tree.png]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SavokisLeaf08a032.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:Andrelius_Windmill_Villas.png]]&lt;br /&gt;
&lt;br /&gt;
[[image:4bh0r53n_h-fractal.jpg]]&lt;br /&gt;
&lt;br /&gt;
More fractal bedroom designs based upon the H-Tree (pictured above) can be found at [[User:Tenebrous|this user page]].&lt;br /&gt;
&lt;br /&gt;
===Fractal modified for 3d===&lt;br /&gt;
This was created by palin88 from [http://www.bay12games.com/forum/index.php?topic=17784.msg17413 Bay12Games forum] in order to make a three-dimensional version of Raynard's Fractal Design.&lt;br /&gt;
&lt;br /&gt;
[[File:Palin88_Bedroom_Design.png]]&lt;br /&gt;
&lt;br /&gt;
===Placing furniture faster===&lt;br /&gt;
&lt;br /&gt;
If you've chosen a vertically or horizontally repetitive design, you can use keyboard [[macros]] to quickly place all the furniture your dwarfs need.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Design}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Decoration&amp;diff=218103</id>
		<title>DF2014 Talk:Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Decoration&amp;diff=218103"/>
		<updated>2015-05-14T03:32:09Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Moved from main page: Elves striking down humans */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Moved from main page: Elves striking down humans ==&lt;br /&gt;
&lt;br /&gt;
''My rock salt bracelet (worth 10) had an well-designed image in prase (worth 40) of an elf striking down a human. The total value in trade was 170. Please correct me or clarify if I was incorrect or inaccurate.'' --[[User:BMVC]]'s edit summary of an edit that added &amp;quot;They will also pay quadruple for decorations of elves striking down humans.&amp;quot; to the list of elven value modifications.&lt;br /&gt;
&lt;br /&gt;
In my opinion, this is more likely a modification for images of elves period, or perhaps of elves triumphing over foes, not specifically human. Can someone verify and add the proper information to the main page? --[[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 03:32, 14 May 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=218102</id>
		<title>Decoration</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Decoration&amp;diff=218102"/>
		<updated>2015-05-14T03:28:55Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 218086 by BMVC (talk) Moving to talk page, this seems like too specific a requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:36, 14 June 2012 (UTC)}}&lt;br /&gt;
[[File:Deko.png|right|thumb|If you give your jewelers 185 types of cut gem and let them go crazy, this can happen.]]&lt;br /&gt;
'''Decorations''' are fancy embellishments of your goods that, while unnecessary, greatly add to their value for [[trade]] and other purposes by adding another material to the base item. Decorating with a material already present in the object, whether as its base or as an earlier decoration, is not possible. You can, however, place a large number of decorations on a single item–the only limit is the number of materials you have available. Most decorations have quality levels: a base value of 10☼, multiplied by its [[Item_value#Material_Multipliers|material multiplier]] and [[Quality|quality multiplier]], separate from the item itself. When an item is decorated, it is shown with double angle brackets - for example, a (no quality) decorated +steel battle axe+ becomes a «+steel battle axe+». Decoration quality is shown outside the double angle-brackets, the item quality remains within them with the item. So if you have *«+steel battle axe+»*, you have a +steel battle axe+ with *decorations* on it. When an item has more than one decoration the quality level of the best one is shown.&lt;br /&gt;
&lt;br /&gt;
There are a number of caveats to these embellishments. Weapon decorations do not affect combat multipliers, even if your maul &amp;quot;menaces with spikes of steel.&amp;quot; Adding decorations to an item does not increase its weight; this may be a bug. Decorations on &amp;quot;grey&amp;quot; items (with brackets) that were gained in battle, stolen from or traded with a [[caravan]], certify the product as &amp;quot;home-made&amp;quot; (brown), and make it count for your exports.&lt;br /&gt;
&lt;br /&gt;
You cannot pick a specific object for a dwarf to decorate; their [[path]]ing will cause them to use the closest suitable object (yes, that will ''always'' be a barrel). With the addition of linked [[stockpile]]s, it is possible to set up a stockpile that will lend its contents to beautification; this sounds easy and nifty but isn't; it's a pain to set up and keep track of. In the past, locking all the desired content up, including the workshop and misbehaving dwarf, was the way to go. This still works.&lt;br /&gt;
&lt;br /&gt;
The different civilizations have different tastes when it comes to decorations and consequently may offer (or ask for) more or less than the item value shown on the item information screen. [[Hippies|Elves]] dislike spikes and will not adorn their own items with them, and will also refuse to offer anything for the decoration. On the other hand, they will estimate a decoration depicting a [[tree]] at twice its normal value, because elves like trees so much. These modifiers only affect the value of the decorations themselves, not of the base item. They also only affect values when trading with visiting [[Trading|Merchants]], the fortress-internal value ratings are unaffected by such preferences. Most of the modifiers are regulated by entries in the entity_default [[Raw file]]. &lt;br /&gt;
&lt;br /&gt;
== Types of decoration ==&lt;br /&gt;
&lt;br /&gt;
;Bone, Hoof, Ivory or tooth, Pearl, Shell, &lt;br /&gt;
:  At a [[craftsdwarf's workshop]], objects can be decorated with [[bone]], [[hoof]], [[ivory]] or [[tooth]], [[pearl]], and [[shell]]. Requires [[bone carving]].  You cannot choose what kind of object to decorate.&lt;br /&gt;
&lt;br /&gt;
;Gem&lt;br /&gt;
:  At a [[jeweler's workshop]], objects can be encrusted with [[Gem|cut gem]]s (including cut glass or cut stones). You may specify whether to decorate furniture, finished goods or ammo.  Requires [[gem setting]].&lt;br /&gt;
&lt;br /&gt;
;Metal studs&lt;br /&gt;
:  At a [[metalsmith's forge]], objects can be studded with various metals. Requires [[metalcrafting]], but '''does not''' require [[fuel]]. The type of metal is chosen by the player, but the type of object is not.&lt;br /&gt;
&lt;br /&gt;
;Cloth&lt;br /&gt;
:  At a [[clothier's shop]], [[cloth]] images (plant fiber, silk and yarn) can be sewn onto cloth and [[leather]] items, notably including leather armor, bags, ropes and cloth and leather [[craft]]s. Requires [[clothier|clothesmaking]]. &lt;br /&gt;
&lt;br /&gt;
;Leather&lt;br /&gt;
:  At a [[leather works]], leather images can be sewn onto cloth and leather items, with the same options and restrictions as the sewing of cloth images. Requires [[leatherworking]].&lt;br /&gt;
&lt;br /&gt;
Note on cloth and leather decorations: Only one image can be sewn onto an item. You cannot sew leather images onto items which already bear a cloth image and vice versa, and you cannot sew multiple images made of different leather or cloth types onto the same item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Decoration'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Furniture'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Clothing'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Armor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Weapons'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Ammo'''&lt;br /&gt;
|-&lt;br /&gt;
| Bone, Hoof, Ivory or tooth, Pearl, Shell || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Gem || {{Y}} || {{Y}} || {{Y}} || {{N}} || {{N}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Metal studs || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}} || {{Y}}&lt;br /&gt;
|-&lt;br /&gt;
| Cloth || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
| Leather || {{Y}} (bags) || {{Y}}(1) || {{Y}} || {{Y}} (leather) || {{N}} || {{N}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(1) only finished goods made from cloth and leather are acceptable. These are ropes, quivers, waterskins, backpacks and cloth and leather crafts.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Dwarves will decorate [[wear|worn]] clothing and other abandoned junk that was left in the workshop, linked stockpiles, or in close proximity to the workshop.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=218101</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=218101"/>
		<updated>2015-05-14T02:38:15Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Make spelling of civilization consistent--these past few edits still require copyediting and verification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|superior}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.&lt;br /&gt;
&lt;br /&gt;
World Generation can take long and may seem like a nuisance, but it is the actual heart of the game. This is where Toady invests most of his time, this is the piece of art that makes Dwarf Fortress unique enough for the New York museum. While you wait for the counter to finish, an entire fantasy world with unique geography, history and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with unique appearance and personality, live their lives, some of them a calm one, some go out and influence history. The world's complexity could rival the works of Tolkien himself. Dwarf Fortress is not only a game, it is a gigantic fantasy world simulator. Fortress and adventure mode allow you to influence a tiny part of that tale and write your own chapter. One chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
This article will cover basic world generation using the first option.&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see [[Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
= Basic World Generation Menu =&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
== Parameters ==&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below.&lt;br /&gt;
&lt;br /&gt;
=== World Size ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size. Using Basic World Generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17x17 region tiles)&lt;br /&gt;
* Smaller (33x33)&lt;br /&gt;
* Small (65x65)&lt;br /&gt;
* Medium (129x129)&lt;br /&gt;
* Large (257x257)&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. In v0.40 selecting bigger worlds will reduce the framerate (update speed) of the game in fortress mode. Selecting Small or smaller worlds is recommended.&lt;br /&gt;
&lt;br /&gt;
The world size also effects the maximum amount of civilizations, new civilization sites limit and the number of existing forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Forgotten beasts&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 243&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time gameplay begins.&lt;br /&gt;
&lt;br /&gt;
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is ok, but will reduce the size of civilizations at game start.&lt;br /&gt;
&lt;br /&gt;
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal gameplay, but this will of course be much slower. Therefore it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of distinct civilizations exist in a world.&lt;br /&gt;
&lt;br /&gt;
Civilizations are dwarves, humans, goblins, gnomes and elves.&lt;br /&gt;
&lt;br /&gt;
It should be noted that this would refer to different kingdoms of the same races. A smaller number of civilizations ( smaller than 5 - 7) may exclude one or two races from your world but less civilizations will reduce the amount of time history generation takes. Larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans, gnomes and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Sites ===&lt;br /&gt;
&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as towns, hamlets, elf retreats, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site.&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 260&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 198&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 780&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 264&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1040&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 396&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1560&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 528&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Beasts ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of megabeasts such as dragons, titans, etc., that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.&lt;br /&gt;
&lt;br /&gt;
The total amount of beasts is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9 / 18 / 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 / 6 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13 / 27 / 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 / 9 / 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18 / 37 / 9&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 3 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 3 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6 / 13 / 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27 / 55 / 13&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8 / 18 / 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36 / 74 / 18&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
=== Natural Savagery ===&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[Biome|biomes]] in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
=== Mineral Occurrence ===&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.&lt;br /&gt;
&lt;br /&gt;
More details: [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]]&lt;br /&gt;
&lt;br /&gt;
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.&lt;br /&gt;
&lt;br /&gt;
= The Generation Process =&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be random in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
== Rejections ==&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Once the world itself has been generated, the process of generating historical events will begin. This can take a very long time for large, heavily populated worlds with very long 2,000 year histories.&lt;br /&gt;
&lt;br /&gt;
== Finishing ==&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[Map legend]].  At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
= Getting More Advanced =&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[Advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
= Bugs = &lt;br /&gt;
*Magma sea breaching into [[Main:HFS|HFS]]{{bug|1791}}&lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
= Easter Eggs = &lt;br /&gt;
*On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; [http://www.urbandictionary.com/define.php?term=86]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Smoothing&amp;diff=218056</id>
		<title>DF2014 Talk:Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Smoothing&amp;diff=218056"/>
		<updated>2015-05-11T17:43:58Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Value increase */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Value increase ==&lt;br /&gt;
&lt;br /&gt;
How much does a smoothed wall/floor increase the value over a rough wall/floor? --[[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 17:43, 11 May 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Losing&amp;diff=218055</id>
		<title>Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Losing&amp;diff=218055"/>
		<updated>2015-05-11T16:53:19Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 218041 by 2601:410:301:D804:C001:3DEF:D6B6:2B61 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{D for Dwarf}}&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, single goal, 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?  Thus, DF = losing ∧ DF = fun ⇒ 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 sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game.  Dwarf Fortress has a steep learning curve (often referred to as a &amp;quot;cliff&amp;quot;), 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 [[reclaim fortress mode|reclaim fortress]] or go visit it in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;lose horribly&amp;lt;/s&amp;gt; test yourself, try either the [[mega construction]] or the [[Challenges]] articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|A comic depicting the contrast between Dwarf Fortress and other games, in terms of difficulty.]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&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;
===Dwarf vs. Wild===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|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 switch to the &amp;quot;Others&amp;quot; tab 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;
Outdoor [[titan]]s and other [[megabeast]]s are a later stage hazard. And that's not to mention [[Werebeast]]s, which turn any dwarves they bite into Werebeasts once a month. While this will not ''directly'' cause you to lose the game (even if every Dwarf in your fortress becomes infected), it could cause major production slowdowns every month, and if a [[Goblin]] siege coincides with a full moon, things could get very interesting...&lt;br /&gt;
&lt;br /&gt;
====Underground Life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts are a later stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent. That is not to mention that what lies [[HFS|even deeper]]...&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home to [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] that can destroy buildings, kill even the most skilled soldiers, and spread destruction throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and [[magma-safe]] [[bridge]]s can mitigate much of the danger, magma remains a prime source of [[fun]] even in experienced fortresses.&lt;br /&gt;
&lt;br /&gt;
====Evil Biomes====&lt;br /&gt;
Evil [[surroundings]] are more inhospitable than ever.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge.  Or vile weather that makes dwarves caught in it vomit to death.  Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.  &lt;br /&gt;
&lt;br /&gt;
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Physics===&lt;br /&gt;
Sometimes jumping from a tree into a river doesn't end well for your skeleton, or you for that matter.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. You===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation.  As dwarves begin to starve, they will become [[hungry]], then [[starving]].  This will cause them first to slow down all work, and then to become very [[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 [[tantrum spiral|terminal hissy fit]].&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butcher]]ing your [[domestic animal]]s, [[plant gathering|gathering plants]], [[hunting]] local wildlife, and [[cook]]ing any excess [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often a shortage of barrels is just as bad as a shortage of beer. A dwarf would rather die than lower themselves to drinking from a [[mug]] (though it doesn't stop them being produced by the tonne in your [[workshop]]s).&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Sometimes you just can't help but take a drink, and when you think it's safe, WHAM. Watch out for [[giant sponge]]s...&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[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;
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[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 [[climate]]s.  Also, if weather has been turned off in the [[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 [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun.]]&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 horizontal ones as well as down, and up to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with [[magma]].  This is even more [[fun]], and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) ====&lt;br /&gt;
i.e., no [[pick]]s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dwarf 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 [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[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 [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.&lt;br /&gt;
&lt;br /&gt;
If you have [[axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[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 [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: [[Arms industry]]&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society===&lt;br /&gt;
Sometimes your traditions and morals conspire. Hell Is Other Dwarves?&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[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 [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, 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 hammerer may kill the former tantrum throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
====Mandates====&lt;br /&gt;
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a cave in killing your miner (If you're not paying attention!) running into HFS, or accidentally mining out a new tunnel to the surface that you don't close, and lets in a horde of goblins.&lt;br /&gt;
&lt;br /&gt;
====Supernatural Rogues====&lt;br /&gt;
There are monsters known collectively as [[night creature]]s that can potentially undo a fortress from within.  A werebeast raid can not only bring trouble if you're lacking of a military, but its cursed bite can make more of its kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when he suddenly turns into a ravenous monster at the full moon and starts killing everything around him. &lt;br /&gt;
&lt;br /&gt;
Vampires are a much more insidiously dangerous threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipment of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven [[ambush]]ers alike will infiltrate your map and charge into your fortress after they are discovered. They will retreat after suffering enough casualties or waiting around several seasons. Elves still arrive with caravans, and goblins can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. At least, caravans and sieges/ambushes have the amazing tendency to occur at the end of each season.&lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
[[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 &amp;lt;s&amp;gt;funny&amp;lt;/s&amp;gt; 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, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandated 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 [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[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 [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Better build indoor refuse piles away from trafficked areas. Unless an [[well|interior water supply]] was established (or you find water in caverns) 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, hold grief counseling sessions and host 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;
====Hidden Fun Stuff====&lt;br /&gt;
&lt;br /&gt;
Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of [[fun]], HFS has been the downfall of many a fortress. &lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Player ===&lt;br /&gt;
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Computer===&lt;br /&gt;
Fall victim to the [[Catsplosion]] and even the mightiest computer may lose FPS to the point where the game becomes virtually un-playable. Or get too many Dwarves and pets in your fortress and the computer may crash. Problem can be solved, at least for the short term, by changing the priority of Dwarf Fortress in init.txt.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Boredom===&lt;br /&gt;
Sometimes a fort's downfall comes not from fire and [[Fun]], but by the player deciding that enough's enough, and it's time to give in.&lt;br /&gt;
&lt;br /&gt;
====Have I Won Yet?====&lt;br /&gt;
Even the most well-managed of forts will eventually fall. And if they don't, then what? Once you've fended off [[goblin]]s, [[bronze colossus]]es, and [[HFS|other]] [[Giant cave spider|fun]] [[Forgotten beast|things]], what's left to challenge your mighty defenses and legendary champions?&lt;br /&gt;
&lt;br /&gt;
Eventually boredom takes its toll and you either hit abandon, or ease up on the impregnable defenses and effectively engineer your own doom.&lt;br /&gt;
&lt;br /&gt;
====The Tantrum Fizzle====&lt;br /&gt;
So your dwarves are too busy punching each other to do any work, and the casualties are mounting while the goblins just point and laugh. Think the final chapter of your fort's saga will be a short one? Don't be so sure. Sometimes a little old-fashioned anarchy is enough to cripple a fortress, but not destroy it.&lt;br /&gt;
&lt;br /&gt;
With good defenses and enough supplies, a well-managed fortress can run quite a while without any player input. And when you find this out the hard way, a few in-game months of fistfights might not be entertaining enough to offset the fact that you're not able to actually DO anything. If things don't calm down (or explode hilariously) soon enough, that &amp;quot;abandon fort&amp;quot; option will look awfully tempting...&lt;br /&gt;
&lt;br /&gt;
==The Unending Cycle==&lt;br /&gt;
After decades have passed, and you truly feel your fortress is unassailable and eternal, DF2014 now offers you the option to [[Reclaim_fortress_mode|retire]] your boring fort, giving control of it back to your enlightened nobles.  This returns it to the worldgen 'scale' of events and legends, where it can participate in the activities of your civilization.  You can visit it in Adventurer Mode, or embark right next door (if so inclined) on a new Fortress expedition.  Expand the reach, wealth and greatness of your chosen civilization(s), carving out your own legends over the eons, again and again!&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
&lt;br /&gt;
Despite the common knowledge that no one can win Dwarf Fortress, this is actually false. There are numerous ways to win the game, and all are equally &amp;lt;s&amp;gt;Fun&amp;lt;/s&amp;gt; rewarding. The &amp;quot;You won the game&amp;quot; screen is in fact &amp;lt;s&amp;gt;Your fortress has crumbled to its end&amp;lt;/s&amp;gt; a well hidden easter egg.&lt;br /&gt;
&lt;br /&gt;
Here's a few ways to win at Dwarf Fortress:&lt;br /&gt;
&lt;br /&gt;
*Having every single [[elf]] and [[goblin]] on the map on [[fire]]. You must set them on fire at the same time, of course.&lt;br /&gt;
&lt;br /&gt;
*Have every single dug tile filled with 7/7 [[magma]]&lt;br /&gt;
&lt;br /&gt;
*All your dwarves throwing a [[tantrum]] at the same time (note: the game doesn't register the deed if you have less than 20 dwarves)&lt;br /&gt;
&lt;br /&gt;
*Have a mandate of a [[slade]]-made item successfully completed. Alternatively, have 20 mandates of [[adamantine]]-made items completed.&lt;br /&gt;
&lt;br /&gt;
*Kill at least 100 dwarves in the space of a single [[time#breakdown|tick]]. (Hint: This is best done by [[Stupid dwarf trick|Self-destruct lever]])&lt;br /&gt;
&lt;br /&gt;
*Kill all the denizens of the [[Hidden Fun Stuff]]. &amp;lt;s&amp;gt;Don't listen to the people who claim their numbers are limitless. They are ignorant.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Succeed in fully domesticating any of the following: [[carp]], [[giant sponge]], [[unicorn]], or any [[megabeast]] (cave dragons don't count)&lt;br /&gt;
&lt;br /&gt;
*Have at least 1/7 magma on every single outside tile. This creates a new victory screen with a [[Bloodline:Boatmurdered|Boatmurdered]] reference.&lt;br /&gt;
&lt;br /&gt;
*Have all of your dwarves on the topmost layer of the map.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Egg_production&amp;diff=218054</id>
		<title>DF2014 Talk:Egg production</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Egg_production&amp;diff=218054"/>
		<updated>2015-05-11T16:52:28Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Breeding by spores */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Breeding by spores ==&lt;br /&gt;
&lt;br /&gt;
The breeding section discusses the old &amp;quot;breeding by spores&amp;quot; mechanism; this should likely be changed, but I don't know enough about the nuances of the new system to replace it with anything. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 16:52, 11 May 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mineshaft_stitching&amp;diff=217953</id>
		<title>Mineshaft stitching</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mineshaft_stitching&amp;diff=217953"/>
		<updated>2015-05-08T17:29:33Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Propose deletion; this technique is a workaround for an inconvenient mechanic that is no longer in the game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|This technique is no longer necessary, since dwarves now prefer to change levels rather than stay on the same one (which is its own problem, however)}}&lt;br /&gt;
{{Quality|Tattered|10:28, 8 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
When using [[Exploratory mining#Mine shafts|mine shafts]], dwarves will prefer to dig all of one level before moving on to the next. This can result in a lot of time spent moving, as miners go up and down mine shafts. If you have a large number of relatively unskilled miners, this is unlikely to be a problem: digging time will dominate in any case. If you have one or two legendary miners, this is quite annoying. As a solution, you can creating a single path that forces your dwarf to finish one shaft before moving on to the next. To do so, connect shafts alternately at the top and bottom layers, so the shaft snakes through the area. For example, the top, middle, and bottom layers could look like: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
.X▒▒X..X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X..X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:5px;float:left&amp;quot;&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒.▒▒.▒▒.▒&lt;br /&gt;
▒.▒▒.▒▒.▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
{{-}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Clearly you can repeat the middle layer as often as you want: I recommend at least 5-10 levels to really make this worthwhile. Note that this pattern creates a very long walkway back to the start of the mineshafts. If you do not excavate routinely, consider connecting the top-level paths of areas you have already explored.&lt;br /&gt;
&lt;br /&gt;
=== AHK script ===&lt;br /&gt;
An AHK script to construct such a pattern is provided below, based on [[User:StrawberryBunny/Mineshaft.ahk|this script]], but using many fewer keystrokes, constructing only necessary stairs at the top and bottom, and capable of being canceled at any time&lt;br /&gt;
&lt;br /&gt;
In the previous version of DF, there was an alternate version [[User:Jondan/stitch.ahk|here]]. It has not been tested for 2010, but there is no reason it shouldn't work.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
 ; stitching.ahk					   ;&lt;br /&gt;
 ; this is an ahk script to place exploratory mine shafts. ;&lt;br /&gt;
 ; press d and place the cursor				   ;&lt;br /&gt;
 ; in the top left corner of the area to be explored	   ;&lt;br /&gt;
 ;               					   ;&lt;br /&gt;
 ; Alt+Shift+c to change parameters			   ;&lt;br /&gt;
 ; Alt+Shift+s to run				           ;&lt;br /&gt;
 ; Ctrl+c cancel anytime 				   ;&lt;br /&gt;
 ;							   ;&lt;br /&gt;
 ; NOTE:					           ;&lt;br /&gt;
 ; Author: Seth Fogarty				           ;&lt;br /&gt;
 ; Based on a script by StrawberryBunny			   ;&lt;br /&gt;
 ; Bug fix from Corey Amend				   ;&lt;br /&gt;
 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;&lt;br /&gt;
&lt;br /&gt;
x = 4&lt;br /&gt;
y = 4&lt;br /&gt;
depth = 3&lt;br /&gt;
wait =  100&lt;br /&gt;
spacing = 1&lt;br /&gt;
&lt;br /&gt;
DropShaft(vertdir, depth, wait)&lt;br /&gt;
{&lt;br /&gt;
        if (vertdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		Send j&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		Send u&lt;br /&gt;
	}&lt;br /&gt;
	Send {Enter 2}i&lt;br /&gt;
	tmp := depth -1&lt;br /&gt;
	Loop %tmp%&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%{Enter 2}&lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
        if (vertdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%u{Enter 2}&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		Send %vertdir%j{Enter 2}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
$+!c::&lt;br /&gt;
inputbox x, Input Length, Vertical pattern length: x-axis&lt;br /&gt;
inputbox y, Input Width, Horizontal pattern width: y-axis&lt;br /&gt;
inputbox depth, Input Depth, Mineshaft depth: z-axis&lt;br /&gt;
inputbox spacing, Input Spacing, Spacing multiplier (1 for complete visiblity)&lt;br /&gt;
inputbox wait, Input Delay, Delay in miliseconds (100 recommended)&lt;br /&gt;
return &lt;br /&gt;
&lt;br /&gt;
$^c::&lt;br /&gt;
  Critical&lt;br /&gt;
  ExitApp&lt;br /&gt;
  return&lt;br /&gt;
&lt;br /&gt;
$+!s::&lt;br /&gt;
shafts := (x * y) -1&lt;br /&gt;
vdir = &amp;gt;&lt;br /&gt;
i := x-1&lt;br /&gt;
hdir = {Down}&lt;br /&gt;
next = {Up} &lt;br /&gt;
&lt;br /&gt;
Loop %shafts%&lt;br /&gt;
{&lt;br /&gt;
	DropShaft(vdir, depth, wait)&lt;br /&gt;
        if (vdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
	{&lt;br /&gt;
		vdir = &amp;lt;&lt;br /&gt;
	}	&lt;br /&gt;
	else&lt;br /&gt;
	{&lt;br /&gt;
		vdir = &amp;gt;&lt;br /&gt;
	}&lt;br /&gt;
	k := spacing-1&lt;br /&gt;
	Send d%hdir%{Enter}&lt;br /&gt;
	Loop %k%&lt;br /&gt;
	{&lt;br /&gt;
		Send %hdir%{Enter}%hdir%{Enter}%hdir% &lt;br /&gt;
		Sleep %wait%&lt;br /&gt;
	}&lt;br /&gt;
	Send %hdir%{Enter}%hdir% &lt;br /&gt;
	Sleep %wait%&lt;br /&gt;
	i--&lt;br /&gt;
	if (i = 0)&lt;br /&gt;
	{&lt;br /&gt;
		if (hdir = &amp;quot;{Down}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Up}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Right}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = %next%&lt;br /&gt;
			i := x-1&lt;br /&gt;
		}&lt;br /&gt;
		else if (hdir = &amp;quot;{Up}&amp;quot;)&lt;br /&gt;
		{&lt;br /&gt;
			hdir = {Right}&lt;br /&gt;
			next = {Down}&lt;br /&gt;
			i=1&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
DropShaft(vdir, depth, wait)&lt;br /&gt;
if (vdir = &amp;quot;&amp;gt;&amp;quot;) &lt;br /&gt;
{&lt;br /&gt;
	Loop %depth%&lt;br /&gt;
	{&lt;br /&gt;
		Send &amp;lt;&lt;br /&gt;
	}&lt;br /&gt;
}	&lt;br /&gt;
return&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ahk scripts]]&lt;br /&gt;
[[Category:FAQ - Mining]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Goose&amp;diff=217952</id>
		<title>Goose</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Goose&amp;diff=217952"/>
		<updated>2015-05-08T17:26:42Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Revert 2 edits: The page for the turkey says it takes one year to reach maturity, and the raws agree.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=8-9&lt;br /&gt;
|fat=8&lt;br /&gt;
|intestine=1&lt;br /&gt;
|bone=6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Geese''' are [[domestic animal|domestic]] waterfowl that can also be found in wild populations. A male goose is called a ''gander'', and young geese are called ''goslings''. Of the common domestic [[egg]]-laying animals, the goose is the second largest; only the [[turkey]] is larger.&lt;br /&gt;
Because of their good size, the fact they reach adulthood and full size in only one year, and low [[embark]] cost, geese are useful for both [[egg production]] and the [[meat industry]].&lt;br /&gt;
&lt;br /&gt;
Note that geese can fly, even while assigned to [[pasture]]s. If they get up on a roof you will experience a large amount of spam as Dwarves attempt to return them to their pasture. This can be avoided by keeping them away from elevated surfaces that your dwarves cannot access. Alternatively, simply remove them from the pasture to prevent further repasturing jobs.&lt;br /&gt;
&lt;br /&gt;
[[Image:Canada goose flight cropped and NR.jpg|thumb|400px|center|[[preference|Admired]] for their ''formation flying''.]]&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Domestic_animal#Comparison_of_domestic_poultry|Comparison of domestic poultry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = kurig&lt;br /&gt;
| elvish  = abime&lt;br /&gt;
| goblin  = us&lt;br /&gt;
| human   = jathbi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Water_wheel&amp;diff=217951</id>
		<title>Water wheel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Water_wheel&amp;diff=217951"/>
		<updated>2015-05-08T17:23:01Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Key */ A few notes from my own experimentation with the dwarven water reactor.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Machine_component|name=Water wheel|key=w&lt;br /&gt;
|construction=&lt;br /&gt;
* 3 [[Log]]s&lt;br /&gt;
|construction_job=&lt;br /&gt;
# [[Architecture]]&lt;br /&gt;
# [[Carpenter]]&lt;br /&gt;
|power=Needs 10 power. &amp;lt;br&amp;gt;Generates 100 power. &amp;lt;br&amp;gt;Net gain of 90 power.&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''water wheel''' is a [[machine component]] that provides [[power]] via water [[flow]]. To build a water wheel, select {{key|b}}uild menu and choose {{key|M}}achine components. It requires 3 [[wood]] and generates 90 net power, which can be used for operating one or more [[Screw pump|pumps]] or [[mill]]s. You can use [[axle]]s and [[Gear assembly|gears]] to distribute the power produced by a water wheel, or connect the machinery directly.&lt;br /&gt;
&lt;br /&gt;
Waterwheels do ''not'' work with waterfalls, nor in magma - it takes water that is flowing according to the DF use of the term.&lt;br /&gt;
&lt;br /&gt;
''For a basic overview of how the different machine parts work and work together, see [[machinery]].''&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
The [[Building_designer|architecture]] and [[Carpenter|carpentry]] labors are needed for the construction.&lt;br /&gt;
&lt;br /&gt;
A water wheel occupies 3 adjacent tiles (N-S or E-W axis, no diagonals).  It is the color of the first wood selected for it, so you could build a red wheel with one piece of goblin-cap and two of fungiwood.&lt;br /&gt;
&lt;br /&gt;
Although it's ''possible'' to build a stable water wheel on solid ground, it won't provide any power.  A useful water wheel is built in an empty tile that does not contain a floor, allowing the wheel to be powered by water in the tiles one [[Z-axis|z-level]] below. Floorless tiles are typically made by [[channel|channel]]ling away the floor.  To support the water wheel, build it with its central tile orthogonally adjacent to a gear assembly, a horizontal axle, a screw pump, or the central tile of a pre-existing water wheel. Do not hang it from a gear assembly you wish to control with a switch, as a disconnected (&amp;quot;switched off&amp;quot;) gear assembly can't support anything and will cause the waterwheel to deconstruct. &lt;br /&gt;
&lt;br /&gt;
[[Power]] is generated from a water wheel as long as it has [[flow]]ing water at a depth of 4/7 or greater under at least one of its tiles. The easiest way to achieve this is by placing the water wheel over a [[river]] or [[brook]]. '''With a brook you must first channel through the surface''' since brooks have a floor of sorts over them. &lt;br /&gt;
&lt;br /&gt;
Furthermore, the body of water beneath the water wheel must be flowing in the correct '''direction''' in order for it to work - for example, placing a N-S water wheel over water flowing straight east or west will have no effect. Since most water in Dwarf Fortress seems to flow diagonally, this is rarely an issue.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   &lt;br /&gt;
   '''#'''    = '''Wall'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#333&amp;quot;&amp;gt;○&amp;lt;/font&amp;gt;    = '''Millstone'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;+&amp;lt;/font&amp;gt;    = '''Floor'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#07F&amp;quot;&amp;gt;~&amp;lt;/font&amp;gt;    = '''Water'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;W&amp;lt;/font&amp;gt;    = '''Water Wheel'''&lt;br /&gt;
   &amp;lt;font color=&amp;quot;#777&amp;quot;&amp;gt;*&amp;lt;/font&amp;gt;    = '''Gear Assembly'''  &lt;br /&gt;
   &amp;lt;font color=&amp;quot;#970&amp;quot;&amp;gt;═&amp;lt;/font&amp;gt;    = '''Axle'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Basic watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|○&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|}&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|+'''Dual watermill design'''&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07f; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #7FF; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|○&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #333; padding: 0&amp;quot;|*&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|═&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|style=&amp;quot;color: #970; padding: 0&amp;quot;|W&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|#&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #777; padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;color: #07F; padding: 0&amp;quot;|~&lt;br /&gt;
|}&lt;br /&gt;
This is by no means the limit of water power from one location, depending on the width of your river/brook/channel you can stack many waterwheels side-by-side (really big assembles will need to be artificial as there's a limit to how wide the game created water flows get). Just remember to make sure there's a support structure in place before you place the next wheel.&lt;br /&gt;
&lt;br /&gt;
== Perpetual motion ==&lt;br /&gt;
&lt;br /&gt;
Due to the relatively low power draw of a [[screw pump]], a ''self-powering'' assembly can be made with a water wheel that still leaves plenty of excess power for other uses. This is arguably an [[exploit]] and possibly a bug.&lt;br /&gt;
&lt;br /&gt;
To get it working, you must start the pump manually.*&lt;br /&gt;
&lt;br /&gt;
:''(* Exceptions are [[aquifer]]s, which can sometimes have naturally occurring [[flow]].  This is sometimes a good thing, because then a wheel simply works by itself - or a bad thing, if, for example, you want the wheel to '''not''' provide any power while you build a pump adjacent to it. It's not clear what causes an aquifer to have flow and then keep it - it's difficult to replicate reliably, and can be lost with additional [[channel]]ing, so designs will have to be adapted if such are found.)''&lt;br /&gt;
&lt;br /&gt;
It is good to have a ready source of water to refill the machine, as water tends to escape and evaporate.  As the water level decreases, the water wheel may intermittently stop providing power; when the level falls below 4/7, the wheel stops providing power altogether.&lt;br /&gt;
&lt;br /&gt;
'''*REMEMBER TO BUILD AN ORTHOGONAL PUMP, HORIZONTAL AXLE OR GEAR ASSEMBLY BEFORE THE WATER WHEEL*'''&lt;br /&gt;
&lt;br /&gt;
===Dwarven Water Reactor===&lt;br /&gt;
====Key====&lt;br /&gt;
:{{Raw Tile|║ ═ ╝ ╚ ╔ ╗ ╣ ╠ ╩ ╦ O|7:0:1}} = '''Wall'''&lt;br /&gt;
:{{Raw Tile|+|7:0:0}} = '''Floor'''&lt;br /&gt;
:{{Raw Tile|W|6:0:0}} = '''Water Wheel''' with floor underneath&lt;br /&gt;
:{{Raw Tile|W|6:1:0}} = '''Water Wheel''' with water underneath&lt;br /&gt;
:{{Raw Tile|≈|1:0:1}} = '''Water''' on current level&lt;br /&gt;
:{{Raw Tile|≈|3:0:1}} = '''Water''' on level below&lt;br /&gt;
:{{Raw Tile|X|2:0:0}}&amp;lt;br /&amp;gt;{{Raw Tile|X|2:0:1}} = '''Screw Pump''' drawing from south&lt;br /&gt;
&lt;br /&gt;
This compact design, once started, produces 170 surplus power (less additional power train). While the water reactor provides a perpetual source of mechanical power in abundant amounts, the use of several reactors can cause performance issues. When building your water reactor, it is recommended that you include a method for stopping the reactor once started.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right; margin:2ex 20ex;&amp;quot;&amp;gt;    &amp;lt;!-- I wanted to float this on the left, but the wiki version of bulletpoints behave oddly with the margin. --&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
!'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
!    &lt;br /&gt;
!'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dig the V-shaped channel and fill it with water (either from an outside source or by designating it as a [[pond]]).  On the top level, channel out two tiles under each wheel -- the ones under the center of the wheel and the ones by the pump output.  Construct the pump, pumping from the South.  Construct the two water wheels.  Start the pump manually ( {{k|q}}, {{k|Enter}} ) - if there is enough water*, the &amp;quot;reactor&amp;quot; will start immediately and the pump operator will leave.  The water from the north end of the pump will spill over the top-most floor tile, filling that to 7/7 and the two tiles east and west of it to ~5/7, but will not overflow back past the water wheel to the walkway area.  Note that for the upper level, no southern walls are shown as none are needed, unless you don't follow the design and do something to create water pressure.&lt;br /&gt;
&lt;br /&gt;
*''(* Estimated minimum depth to prime the reactor is 3/7 to 4/7, though this is not guaranteed.)''&lt;br /&gt;
* The ideal amount of water in this design is apparently 43 units of water. In other words six tiles below in the V are full up to 7/7 and three more above are also full up to 7/7 which will generate reliable flow permanently without ever losing any of that water to evaporation. An easy way to do this is to simply leave your pond fill command on after the reactor activates. They will eventually fill it up to the optimal level and stop. &lt;br /&gt;
* When you first start the pump, you are likely to have at least some excess water splash out while the fluid level achieves equilibrium - don't locate this in an area that you don't want any mud in.&lt;br /&gt;
* If the reactor is connected to a load totaling more than 100 power (including that used by the waterwheels and pump), it may sometimes fail to start. Using a gear assembly to disconnect the load from the reactor before starting it can fix this.&lt;br /&gt;
&lt;br /&gt;
The reactor can be safely halted either by blocking the tile the pump draws water from or &amp;quot;overloading&amp;quot; the reactor (since drawing more power than the reactor supplies will stop the pump that keeps the cycle going until the load is reduced and the pump is manually restarted by dwarf-power). An easy way to halt the reactor is to place a lever-linked hatch cover over the tile the pump draws from. When the cover is closed, the pump can't draw any water, and the reactor stops.  More drastically, the reactor will obviously be halted by deconstructing the pump.  Deconstructing one wheel will cause a flood (and almost immediately cancel any job order to deconstruct the other components), and deconstructing the pump will cause both wheels to collapse (unless they are attached to [[machinery]] outside them, not shown).&lt;br /&gt;
&lt;br /&gt;
[[Power]] can be routed up from the pump or off to the side from a wheel; the bottom of the pump is difficult to access without danger of water escaping.  Routing power from a wheel is typically safe in practice, but it's not impossible for a small amount of water to escape the reactor if it is temporarily overfilled.  Power can also be routed out of the reactor via a gear or horizontal axle over the pump's intake tile; while this does not interfere with the pump's operation or present a danger of flooding, it makes it more difficult to shut down the reactor.  In either case, it's typically wise to place a [[gear assembly]] linked to a [[lever]] early in the power train in order to allow disconnecting the power at that point, as opposed to needing to halt the entire reactor to stop the power supply.&lt;br /&gt;
&lt;br /&gt;
Expanded versions can produce more power, and can be added later with minimal advance planning; such extensibility is easily attainable by placing disengageable gears on either side of the two water wheels, then attaching minireactors at your leisure, or halting the original reactor by other means. Alternatively, it may be easier to simply produce a second reactor, then connect to the power train at another location.&lt;br /&gt;
&lt;br /&gt;
''Note: If created in an aquifer, there is a chance that the channeled tiles will have a natural [[flow|water flow]] - this will cause the pump to start the moment the first wheel is finished, flooding the work area for the second.''&lt;br /&gt;
*This can be countered by connecting something that consumes &amp;gt;90 power while building the waterwheels -19 [[gear assembly|Gear assemblies]] works&lt;br /&gt;
&lt;br /&gt;
===Mini Water Reactor===&lt;br /&gt;
&lt;br /&gt;
This even more compact design is quite similar to the original Dwarven Water Reactor, but can be used in tight spots that do not need more than 80 surplus power.  This plan can also be considered an extension unit to the DWR, in that it can be added to one or the other side to provide an additional 80 power to the resulting power train.  Safely constructing a mini reactor to add to a previously built reactor without potential flooding and/or loss of power is possible only if you first turn off the original reactor.  Planning ahead is a much better option, so if you're going to need more than 170 power, build a larger reactor to start with.&lt;br /&gt;
&lt;br /&gt;
As stated previously, the design below produces 80 surplus power (less additional power train).&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|'''Lower&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|'''Upper&amp;lt;br /&amp;gt; Level'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|╔|7:0:1}}&lt;br /&gt;
|{{RT|═|7:0:1}}&lt;br /&gt;
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|{{RTB|0:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT|║|7:0:1}}&lt;br /&gt;
|{{H2O}}&lt;br /&gt;
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|{{RTB|0:0:0}}&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;border-spacing:0;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|{{RT|≈|3:0:1}}&lt;br /&gt;
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|-&lt;br /&gt;
|{{RT|+|7:0:0}}&lt;br /&gt;
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|{{RT|+|7:0:0}}&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Construction of the mini reactor follows the same order as for the DWR, though the channel is slightly different and only one water wheel is needed.  If this is an addition to a full size reactor or set of reactors, all channels will need to be fairly full with water to start the reactor.&lt;br /&gt;
&lt;br /&gt;
== Flowing Water ==&lt;br /&gt;
Waterwheels require water which is flowing, the game will consider water to be flowing under two circumstances, the first is when water spreads, that is, when deeper water flows to an adjacent tile where the water is shallower. This could be called &amp;quot;gradient flow&amp;quot; because it requires the water be flowing from deeper to shallower. Water which doesn't have a gradient - such as stretches of water which is 7/7 deep, is generally not regarded by the game to be flowing even if water is technically being delivered through those tiles.&lt;br /&gt;
&lt;br /&gt;
The second kind of flow the game recognizes is when water flows off the map, either by going off the map edge or disappearing into an aquifer (water which enters an aquifer vanishes from the map, since an aquifer can never become full, even if it's only a single tile). This kind of flow propagates back from the map edge or aquifer sink and causes all or most of the connected water to gain the &amp;quot;Flowing&amp;quot; quality. Water which is flowing off the map counts as flowing even on stretches of 7/7 depth. This kind of flow is most readily observed in brooks, streams and rivers, however artificially constructed dwarf-made water channels function just as effectively, provided that they ultimately flow off the map.&lt;br /&gt;
A tile which has been marked as flowing off the map will retain this quality even if water movement is later blocked. This is most readily observed in that a dammed river will continue to power waterwheels, even though the water is no longer flowing off the map. This works equally well for dwarf-made water channels, the flowing quality is so persistent that it will remain even if the area is completely drained and refilled, although while the tiles contain less than 4/7 water they won't power waterwheels regardless.&lt;br /&gt;
&lt;br /&gt;
=== Legitimate artificial rivers ===&lt;br /&gt;
If one wishes, one can build an underground river containing 7/7 water which powers water wheels, by allowing water sourced from a river, lake, sea or aquifer to ultimately flow off the map edge in a cavern. This would require building an aqueduct to bring the river to the map edge, since if the water spreads significantly before flowing off the map edge, the game won't regard it as flowing. Water flowing from a higher aquifer into a lower one will also have legitimate natural flow.&lt;br /&gt;
&lt;br /&gt;
=== Flowing Water Reactors ===&lt;br /&gt;
It is possible to exploit the game's definition of flowing water and create patches of water which power waterwheels despite the complete absence of actual water movement. When a channel is dug into an aquifer, the channel will sometimes have &amp;quot;natural flow&amp;quot;. However if water is pumped into an aquifer channel, then that channel will then always have &amp;quot;natural flow&amp;quot;. This is because water is regarded as disappearing from the map at that point, and the tiles are marked as flowing water, and will power water wheels - even if the pump is removed. &lt;br /&gt;
&lt;br /&gt;
The other way to create water with natural flow is to allow the water to flow off of the map edge (most commonly through a fortification carved into the map edge, although the edge of the map on the surface or in a cavern can also be used). The body of water will then be marked as flowing, even if the map edge is subsequently blocked by a floodgate or raising bridge. This can even be done with finite water sources such as murky pools, for example digging out a channel next to the map edge, building a floodgate to seal the map edge drain, filling the channel with 4/7 water, opening the floodgate, then closing the floodgate and filling it back up to 4/7 water.&lt;br /&gt;
&lt;br /&gt;
The ethics of these reactors is not particularly different to perpetual motion machines, the conventional perpetual motion machine uses water wheels to generate power, and uses a fraction of that power to move the water with a screw pump. A waterwheel generates 100 power and consumes 10 power, presumably the 10 power consumed represents the energy the waterwheel requires to move the water in front of its blades. But if the water wheel moves water in and of itself, the pump actually becomes unnecessary. The water wheel itself both moves the water and is moved by the water.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=217947</id>
		<title>Blueberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=217947"/>
		<updated>2015-05-08T15:14:41Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: I am somewhat confused as to how to do subject-verb agreement on this, apparently.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Blueberries are a common above ground crop that grows in tundra biomes&amp;lt;sup&amp;gt;''Others?''&amp;lt;/sup&amp;gt;. It can be made into [[alcohol|blueberry wine]], cooked, or eaten raw, making it a reliable food source in areas that can support it.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=217946</id>
		<title>Blueberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=217946"/>
		<updated>2015-05-08T15:13:54Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Blueberries are a common above ground crop that grow in tundra biomes&amp;lt;sup&amp;gt;''Others?''&amp;lt;/sup&amp;gt;. It can be made into [[alcohol|blueberry wine]], cooked, or eaten raw, making it a reliable food source in areas that can support it.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=217945</id>
		<title>Dark fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dark_fortress&amp;diff=217945"/>
		<updated>2015-05-08T15:12:20Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: an -&amp;gt; a&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:15, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style='margin: 1em 2em'&amp;gt;''You may be looking for [[Dwarf fortress mode]].''&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Dark fortresses''' are [[site]]s created by [[goblin]] civilizations. They, along with [[dark pit]]s, take the form of simple towers surrounded by sprawling networks of trenches.&lt;br /&gt;
&lt;br /&gt;
Most of the population of a dark fortress is found at the top of the towers. The towers also have downward stairs, which lead to the underground part of the fortress. &lt;br /&gt;
&lt;br /&gt;
The underground part of the fortress consists of oddly shaped hallways with small rooms and multiple-story deep pits which are apparently graveyards. On the bottom of these pits you will find goblin skeletons, engraved slabs, coffins and [[finished_goods|grave goods]] which are mostly made of bone. Most of the settlement's [[troll]]s can usually be found loitering in the grave pits.&lt;br /&gt;
&lt;br /&gt;
The main differences between dark fortresses and dark pits are in the number of towers, and in how many of them are interconnected by stairways. Dark fortresses tend to have more towers, and more of them lead to the underground housing and grave pits. Dark fortresses are usually also built around a [[underworld spire|certain structure]] of foreign origin.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=217916</id>
		<title>Blueberry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Blueberry&amp;diff=217916"/>
		<updated>2015-05-07T15:39:20Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Wording, formatting. What other biomes do blueberries grow in?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Blueberries are a common above ground crop that grows in tundra biomes&amp;lt;sup&amp;gt;''Others?''&amp;lt;/sup&amp;gt;. It can be made into [[alcohol|blueberry wine]], cooked, or eaten raw, making it a reliable food source in areas that can support it.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=217915</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=217915"/>
		<updated>2015-05-07T15:34:54Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Remove reference to fixed bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:58, 26 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For information on trapping [[vermin]], see [[animal trap]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Traps''' are a relatively quick and easy method of defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. Traps can be built from the {{k|b}}uild-&amp;gt;{{k|T}}raps/Levers menu. Most traps need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (more [[skill]]ed mechanics take less time to build a trap), and at least one other component depending on the type of trap - a stone, a cage, or one or more weapons. They can be built indoors or outdoors on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] wagons.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other occasional &amp;lt;s&amp;gt;nasty&amp;lt;/s&amp;gt; fun surprises. Any [[unconscious]] creature will trigger traps, including your own dwarves. Conscious dwarves do not set off self-triggered traps.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. In combat situations, [[mechanic]]s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  If a cage trap has captured something while forbidden and been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot;. If put into a stockpile or claimed, captured individuals will be prevented from escaping.&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
&lt;br /&gt;
Traps can be deconstructed by pressing {{k|t}} to view the trap (or {{k|q}}, although the name of the trap will not be displayed until it is flagged for removal), followed by {{k|x}} to remove it. Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
==Stone-fall trap==&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, to the extent that this may be a bug. After being used they need to be reloaded with another stone by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do ''not'' alert you of ambushes when triggered by hidden invaders, this can frequently lead your mechanics into peril.  The weight of the stone used in the trap affects the amount of damage the trap does, but it's quite difficult to get your dwarves to use heavier stones, like galena, when loading the traps. You can make your mechanics' lives a lot easier if you disable that labor during sieges or burrow them away from the enemy.&lt;br /&gt;
&lt;br /&gt;
Stone-fall traps respect [[economic stone]] restrictions and they can't be loaded with [[clay]].&lt;br /&gt;
&lt;br /&gt;
*Shortcut {{k|b}} {{k|T}} {{k|s}}&lt;br /&gt;
*Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded&lt;br /&gt;
&lt;br /&gt;
==Weapon trap==&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain between one and ten weapons, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap.&lt;br /&gt;
&lt;br /&gt;
Before you write off stone-fall traps as worse versions of weapon traps, note that weapon traps require you to have previously made [[weapon]]s, making them more of an option somewhat later in the game. Any weapon can be used, including human weapons, training weapons, bows, traded weapons and weapons recovered from dead goblins. Think of it as fair retribution when goblins are sliced to pieces by their own axes!&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or menacing spikes that are normally used in spike traps, or any of three specialist trap only weapons:&lt;br /&gt;
&lt;br /&gt;
[[Metalsmith's forge]]&lt;br /&gt;
*menacing &amp;lt;metal&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;metal&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;metal&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;metal&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;metal&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
[[Carpenter's workshop]]&lt;br /&gt;
*menacing &amp;lt;wooden&amp;gt; spike&lt;br /&gt;
*spiked &amp;lt;wooden&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;wooden&amp;gt; corkscrew&lt;br /&gt;
&lt;br /&gt;
[[Glass furnace]]&lt;br /&gt;
*menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
Don't know which to make? -&amp;gt; '''Detailed [[Trap component]] information'''&lt;br /&gt;
&lt;br /&gt;
These weapons have all the material property advantages and disadvantages that normal weapons have. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage. This can also be ''very'' messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a [[User:Uristocrat/Dwarven_Bathtub | Dwarven Bathtub]] nearby.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not cause slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that the victim will get stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. When the trap jams, the mechanic will automatically attempt to clean it, so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends. Note that weapon traps will only jam if they ''directly'' kill the creature - if they instead inflict a mortal wound and cause the creature to bleed out, they will not jam.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The quality of your chosen mechanism matters[http://www.bay12games.com/forum/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered (10 large serrated disks normally results in the unfortunate triggering creature leaving with &amp;lt;strike&amp;gt;fewer limbs than&amp;lt;/strike&amp;gt; none of the limbs and several more torn apart organs than it came in with). When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favour if the trapped tile happens to be surrounded by pits.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|w}}&lt;br /&gt;
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.&lt;br /&gt;
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo&lt;br /&gt;
&lt;br /&gt;
==Cage trap==&lt;br /&gt;
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by hauling an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water or magma appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage - like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses - [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it.  A webbed cage trap '''will''' capture nearly anything; the only creatures it cannot capture are those immune to both cage traps and webbing, such as a web-spinning forgotten beast or a dwarf from your fortress on a Collect Webs job.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at the [[kennel|kennels]]. See [[Animal trainer]] for more on training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty cages into traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|c}}&lt;br /&gt;
*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage&lt;br /&gt;
&lt;br /&gt;
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the [[Mechanics]] skill, the less time he takes to assemble the cage.&lt;br /&gt;
&lt;br /&gt;
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get angry if the cage is wooden).  A glass terrarium is just as strong as a steel cage.&lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|j}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.&lt;br /&gt;
&lt;br /&gt;
==Upright spear/spike==&lt;br /&gt;
&lt;br /&gt;
Weapon traps trigger when a hostile creature steps on them.  An upright spear/spike trap is different -- it must be triggered externally to cause the spears or spikes to spring up or to recede back down.  When the spears/spikes spring up, ''any'' creature on the tile will be subject to possible impalement.&lt;br /&gt;
&lt;br /&gt;
An ''open'' signal will cause the spears or spikes to recede, while a ''close'' signal will cause them to spring up.&lt;br /&gt;
&lt;br /&gt;
Placing the upright spear/spike trap does not require a mechanism, and it does not require the Mechanic labor.  It only requires 1 to 10 [[Weapon|spears]] or [[Trap component|spikes]].  Linking it to a [[lever]] or a [[pressure plate]] will require a mechanism and must be performed by a Mechanic.  Without such a link, the trap will not operate.&lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|T}} {{k|S}}&lt;br /&gt;
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.&lt;br /&gt;
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted&lt;br /&gt;
&lt;br /&gt;
==Mechanism quality==&lt;br /&gt;
&lt;br /&gt;
All of the above traps other than Upright Spear use mechanisms in their construction.  The quality of the mechanism used impacts weapon traps beyond their value however, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.&lt;br /&gt;
&lt;br /&gt;
==Other traps==&lt;br /&gt;
You can create [[trap design|even more elaborate traps]] with imaginative use of pits, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, [[water]], and/or [[magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing way. If you make a trap that kills 10 or so goblins that only works once and you have to rebuild it, wasting time you don't have during a [[siege]], then you're not &amp;lt;s&amp;gt;trying hard enough&amp;lt;/s&amp;gt; having too much [[fun]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Trap design]]&lt;br /&gt;
*[[Mass pitting]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ïggal&lt;br /&gt;
| elvish  = abola&lt;br /&gt;
| goblin  = stoslo&lt;br /&gt;
| human   = losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bauxite&amp;diff=217907</id>
		<title>Bauxite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bauxite&amp;diff=217907"/>
		<updated>2015-05-07T04:26:57Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: We don't need that much detail in an &amp;quot;In real life&amp;quot; section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{stonelookup/0}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Bauxite''' is a dark-red sedimentary [[stone]]. [[40d:Bauxite|Once]] highly prized as the only practical source of [[magma-safe]] [[mechanism]]s to create magma-proof devices, its importance has declined with the addition of many new heat-resistant forms of stone as well as the ability to make [[metal]] mechanisms from [[iron]] and [[steel]]. Nevertheless, it is still used by some long-time players for nostalgia and its rare, bloody appearance makes it an interesting aesthetic choice.&lt;br /&gt;
&lt;br /&gt;
Bauxite may contain both [[sapphire]] and [[ruby]].&lt;br /&gt;
&lt;br /&gt;
==In real life==&lt;br /&gt;
In real life, bauxite is an ore of [[aluminum]], but the technology required to extract it is beyond the level possessed by dwarves.&lt;br /&gt;
&lt;br /&gt;
Bauxite is a stone comprised primarily of the minerals gibbsite (Aluminum Hydroxide: Al(OH)&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;), boehmite (Aluminum Oxide-Hydroxide: γ-AlO(OH)), and diaspore (Aluminum Oxide-Hydroxide: α-AlO(OH)) (none of which are individually present in Dwarf Fortress). Bauxite forms by the weathering and mineralization of various aluminum-rich soils or clays. Despite the correspondence in game, corundum, the mineral that makes up [[ruby]] and [[sapphire]] (Aluminum Oxide: Al&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;O&amp;lt;sub&amp;gt;3&amp;lt;/sub&amp;gt;) does '''not''' form in bauxite.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Panda_man&amp;diff=217882</id>
		<title>Panda man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Panda_man&amp;diff=217882"/>
		<updated>2015-05-05T19:29:42Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 217875 by 216.81.1.114 (talk) Vandalism..?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Panda men usually are in groups.&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=217860</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=217860"/>
		<updated>2015-05-04T02:32:42Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine}}{{av}}&lt;br /&gt;
A '''bogeyman''' {{Tile|ñ|0:1}} is a [[night creature]] which attacks unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night alone. Both fast travelling and travelling normally on the local map trigger bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared. &lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
&lt;br /&gt;
Fortunately, adventurers are not doomed to face bogeymen every time night falls. In fact, bogeymen can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
#Being accompanied by at least one [[Adventure mode#Companions|companion]]. However, if you go to sleep, there is a chance the companions will wander, even if you ask them to wait.&amp;lt;br /&amp;gt;&lt;br /&gt;
#Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
#Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
When you are [[ambush|ambushed]] by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
A turn after receiving this message, 4-6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
You will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while at least one of the bogeymen is still alive.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like [[titan|Titans]] and [[Forgotten beast|Forgotten Beasts]] but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer|necromancers]].&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Always know where your towel is. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones.&lt;br /&gt;
&lt;br /&gt;
However, like a number of other [[night creature|night creatures]], bogeymen [[No Pain|do not feel pain]] and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
* Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Framerate&amp;diff=217836</id>
		<title>Framerate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Framerate&amp;diff=217836"/>
		<updated>2015-05-03T16:49:24Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Correct redirect to DF2014&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Maximizing_framerate]]&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=217835</id>
		<title>Designations menu</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Designations_menu&amp;diff=217835"/>
		<updated>2015-05-03T15:40:25Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Added information on priority assignments. This can probably be worded better.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:10, 4 February 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Does not include options introduced in 0.40.20}}&lt;br /&gt;
[[Image:DesignateMenu2014.PNG|right|The new, improved Designations Menu. Get yours today and receive a second one for free!]]&lt;br /&gt;
&lt;br /&gt;
The '''Designations menu''' can be accessed by {{K|d}} and provides the means to mark tiles with various designations including Mining, Wood Cutting, Plant Gathering, Stone Detailing as well as removing constructions, controlling traffic and other miscellaneous designations.&lt;br /&gt;
&lt;br /&gt;
If {{K|d}} is pressed when the view is centered on an outside/above ground tile, the designation defaults to Chop down trees - {{K|t}}. If the view was centered inside/below ground, the designation defaults to Mine - {{K|d}}.&lt;br /&gt;
&lt;br /&gt;
To designate an area select the desired designation from the menu, pick a tile and press {{K|Enter}} to select one corner of a rectangle, then pick a second tile and press {{K|Enter}} again to mark the other corner.  This also works across [[z-level]]s, allowing 3-dimensional designations in the shape of a cuboid.&lt;br /&gt;
&lt;br /&gt;
To cancel a designation use Remove Designations ({{K|x}}).&lt;br /&gt;
As of 0.40.20, all designations gained the ability to be prioritized. with 1 being highest and 7 lowest priority. Note that if two different designations have the same priority, one type may still be favored over the over. They also can now be assigned as &amp;quot;Marker only&amp;quot;, which is similar to the job being suspended. Such designations will appear cyan on your screen.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sub&amp;gt;Mouse controls: Left Click: paint, Right Click: move marker, Right click on screen border: Move screen. The main designations menu is mouse-enabled, but sub-menus are not.&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Designations Menu ==&lt;br /&gt;
&lt;br /&gt;
*Mine ({{K|d}}) - Mark tiles to be [[Mining|mined]] out.  Removing stone/soil walls and leaving stone/soil floors. May leave stone/ore/gems. (req. [[Mining]] labor)&lt;br /&gt;
*Channel ({{K|h}}) - Mark tiles to be [[Channel|channeled]] out.  Removing the stone/soil wall on that tile, the floor, and replacing the stone/soil floor below with a ramp.  May leave stone/ore/gem. (req. [[Mining]] labor)&lt;br /&gt;
*Remove Up Stairs/Ramps ({{K|z}}) - Mark tiles to remove natural ramps and dug ramps/stairs. (req. [[Mining]] labor)&lt;br /&gt;
*Upward Stairway ({{K|u}}) - Mark walls to be dug out and replaced with upward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Downward Stairway ({{K|j}}) - Mark walls to be dug out and replaced with downard stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Up/Down Stairway ({{K|i}}) - Mark walls to be dug out and replaced with upward/downward stairs  (req. [[Mining]] labor)&lt;br /&gt;
*Upward Ramp ({{K|r}}) - Mark walls to be dug out and replaced with upward ramps  (req. [[Mining]] labor)&lt;br /&gt;
*Chop Down Trees ({{K|t}}) - Mark [[Tree]]s to be chopped down. (req. [[Wood cutting]] labor)&lt;br /&gt;
*Gather Plants ({{K|p}}) - Mark [[Shrub]]s to be gathered. (req. [[Plant gathering]] labor)&lt;br /&gt;
*Smooth Stone ({{K|s}}) - Mark stone walls to be smoothed.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Engrave Stone ({{K|e}}) - Mark smoothed walls to be engraved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Fortifications ({{K|F}}) - Mark smoothed walls to have [[fortification]]s carved.  (req. [[Stone detailing]] labor)&lt;br /&gt;
*Carve Track ({{K|T}}) - Mark stone walls to be turned into track for [[minecart]]s. (req. [[Stone detailing]] labor)&lt;br /&gt;
*Toggle Engravings ({{K|v}}) - Mark tiles to display/hide engravings.&lt;br /&gt;
*Toggle Marker ({{K|M}}) Unsuspend/Suspend a designation.&lt;br /&gt;
*Remove Designation ({{K|x}}) - Remove all designation markings.&lt;br /&gt;
*Remove Construction ({{K|n}}) - Mark [[construction]]s to be removed&lt;br /&gt;
*Bulk designation of items: ({{K|b}})&lt;br /&gt;
**{{K|c}}:  Reclaim Items/Buildings - Mark area of objects to be [[Reclaim|claimed]].&lt;br /&gt;
**{{K|f}}: Forbid Items/Buildings - Mark area of objects to be [[forbid]]den.&lt;br /&gt;
**{{K|m}}: Melt Items - Mark area of objects to be [[melt]]ed.&lt;br /&gt;
**{{K|M}}: Remove Melt - Remove [[melt ]] marking from area.&lt;br /&gt;
**{{K|d}}: Dump Items - Mark area of objects to be [[dump]]ed.&lt;br /&gt;
**{{K|D}}: Remove Dump - Remove [[dump]] marking from area.&lt;br /&gt;
**{{K|h}}: Hide Items/Buildings - Mark area of objects to be [[Hide Items or Buildings|hidden]].&lt;br /&gt;
**{{K|H}}: Unhide Items/Buildings - Remove [[Hide Items or Buildings|hide]] marking from area.&lt;br /&gt;
*Set [[Traffic|Traffic Areas]] ({{K|o}}) - Traffic area values determine where dwarves will travel.  Large values for cost mean that dwarves will avoid that area if at all possible; smaller costs mean they will prefer that path even if it is longer than “normal”.&lt;br /&gt;
**{{K|h}}: High Traffic Area - Mark areas with the “cost” listed in “High Traffic Cost”&lt;br /&gt;
**{{K|n}}: Normal Traffic Area - Mark areas with the “cost” listed in “Normal Traffic Cost”&lt;br /&gt;
**{{K|l}}: Low Traffic Area - Mark areas with the “cost” listed in “Low Traffic Cost”&lt;br /&gt;
**{{K|r}}: Restricted Traffic Area - Mark areas with the “cost” listed in “Restricted Traffic Cost”&lt;br /&gt;
**{{K|/}}{{K|-}}{{K|+}}{{K|*}}: Move between type of areas to change with {{K|Q}}{{K|q}}{{K|w}}{{K|W}}.&lt;br /&gt;
**{{K|Q}}{{K|q}}{{K|w}}{{K|W}}:  Change cost by -5/-1/1/5.&lt;br /&gt;
&lt;br /&gt;
== Designations modification==&lt;br /&gt;
Mining, stair carving, and ramp carving can also be modified to change their behavior. These modifiers can be switched with {{K|a}}.&lt;br /&gt;
*Designate all: Standard behavior.&lt;br /&gt;
*Automating Ore/Gems: Once this tile has been processed, all neighboring tiles will be marked for mining, if they contain the same ore or gems. Can only be designated on revealed ores/gems. Will appear green.&lt;br /&gt;
*Designating Ores/Gems: What it says on the tin. Only works on revealed tiles.&lt;br /&gt;
*Designating Gems: See above.&lt;br /&gt;
&lt;br /&gt;
== Priority ==&lt;br /&gt;
Designations can be assigned a priority using {{K|+}} and {{K|-}}. By default, all designations are made with a priority of 4, but higher priority jobs can be marked by using priorities 1-3, and lower priority ones with 5-7. Note that {{K|+}} ''reduces'' priority; 1 is the highest priority, and 7 the lowest.&lt;br /&gt;
When a dwarf has several jobs of different priority to do, the ones with higher priority are executed first, regardless of how convenient they are for the dwarf in question; a job marked '1' on the other side of the map will take precedence over a job marked '2' right next to them.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations|*}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=217833</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=217833"/>
		<updated>2015-05-03T15:32:36Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 217831 by 116.14.123.231 (talk) Vandalism.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:00, 12 September 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Armor''' is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. Ears, nose, lips, teeth, and throat are exposed, even in full armor.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armor slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. In prior versions both movement and attack speeds were slowed by heavy armor. It's unknown whether this is still the case in v0.40.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.&lt;br /&gt;
&lt;br /&gt;
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly-armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.&lt;br /&gt;
&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;true&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Mail Shirt (upper body + lower body + neck + upper arms + upper legs) &lt;br /&gt;
'''and/or''' Breastplate (upper body + lower body)&lt;br /&gt;
|Helms&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body + lower body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first row is the more effective choice, while the second row is an alternative offering less protection.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit leg covering can be omitted. (Dwarves don't have knees to protect, so upper leg from the shirt and lower leg from the boot is complete).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as &amp;quot;the attack was deflected by his/her &amp;lt;armor&amp;gt;&amp;quot;), they will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Armor material comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Acceptable !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Leather/Bone || Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Bronze here also includes Bismuth Bronze as both have the same values and are armor grade metals. [[Black_bronze|Black bronze]] can '''not''' be used for armor.&lt;br /&gt;
&lt;br /&gt;
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals.&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but also weighs more and is more elastic.&lt;br /&gt;
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of paper armor. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.&lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not danger room trained right away into legendary armor users it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more weaker types of armor like leather armor and bone greaves can also be worn in addition to the metal layer to provide additional protection without encumbrance, and tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
&lt;br /&gt;
Armor does not currently experience any [[wear]] from use. However, armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated [[wear]]--this is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.&lt;br /&gt;
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills.&lt;br /&gt;
&lt;br /&gt;
==Special procedurally generated armors==&lt;br /&gt;
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the &amp;quot;base&amp;quot; armor, and adding an adjective (&amp;quot;bulging&amp;quot;, &amp;quot;segmented&amp;quot;, &amp;quot;rounded&amp;quot;, etc.). Dwarves in [[strange mood]]s which select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|45&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each successive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workarounds regarding Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armor piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
† It appears that equipping footwear on one foot can affect what can be equipped on the other.  For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities, because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head, because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and neck.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. Particularly, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. &lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
In fortress mode it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|6101}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tosid&lt;br /&gt;
| elvish  = datome&lt;br /&gt;
| goblin  = nuklat&lt;br /&gt;
| human   = stalcon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=217809</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=217809"/>
		<updated>2015-05-01T15:09:07Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Percentage of Megabeasts and Titans Dead for Stoppage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''&lt;br /&gt;
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''&lt;br /&gt;
:''See [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive but some parts could use some explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already defined parameter sets is in the upper right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Creating larger worlds does not necessarily mean longer world generation time. The essential factor for the duration is the history. If you restrict the number of historical events you can fasten the process very much.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17,33,65,129, and 257. Others may not work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical world on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events cumulating to an different world-history at all. It seems like the history is random somhow and not completely connected to the seed. Keep this in mind if you wand to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.&lt;br /&gt;
&lt;br /&gt;
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such you cannot for example change the minimum and maximum rainfall and get the same world but drier or wetter, instead a different world is generated. Saying that, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
Terrain Parameters, as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minima and maxima and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
Weighted Meshes, these are a way to fine tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
Rejection Parameters, Dwarf Fortress has a belt and braces approach to world generation. The above controls allow you to shape the world then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected an re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
The are also the feature placing options such as rivers, mountain peaks, volcanoes and oceans. These can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.&lt;br /&gt;
&lt;br /&gt;
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally you can do just fine by leaving this value set to default, but you might want to up it for experimental/testing purposes or to help dwarves survive in a particularly evil world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1274]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member historical figures alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap. &lt;br /&gt;
&lt;br /&gt;
Note that '''this parameter controls only &amp;quot;civilization&amp;quot; sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.&lt;br /&gt;
&lt;br /&gt;
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Increasing this too high can slow worldgen down by a lot, beware. Another effect can be goblins (or other civs) sometimes overwelming all other civs and/or flooding the world with their homes leaving no good places to build your fortress. If you choose a low cap to hasten world generation, the cap will be reached within years stopping expanson of all civs. If you want a good and long history you will have to adjust cap of sites and population as the number of civs many times to find one fullfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning at a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If there are three or fewer titans or megabeasts in your world, the age will be given a special name reflecting the remaining megabeasts/titans, instead.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are people or creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;a creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[Rain]] more in a given area, which can have various effects.&lt;br /&gt;
&lt;br /&gt;
Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
[[Temperature]] is always influenced by elevation and, if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The &amp;quot;base&amp;quot; temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The default values for the local variation are fairly small compared to the base temperature, which appears to be hard coded.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of Igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2x2 means the grid will be 2 times 2 tiles large and there will be 3 times 3 for a total of 9 intersection points. On a pocket world this means one grid tile will be 8 * 8 world tiles large whereas on a large world one grid tile will be 128 * 128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8 * 8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
==== Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2x2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2x2 mesh and barely visible at all with a 8x8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect on the actual size of the grid tiles. This means, that a large world with a 2x2 mesh will look essentially the same as a pocket world with a 2x2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this you can influence how polar regions are added. The poles can be on the north or south edge and the equator will be on the opposite edge or in the middle if there are two poles.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeasts Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs, and cyclopes, which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80 which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have. Thanks to [[Underworld spire|certain fun things]], no demons also means no goblins.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeyman are procedurally generated, though their forms do not vary by much. Setting this to zero, means that the world will have no bogeyman. Additionally setting this to zero will not allow custom bogeymen to appear in the world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Vampire|vampires]] that will exist in the world. Although they too are generated at the start of a new world, they generally no different from one another, with the biggest difference being what stat bonuses their vampirism gives {{verify}}. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Werebeast Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Werebeast|werebeasts]] that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well known of these amount as different species of animal beasts. From lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are necromancers. Setting this to zero means that no [[necromancer]]s will appear.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:44]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being as pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of vaults.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.&lt;br /&gt;
&lt;br /&gt;
The exact size of small, medium, and large are: small is 1-24, medium is 25-99, and large is 100+, for any map size. The counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.&lt;br /&gt;
&lt;br /&gt;
In particular, if you have something like a case where only 3 large regions exists in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations. Dwarves, for example, need non-aligned biomes. Creating to many evil biomes seem to lead to the danger of an early extincion of many civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is the maximum number of squares on a map of a given size. If the total number of squares on a map is lower than the sum of all square count parameters then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17x17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33x33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65x65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129x129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257x257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}} The rain shadows will always be created as if the wind is blowing from west to east.&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layer Number ====&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
'''Warnings:'''&lt;br /&gt;
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)&lt;br /&gt;
*Setting this property lower than the default of 3 will make it impossible to find certain [[Demonic_fortress|Fun features]] ([http://www.bay12forums.com/smf/index.php?topic=111527.0 Source])&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=76355.0 this forum thread] for more information on openness and density including many more images.&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor volcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it. (Unknown whether this has any impact on occurrence of HFS &amp;quot;temple&amp;quot;.){{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are sort of like caverns except that they have a passage to the surface and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of (Non-)Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of caves that will be generated. Lurking kobolds set up shop in caves and store stolen items here. A setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a lair.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events. The five races are dwarf, elf, human, goblin, and kobold; they will be placed in equal numbers until the quota has been reached. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific then the [[Worldgen examples|Worldgen examples]] might be helpful. These are complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired.&lt;br /&gt;
If they have nothing for you try [[Worldgen Tricks|Worldgen Tricks]], for known tricks and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=217808</id>
		<title>Advanced world generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Advanced_world_generation&amp;diff=217808"/>
		<updated>2015-05-01T15:07:45Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Site cap after civ creation */ That is not what &amp;quot;fasten&amp;quot; means. &amp;quot;Hasten&amp;quot; works, though.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:16, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
&lt;br /&gt;
:''This article contains information on advanced world generation. For information on basic world generation, see [[World generation]].''&lt;br /&gt;
:''See [[World token]] to more easily find information by the names used in the world_gen.txt file.''&lt;br /&gt;
:''See [[World rejection]] for information on solving problems related to worlds always being rejected.''&lt;br /&gt;
:''See [[Worldgen examples]] for example worlds.''&lt;br /&gt;
&lt;br /&gt;
When you want more control of what your world looks like, it's time for '''advanced world generation'''. A detailed reference with advice is provided below. This article assumes that you are already familiar with [[World generation|'''basic''' world generation]]. If you are not then please read about that first.&lt;br /&gt;
&lt;br /&gt;
Once you select {{DFtext|Design New World With Advanced Parameters}} from the main menu, a screen that looks something like this will appear:&lt;br /&gt;
&lt;br /&gt;
[[File:AdvancedWorldGen.png‎]]&lt;br /&gt;
&lt;br /&gt;
This screen is relatively intuitive but some parts could use some explanation.&lt;br /&gt;
&lt;br /&gt;
== Parameter sets ==&lt;br /&gt;
&lt;br /&gt;
The list of already defined parameter sets is in the upper right corner. You can select the current set that you want to work with using the up and down directional keys.&lt;br /&gt;
&lt;br /&gt;
Hitting {{K|a}} will add a new set to the end of the list. You can also {{K|c}}opy an existing set to a new one allowing you to base a new set on an existing one. Using {{K|t}} you can change the name of the parameter set but note that this will not affect the name of the world that is generated.&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in the &amp;lt;tt&amp;gt;data/init/world_gen.txt&amp;lt;/tt&amp;gt; file in the main DF directory. The {{K|F1}} and {{K|F6}} keys will load and save '''all''' of the parameter sets to this file. You will need to save the world gen parameters to this file before you hit {{K|Enter}} to generate the world.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file can also be edited with a text editor. This is particularly useful because people will often post their parameter sets on the forum or wiki in text form. (See below for more info.) The {{K|F1}} key comes in handy when editing this file while the game is still running.&lt;br /&gt;
&lt;br /&gt;
The tokens used in &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; are at the bottom of each parameter description. Here's the one for title.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITLE:MEDIUM ISLAND]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World name ==&lt;br /&gt;
&lt;br /&gt;
As previously mentioned, the title of the parameter set doesn't affect the name of the world. You can force a particular name for your world using {{K|n}} or set it back to the default random setting using {{K|N}}.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME: &amp;lt;name&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CUSTOM_NAME:Realm of Cheese Engravings]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| For a random name, simply don't use this token.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World dimensions ==&lt;br /&gt;
&lt;br /&gt;
The size of the map to be generated can be selected with {{K|u}} {{K|i}} {{K|o}} {{K|p}}. Larger maps take longer to generate and may limit [[Frames per second|FPS]] in game.&lt;br /&gt;
&lt;br /&gt;
Changing the dimensions of the world will reset the parameters because many of them have different defaults depending on the surface area available.&lt;br /&gt;
&lt;br /&gt;
Creating larger worlds does not necessarily mean longer world generation time. The essential factor for the duration is the history. If you restrict the number of historical events you can fasten the process very much.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:&amp;lt;width&amp;gt;:&amp;lt;height&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DIM:129:129]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Valid values are 17,33,65,129, and 257. Others may not work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Seed values ==&lt;br /&gt;
&lt;br /&gt;
The world generation process uses a PRNG (Pseudo Random Number Generator) algorithm. A PRNG will produce a sequence of numbers that &amp;quot;looks&amp;quot; random even though the actual sequence of numbers will always be the same if the PRNG is started with the same seed value. Basically this means that if you run world generation with a certain seed value on your computer, and someone else runs world generation with the same seed value on their computer, the same sequence of random numbers will be generated on both computers. The practical impact of this is that someone else can generate exactly the same world that you generated by entering the same seed value that you used.&lt;br /&gt;
&lt;br /&gt;
In older versions, the same seed value(s) produced identical world on every computer at any time (if other parameters were identical, too). In the current version, the seed values for the world itself and the names seem to produce the same result, but you will get changes in events cumulating to an different world-history at all. It seems like the history is random somhow and not completely connected to the seed. Keep this in mind if you wand to regenerate a particular world.&lt;br /&gt;
&lt;br /&gt;
A specific seed value can be entered with {{K|s}}. This will change '''all''' of the seed values to the value you enter. If you need to enter different seed values for each type of seed, use {{K|e}}.&lt;br /&gt;
&lt;br /&gt;
In order to find out what seed values were used for the last world you generated you can look at this screen. If you want to be able to tell someone else how to generate exactly the same world that you just generated, they will need all of the seed value listed under Last Param Set.&lt;br /&gt;
&lt;br /&gt;
When generating a world using a seed, the way that the world is generated is also based at least in part on certain world tokens. As such you cannot for example change the minimum and maximum rainfall and get the same world but drier or wetter, instead a different world is generated. Saying that, it would also seem that certain small changes to these world tokens can occasionally generate a very similar world, however other tokens are more sensitive. For more information see the forum thread [http://www.bay12forums.com/smf/index.php?topic=112132.msg3404199#msg3404199 here].&lt;br /&gt;
&lt;br /&gt;
The following are tokens which appear to be involved in the implementation of the seed and are not safe to change:&lt;br /&gt;
&lt;br /&gt;
* [DIM:X:X] &lt;br /&gt;
* [ELEVATION:X:X:X:X]&lt;br /&gt;
* [RAINFALL:X:X:X:X] &lt;br /&gt;
* [TEMPERATURE:X:X:X:X]&lt;br /&gt;
* [DRAINAGE:X:X:X:X]&lt;br /&gt;
* [VOLCANISM:X:X:X:X]&lt;br /&gt;
* [SAVAGERY:X:X:X:X]&lt;br /&gt;
* [ELEVATION_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [RAIN_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [DRAINAGE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [TEMPERATURE_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [SAVAGERY_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [VOLCANISM_FREQUENCY:X:X:X:X:X:X]&lt;br /&gt;
* [PARTIAL_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [COMPLETE_OCEAN_EDGE_MIN:X]&lt;br /&gt;
* [HAVE_BOTTOM_LAYER_1:X]&lt;br /&gt;
* [MINERAL_SCARCITY:X] {{cite talk/this|Mineral scarcity}}&lt;br /&gt;
&lt;br /&gt;
Many other world parameters such as end year and embark points can however be changed without it having any effect on the geography of the world generated from the seed values.&lt;br /&gt;
&lt;br /&gt;
Normally you don't enter these seed values and the world generation process comes up with seed values based on some sort of &amp;quot;true&amp;quot; random information from things like random values in uninitialized memory, the current date/time, etc. If you have entered a seed value you can revert to all seeds being random using {{K|S}}.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
Unless you're using an already defined parameter set you will probably want to {{K|e}}dit the parameters. Select the set you want to edit using the up/down directional keys and press {{K|e}}. Information about each parameter is documented below.&lt;br /&gt;
&lt;br /&gt;
Once you are happy with the parameters you have set, hit {{K|Esc}} to get back to this screen, hit {{K|F6}} to save the values you just edited, and hit {{K|Enter}} to start. The rest of the process is the same as basic [[World generation]].&lt;br /&gt;
&lt;br /&gt;
The phases of the world generation process are (this order is not completely correct):&lt;br /&gt;
* Preparing elevation...&lt;br /&gt;
* Setting temperature...&lt;br /&gt;
* Running rivers...&lt;br /&gt;
* Forming lakes and minerals...&lt;br /&gt;
* Growing vegetation...&lt;br /&gt;
* Verifying terrain...&lt;br /&gt;
* Importing wildlife...&lt;br /&gt;
* Recounting legends...&lt;br /&gt;
* Placing civilizations...&lt;br /&gt;
* Making cave civilizations...&lt;br /&gt;
* Making cave pops...&lt;br /&gt;
* Placing other beasts...&lt;br /&gt;
* Placing megabeasts...&lt;br /&gt;
* Placing good/evil...&lt;br /&gt;
* Placing caves...&lt;br /&gt;
* Prehistory generation&lt;br /&gt;
* Finalizing civ mats...&lt;br /&gt;
* Finalizing art...&lt;br /&gt;
* Finalizing uniforms...&lt;br /&gt;
* Finalizing sites...&lt;br /&gt;
&lt;br /&gt;
== World painter ==&lt;br /&gt;
:''Main article: [[World painter]]&lt;br /&gt;
The '''world painter''' tool allows you to paint features onto a map that is then used when generating a world.  It is very difficult to use properly, and tends to result in endless rejected worlds, unless you loosen or remove the restrictions placed on biomes and civilizations in the advanced settings.  That being said it is also a very powerful tool, and allows you to generate worlds more to your liking.&lt;br /&gt;
&lt;br /&gt;
To access the world painter, hit {{k|e}} to start editing the advanced parameters and finally hit {{k|p}} to open world painter. How to use the world painter is not entirely obvious so please check out the [[World painter]] documentation to avoid frustration. (Losing may be fun, but frustration is not.)&lt;br /&gt;
&lt;br /&gt;
== Editing the parameters init file ==&lt;br /&gt;
&lt;br /&gt;
Parameter sets are stored in ''world_gen.txt'' in the ''\data\init'' folder, using [[world token]]. You can copy and paste other player's sets of parameters into your ''world_gen.txt'' to use their parameter sets, and some are provided at [[Main:Pregenerated worlds|Pregenerated worlds]]. Another place to find parameter sets is the [http://www.bay12forums.com/smf/index.php?topic=101280.0 Worldgen cookbook] thread on the official forums.&lt;br /&gt;
&lt;br /&gt;
== Advanced parameters ==&lt;br /&gt;
&lt;br /&gt;
To access advanced parameters, press {{key|e}} when at the screen for creating new worlds with parameters screen. This will bring you to an editable list of various guidelines the world-gen process will use when creating your new world.&lt;br /&gt;
&lt;br /&gt;
The parameters are described below in the order that they appear in the list in the UI, not necessarily the other they appear in the configuration file. See [[world token]] for an index that will help you look things up by token name.&lt;br /&gt;
&lt;br /&gt;
There are essentially 4 types of controls for the generation of the surface map;&lt;br /&gt;
&lt;br /&gt;
Terrain Parameters, as described below, these 5 variables define the basic background world, how hot or cold it is, how much rainfall, how high the mountains are. The world automatically goes through the temperature range along the Y axis although sometimes it will be hotter in the north, other times in the south. Minima and maxima and X,Y variance can drastically alter the world. &lt;br /&gt;
&lt;br /&gt;
Weighted Meshes, these are a way to fine tune the amount of the 5 basic variables on the map. It can be used to set the specific distribution of different elevations or rainfall areas for example. &lt;br /&gt;
&lt;br /&gt;
Rejection Parameters, Dwarf Fortress has a belt and braces approach to world generation. The above controls allow you to shape the world then the rejection parameters throw it out if it isn't right! There are a number of rejection parameters for the number and degree of the 5 basic variables, for biome types etc. If the world does not meet the requirements of any one rejection parameter the world is rejected an re-randomised. Also see [http://dwarffortresswiki.org/index.php/DF2012:World_rejection World Rejection]&lt;br /&gt;
&lt;br /&gt;
The are also the feature placing options such as rivers, mountain peaks, volcanoes and oceans. These can cause rejections if the terrain parameters don't allow enough suitable locations for the features to be placed. &lt;br /&gt;
&lt;br /&gt;
If you are experimenting with world design, one method would be to disable the rejection parameters and use the first two control types. Otherwise any significant change will likely result in endless rejections.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Seed values ===&lt;br /&gt;
&lt;br /&gt;
Here you can enter specific seed values for different parts of the world generation process. Different sequences of pseudorandom numbers are used for different parts, so you can use this to reproduce only the particular part of world generation from some previously generated world if you want.&lt;br /&gt;
&lt;br /&gt;
Normally you will want to leave all of these set to Random unless you're specifically trying to reproduce the results of another world generation run.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |&lt;br /&gt;
For each of these not in the config file, a random seed will be used.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HISTORY_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NAME_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CREATURE_SEED:31337]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Embark Points ===&lt;br /&gt;
&lt;br /&gt;
This controls the number of points that you have for skills and equipment when you embark in fortress mode. Turning this value up will allow games started in this world to start with more skilled dwarves with better equipment. Normally you can do just fine by leaving this value set to default, but you might want to up it for experimental/testing purposes or to help dwarves survive in a particularly evil world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EMBARK_POINTS:1274]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== End year ===&lt;br /&gt;
&lt;br /&gt;
This is how many years of history are generated for the world. This is basically the same as the History parameter in basic world gen, except that you can enter an exact value for number of years. See [[World_generation#History|History]] for more info.&lt;br /&gt;
&lt;br /&gt;
History is divided into &amp;quot;ages&amp;quot; which are determined by the ''percentage'' of megabeasts and semi-megabeasts killed at various points. One can attempt to make a world go through the ages more quickly by pumping up the ratio of semimegabeast to megabeast caves, the former of which are usually more killable than the regular megabeasts. This will net you more &amp;quot;Age of Legends&amp;quot;, &amp;quot;Age of Heroes&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[END_YEAR:1050]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Population cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This determines the maximum possible population of civilization member historical figures alive at a given time during worldgen. Not all members of a civilization are historical figures. This tag does not directly influence the total population of civilized beings as it once did when populations were all historical figures, so the description is a bit confusing. You can enter -1 to make the historical population unlimited.&lt;br /&gt;
&lt;br /&gt;
Each race may have up to 100 civilizations each, and each civilization a maximum population of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placement on the world map. See [[Entity_token#Population|Population (Entity Token)]] for more information on interpreting/editing the raws if you need more precise control of civilization placement and total population numbers.&lt;br /&gt;
&lt;br /&gt;
Huge historical figure populations can cause the size of history data to explode, cause history generation to take forever, lower FPS, and generally slow down the game.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_POPULATION:15000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Site cap after civ creation ===&lt;br /&gt;
&lt;br /&gt;
This controls the maximum number of towns and similar sites on the entire map. Raising the number will allow for more towns, etc. though the number of sites will ultimately still be limited by things like space, terrain, and population cap. &lt;br /&gt;
&lt;br /&gt;
Note that '''this parameter controls only &amp;quot;civilization&amp;quot; sites''' like towns.  Other sites such as lairs will be added on to this maximum.  After civilizations reach this cap, they will not spread out anymore to place new cities.&lt;br /&gt;
&lt;br /&gt;
By default, the raws limit each civilization site to a population of 120 regardless of the race of the civilization. Therefore, without editing the raws, the total population on the map can't go above site cap x 120.&lt;br /&gt;
&lt;br /&gt;
Increasing this too high can slow worldgen down by a lot, beware. Another effect can be goblins (or other civs) sometimes overwelming all other civs and/or flooding the world with their homes leaving no good places to build your fortress. If you choose a low cap to hasten world generation, the cap will be reached within years stopping expanson of all civs. If you want a good and long history you will have to adjust cap of sites and population as the number of civs many times to find one fullfilling your needs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SITE_CAP:1040]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Required&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Beast control ===&lt;br /&gt;
&lt;br /&gt;
These parameters don't usually matter too much, but may matter for small numbers of beasts.&lt;br /&gt;
&lt;br /&gt;
==== Percentage of Megabeasts and Titans Dead for Stoppage ====&lt;br /&gt;
&lt;br /&gt;
The world starts out with a certain number of powerful megabeast and titan entities in existence. If a percentage of the megabeast and titan population dies out during history generation, then history generation will stop early. For example, if the elimination value is 80%, and the generated history starts with 200 entities and 160 of those 200 entities are eliminated by historical events before the End Year is reached, history generation will stop early.&lt;br /&gt;
&lt;br /&gt;
If you want to end the creation of your world at the beginning at a certain age, choose the following values:&lt;br /&gt;
* Age of Legends: ~34%&lt;br /&gt;
* Age of Heroes: ~67%&lt;br /&gt;
If you don't have enough Megabeasts and Titans in your world, you might not get theese ages but [[Calendar#Ages|ages]] with special names.&lt;br /&gt;
&lt;br /&gt;
==== Year to Begin Checking Megabeast Percentage ====&lt;br /&gt;
&lt;br /&gt;
The percentage of dead megabeasts and titans for stoppage will not be checked until this year is reached in history generation. This can be used to ensure that a world reaches a certain year even if all of the megabeasts in the world are slain earlier.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:&amp;lt;year&amp;gt;:&amp;lt;percentage or -1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BEAST_END_YEAR:200:80]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Use -1 as percentage to disable. Year must still be at least 2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cull Unimportant Historical Figures ===&lt;br /&gt;
&lt;br /&gt;
Whether or not the game ignores unimportant figures in history generation. The culling is many CPU-intensive steps in history generation but it saves memory and will speed up loading/saving games a bit. This does mean that the &amp;quot;unimportant&amp;quot; figures will not appear in Legends mode or in things like dwarf engravings, but they might not appear in engravings anyway.&lt;br /&gt;
&lt;br /&gt;
Unimportant figures are people or creatures who suffer early deaths, never having offspring or killing anything named during history generation. For example, residents of goblin towers may get murdered by demons at a young age. After culling unimportant figures, Legends mode would say something like the demon has killed &amp;quot;a creature at Eviltower in the year 102.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CULL_HISTORICAL_FIGURES:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reveal All Historical Events ===&lt;br /&gt;
&lt;br /&gt;
Setting this to Yes will allow access to all information about the history of the world in Legends mode. If set to No, then you will have to discover historical information in adventure mode or by instructing dwarves to make engravings.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY:&amp;lt;0 or 1&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REVEAL_ALL_HISTORY::1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No, 1 = Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Parameters ===&lt;br /&gt;
&lt;br /&gt;
These determine how random values for terrain elevation, rainfall, temperature, drainage, volcanism, and savagery are generated. What biomes exist are then determined by how these factors overlap with each other.&lt;br /&gt;
&lt;br /&gt;
==== Minima and Maxima ====&lt;br /&gt;
&lt;br /&gt;
These are the absolute minimum and maximum values that can ever be generated for a particular map square characteristic. Changing these can cause the occurrence of certain [[Biome|biomes]] to become impossible, so modify these with care. Because of this problem, you may want to use [[#Weighted Ranges|Weighted Ranges]] instead.&lt;br /&gt;
&lt;br /&gt;
By ''subtly'' tweaking the min and max values, vastly different maps can be made.&lt;br /&gt;
&lt;br /&gt;
==== X and Y Variance ====&lt;br /&gt;
&lt;br /&gt;
These control how wildly things like elevation and rainfall can vary between adjacent map squares. For example, if these values are set to the maximum of 3,200 for elevation then you will end up with more very low areas right next to very high areas. The number for X determines the east-west variance and the number for Y determines the north-south variance. By setting only one of these to a high value you can, for example, create horizontal or vertical bands of areas which are more similar to each other.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, raising both of these values will create a more random &amp;quot;patchwork&amp;quot; of many small biomes while setting both x and y values to 0 will cause every square on the map to use a single random value for the given characteristic.&lt;br /&gt;
&lt;br /&gt;
For &amp;quot;patchwork&amp;quot; worlds to avoid being rejected, [[#Maximum_Number_of_Subregions|Maximum Number of Subregions]] will probably need to be increased from the default.&lt;br /&gt;
&lt;br /&gt;
==== Elevation ====&lt;br /&gt;
&lt;br /&gt;
This controls the range of terrain elevations that can occur in the world.&lt;br /&gt;
&lt;br /&gt;
Usually you just want to leave the min/max values alone. Raising the minimum elevation can, for example, make it impossible for oceans to exist. This does '''not''' directly control the number of available Z-levels at a particular site, though high maximum values may contribute to peaks which can raise the number of above ground Z-levels. In other words, a maximum elevation of 400 and minimum of 1 does not mean you get 400 Z-levels but it might increase the number of Z-levels somewhat in some regions compared to others.&lt;br /&gt;
&lt;br /&gt;
Raising the variance will result in a more bumpy uneven landscape.&lt;br /&gt;
&lt;br /&gt;
Some biomes/features that are impacted by elevation:&lt;br /&gt;
* A high minimum (above 99) means no oceans as they need elevations below 100.&lt;br /&gt;
* A low maximum (below 300) means no mountains as mountains need elevations above 300.&lt;br /&gt;
* River start locations need a minimum elevation of 300. Therefore, a world with a maximum elevation of 299 everywhere prevents river generation, but rivers can still occur if maximum elevation is set to 300.&lt;br /&gt;
*Mountain peaks can only form in squares with an elevation of 400.&lt;br /&gt;
&lt;br /&gt;
==== Rainfall ====&lt;br /&gt;
&lt;br /&gt;
Controls the amount of rainfall in each map square/area. Setting the minimum too high or the maximum too low can make the formation of certain biomes impossible. Rainfall causes it to [[Rain]] more in a given area, which can have various effects.&lt;br /&gt;
&lt;br /&gt;
Also makes more rivers appear on the world map.&lt;br /&gt;
&lt;br /&gt;
Note that if [[#Do Orographic Precipitation and Rain Shadows|orographic precipitation and rain shadows]] is on then mountains will cause additional variance in rainfall, so (for example) rainfall below the specified minimum can occur in the shadow of a mountain.  If you want the minimum and maximum for this parameter to be absolutely respected you must turn off the orographic precipitation option.&lt;br /&gt;
&lt;br /&gt;
==== Temperature ====&lt;br /&gt;
&lt;br /&gt;
These parameters control how hot or cold various areas will be. If you lower the minimum and maximum values, the world will be colder overall, for example. As with the others, changing these values too much could make it impossible for certain biomes to exist. See [[Climate]] for more info.&lt;br /&gt;
&lt;br /&gt;
[[Temperature]] is always influenced by elevation and, if [[Advanced_world_generation#Poles|Poles]] are enabled, latitude. So, the value from the temperature rolling process is ''not the absolute temperature value the region will get, but rather local variation.'' The &amp;quot;base&amp;quot; temperature for an area is derived from its latitude and elevation, and then the random value determined by these parameters are applied to it to make it vary a bit. The default values for the local variation are fairly small compared to the base temperature, which appears to be hard coded.&lt;br /&gt;
&lt;br /&gt;
==== Drainage ====&lt;br /&gt;
&lt;br /&gt;
Changing drainage parameters will change the way water-affected biomes are formed. Low drainage will contribute to the formation of [[Lake|lakes]], [[River|rivers]], and [[Swamp|swamps]]. High drainage will cause water to sink into the ground rather than sit on the surface, which is important for forming hills.&lt;br /&gt;
&lt;br /&gt;
Lower drainage values have been reported to contribute to the formation of thicker soil layers though it is currently unknown exactly how other factors (such as elevation or perhaps rain) impact soil formation.&lt;br /&gt;
&lt;br /&gt;
==== Volcanism ====&lt;br /&gt;
&lt;br /&gt;
Volcanism controls the occurrence of Igneous [[Layer|Layers]], and the formation of volcanoes. For a volcano to form, a square must have a volcanism value of 100 so reducing the maximum from 100 will make volcanoes impossible. Raising the minimum will increase the rarity of non-igneous layers.&lt;br /&gt;
&lt;br /&gt;
Setting minimum to high value is not a good way to produce multiple volcanoes as you are likely to get a &amp;quot;Volcanism not evenly distributed&amp;quot; rejection. Instead use the Minimum Number of Volcanoes parameter and possibly adjust the weighted ranges for volcanism as described below.&lt;br /&gt;
&lt;br /&gt;
==== Savagery ====&lt;br /&gt;
&lt;br /&gt;
These parameters control the level of [[Surroundings#Savage|savagery]] on the map. Raising the minimum savagery too high may make it impossible for certain races to exist, and similarly lowering the maximum too far can make it impossible for certain creatures to exist. The largest chance of having unusable maps comes from too high of a savagery value.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION:1:400:401:401]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 400&amp;lt;br/&amp;gt;Maximum of 400 required for mountain peaks.&amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAINFALL:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE:25:75:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: -1000 to 1000 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE:0:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100&amp;lt;br/&amp;gt;Maximum of 100 required for volcanoes. &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:&amp;lt;min&amp;gt;:&amp;lt;max&amp;gt;:&amp;lt;x variance&amp;gt;:&amp;lt;y variance&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY:1:100:200:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 100 &amp;lt;br/&amp;gt;Variance range: 0-3200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Terrain Mesh Sizes and Weights ===&lt;br /&gt;
&lt;br /&gt;
These parameters make it possible to influence the number of squares in a particular range without making conditions outside of that range impossible. For example, you can make it possible for many more low elevation squares to exist without making it impossible for high elevations to form. Changing these parameters is often preferable to simply changing the min/max values.&lt;br /&gt;
&lt;br /&gt;
The basic steps of applying weighted ranges are as follows:&lt;br /&gt;
&lt;br /&gt;
# Create a grid with 2&amp;lt;sup&amp;gt;''MeshSize'' - 1&amp;lt;/sup&amp;gt; tiles in both X and Y direction.&lt;br /&gt;
# Set the intersection points of the grid lines to a random value according to the weighted ranges.&lt;br /&gt;
# Smooth out the area between the intersection points.&lt;br /&gt;
# Add noise according to the variance parameters.&lt;br /&gt;
&lt;br /&gt;
Where ''MeshSize'' is the raw parameter value found in the world_gen.txt. See the image on the right for an example.&lt;br /&gt;
&lt;br /&gt;
[[File:World_map-large-32x32-elevation-mesh.png|thumb|300px|A large world generated with an Elevation Mesh Size of 32x32 and range weights set to 1:0:0:0:1 (i.e., only extreme high and low elevations). Note how the grid intersections are either set very high or very low and the space between them is smoothed out.]]&lt;br /&gt;
&lt;br /&gt;
==== Mesh Size ====&lt;br /&gt;
&lt;br /&gt;
Mesh size determines how many grid tiles there will be. Setting this to Ignore will cause the weighted range settings to be ignored for that terrain characteristic. As an example, setting it to 2x2 means the grid will be 2 times 2 tiles large and there will be 3 times 3 for a total of 9 intersection points. On a pocket world this means one grid tile will be 8 * 8 world tiles large whereas on a large world one grid tile will be 128 * 128 world tiles. Note that the highest possible value for a given world size will always make the grid tiles 8 * 8 world tiles large.&lt;br /&gt;
&lt;br /&gt;
==== Weighted Ranges ====&lt;br /&gt;
&lt;br /&gt;
If mesh size is set to something other than Ignore, these weights will be applied at the granularity of the selected mesh size for purposes of generating random values in each range. This allows random number generation to be non-linear for the given terrain characteristic.&lt;br /&gt;
&lt;br /&gt;
For example, if the Elevation Weighted Range parameters were set to (starting with the 0-20 range) 60:10:10:10:10 (these values do not have to add up to any particular number) and elevation min and max are set to 1 and 400 respectively then about 60% of the grid line intersection points (on average) will be set to an elevation in the range of 1-80 (0% to 20%), and the other ranges will be represented by around 10% of the intersection points each. The exact distribution is still left up to chance though ''on average'' it will be close to this specification.&lt;br /&gt;
&lt;br /&gt;
Weighted ranges do not make rejection checks, although they can be responsible for many rejections if you neglect to adjust or disable some of the [[#Minimum Number of Mid/Low/High Characteristic Squares|Minimum Number of Mid/Low/High Characteristic Squares]] for example.&lt;br /&gt;
&lt;br /&gt;
==== Interaction between Mesh Size and Variance ====&lt;br /&gt;
&lt;br /&gt;
The end result can vary greatly depending on how the corresponding [[#X_and_Y_Variance|X and Y Variance]] parameters are set. First of all, if the variance is too large the noise it adds can completely negate the effect of the weighted ranges. For instance, with a 2x2 mesh, the default variance parameters are high enough that usually the mesh grid can hardly be recognized. How strong the variance's effect is is also dependent on the mesh size. Having a larger mesh size (i.e. smaller grid tiles) means the variance also has to be higher for a visible effect. For instance, with a variance of 400, the effects are clearly visible with a 2x2 mesh and barely visible at all with a 8x8 mesh. Note that this effect is directly dependent on the mesh size and not, as one might expect on the actual size of the grid tiles. This means, that a large world with a 2x2 mesh will look essentially the same as a pocket world with a 2x2 mesh, only stretched to 256 times the size.&lt;br /&gt;
&lt;br /&gt;
Also see this [http://www.bay12forums.com/smf/index.php?topic=139916.0 forum post] for more details.&lt;br /&gt;
&lt;br /&gt;
==== Configuration Tokens ====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_FREQUENCY:2:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;6&amp;quot; | Valid mesh values:&lt;br /&gt;
&lt;br /&gt;
1 = Ignore&lt;br /&gt;
&lt;br /&gt;
2 = 2x2&lt;br /&gt;
&lt;br /&gt;
3 = 4x4&lt;br /&gt;
&lt;br /&gt;
4 = 8x8&lt;br /&gt;
&lt;br /&gt;
5 = 16x16&lt;br /&gt;
&lt;br /&gt;
6 = 32x32&lt;br /&gt;
&lt;br /&gt;
(limited by world size) &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_FREQUENCY:3:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_FREQUENCY:4:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_FREQUENCY:5:1:2:3:4:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:&amp;lt;mesh&amp;gt;:&amp;lt;0-20 weight&amp;gt;:&amp;lt;20-40 weight&amp;gt;:&amp;lt;40-60 weight&amp;gt;:&amp;lt;60-80 weight&amp;gt;:&amp;lt;80-100 weight&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Poles ===&lt;br /&gt;
&lt;br /&gt;
With this you can influence how polar regions are added. The poles can be on the north or south edge and the equator will be on the opposite edge or in the middle if there are two poles.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:&amp;lt;placement&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[POLE:NORTH]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Viable options: NONE, NORTH_OR_SOUTH, NORTH_AND_OR_SOUTH, NORTH, SOUTH, NORTH_AND_SOUTH&lt;br /&gt;
|}&lt;br /&gt;
=== Minimum Mountain Peak Number ===&lt;br /&gt;
&lt;br /&gt;
This will cause the world to be rejected if fewer than this many peaks (based on elevation) are present on the map. Elevations of 400 must be possible for mountain peaks to occur. If set to zero then worlds will not be rejected based on number of peaks.&lt;br /&gt;
&lt;br /&gt;
You may need to adjust elevation parameters, such as the highest weighted range, in order to get the desired number of elevation 400 squares needed for larger numbers of peaks. Like volcanoes, mountain peaks can make embark zones more interesting but other than that they don't appear to &amp;quot;do&amp;quot; anything special. Reportedly they do increase the highest Z-level above ground in all embark zones in the same region even if the selected embark zone does not include the peak.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PEAK_NUMBER_MIN:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Elevations of 400 must occur for peaks to form.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Partial Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans touching an edge of the map. If set to zero then worlds will not be rejected based on this criterion. Setting both this parameter and Minimum Complete Edge Oceans to values that total more than 4 when added together may cause all worlds to be rejected as you can't have both a partial and complete edge ocean on a given edge.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PARTIAL_OCEAN_EDGE_MIN:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Complete Edge Oceans ===&lt;br /&gt;
&lt;br /&gt;
This will cause a world to be rejected unless there are at least this many oceans which completely cover an edge of the map. Since a square map only has 4 edges, the maximum value possible is 4. If set to zero then worlds will not be rejected based on this criterion but still might end up with complete edge oceans by chance.&lt;br /&gt;
&lt;br /&gt;
Note that the ability for this many edge oceans to exist will be limited by elevation. Therefore to actually create large oceans you will probably need to change things like the Elevation Mesh Size and Weighted Ranges to increase the number and distribution of very low elevation squares on the map.&lt;br /&gt;
&lt;br /&gt;
Given appropriate weight, range, and variance values for things like elevation, a setting of:&lt;br /&gt;
*1 results in a world that seems like a chunk of coastline. One edge of the map will be completely underwater and there will be ocean taking up much of the map on that side.  Think the east or west coast of the United States, the north coast of Canada, or southern Europe.  If your edge ocean happens to pick your world's frozen side most of it will be glacier.&lt;br /&gt;
*2 results in another coastline along with the first one.  The map could end up looking something like Panama if the oceans pick opposite sides of the map.&lt;br /&gt;
*3 results in a peninsula, like Florida in the US.  There will be oceans surrounding 3 sides of the map, and land touching only one side of the map.&lt;br /&gt;
*4 results in one or more island(s) depending on things like elevation variance and weights. Regardless of whether you get one island or multiple islands, the entire map will be surrounded by water.&lt;br /&gt;
Unfortunately there's no easy way to control which oceans end up on which edges, except perhaps setting X and Y variance to different values.&lt;br /&gt;
&lt;br /&gt;
Edge oceans will take up part of the other edges too.  For example a full edge ocean on the east side will have part of the north and south sides underwater, but that does ''not'' add to the ''partial'' edge oceans count.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[COMPLETE_OCEAN_EDGE_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Maximum of 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Volcano Number ===&lt;br /&gt;
&lt;br /&gt;
Worlds with less than this number of volcanoes will be rejected. Note that this will not just create this many volcanoes at random; there must be at least this many squares with a Volcanism of 100. Therefore adjusting Weighted Range for 80-100 to some higher value is recommended if you want to facilitate a large number of volcanoes. In addition, Maximum Volcanism must be set to 100 or squares with volcanism of 100 will be impossible making volcanoes impossible.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANO_MIN:15]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Volcanoes require a volcanism of 100 to occur.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Mineral Scarcity ===&lt;br /&gt;
&lt;br /&gt;
Controls the frequency at which minerals occur. Setting this value lower will increase the amount of ore present on a map, the number of different types of ore, and the number/types of gems. The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for.&lt;br /&gt;
&lt;br /&gt;
The options &amp;quot;Very Rare&amp;quot;, &amp;quot;Rare&amp;quot;, &amp;quot;Sparse&amp;quot;, &amp;quot;Frequent&amp;quot;, and &amp;quot;Everywhere&amp;quot; in the [[World_generation#Basic_World_Generation_Menu|basic world generation menu]] use the values 50000, 10000, 2500, 500 and 100 respectively.&lt;br /&gt;
&lt;br /&gt;
According to [http://www.bay12forums.com/smf/index.php?topic=79018.msg2063804#msg2063804 research] by Shandra in v0.31.25, this is the relationship between the value of this setting and the approximate number of gems and ore:&lt;br /&gt;
&lt;br /&gt;
[[File:MineralSetting_v25_limit10k.png]]&lt;br /&gt;
&lt;br /&gt;
This is for the same 8x8 embark region in a world which is otherwise the same except for the mineral scarcity parameter (although most of the detailed information comes from experiments with previous versions).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MINERAL_SCARCITY:2500]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 100 to 100,000&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
'''Note:''' as of v0.34, low mineral scarcity settings do not cause rejections.&lt;br /&gt;
&lt;br /&gt;
=== Max Megabeasts Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of megabeasts placed at the beginning of history. Megabeasts are hydras, bronze colossuses, rocs and dragons which are all placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415177#msg3415177 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MEGABEAST_CAP:75]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Megabeasts count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Max Semi-Megabeast Caves ===&lt;br /&gt;
&lt;br /&gt;
This is the number of semi-megabeasts placed at the beginning of history. Semi-megabeasts are giants, ettins, minotaurs, and cyclopes, which are placed in equal proportions [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415188#msg3415188 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SEMIMEGABEAST_CAP:150]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Semimegabeasts do not count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Titan Parameters ===&lt;br /&gt;
&lt;br /&gt;
==== Number ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of titans that exist at the beginning of history[http://www.bay12forums.com/smf/index.php?topic=112465.msg3415203#msg3415203 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;]. The number of forgotten beasts is unaffected by this parameter [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415155#msg3415155 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_NUMBER:33]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Titans count towards BEAST_END_YEAR calculation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Attack Population Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once at least this many dwarves inhabit it, regardless of whether any other attack criteria have been met. This number defaults to 80 which isn't usually too difficult to deal with.&lt;br /&gt;
&lt;br /&gt;
==== Exported Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once you have exported at least this many [[Currency|dwarfbucks]] worth of merchandise, regardless of whether or not any other criteria have been met. This parameter defaults to None (disabled).&lt;br /&gt;
&lt;br /&gt;
==== Created Wealth Requirement ====&lt;br /&gt;
&lt;br /&gt;
Megabeasts will begin to attack your fort once the fort's total wealth has reached this many [[Currency|dwarfbucks]] in value. This happens regardless of whether any of the other criteria, such as population, have been met; therefore, even with 1 dwarf, a fort could be attacked if the fort were worth at least this value.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:&amp;lt;population&amp;gt;:&amp;lt;exp wealth&amp;gt;:&amp;lt;created wealth&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TITAN_ATTACK_TRIGGER:80:0:100000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = None (disabled). Only one requirement must be met for an attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Demon Types ===&lt;br /&gt;
&lt;br /&gt;
[[Demon|Demons]] are similar to titans and forgotten beasts in that they are procedurally generated, but unlike titans they are not unique. Thus many different types of demons will exist in the world but there will be many members of each type. Setting this to zero means no demons will exist, limiting the amount of fun you can have. Thanks to [[Underworld spire|certain fun things]], no demons also means no goblins.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DEMON_NUMBER:52]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Night Troll Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Night troll|night trolls]] that will exist in the world. These are also procedurally generated. Setting this to zero means that the world will have no night trolls.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NIGHT_TROLL_NUMBER:77]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Bogeyman Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Bogeyman|bogeyman]] forms that will exist in the world. Bogeyman are procedurally generated, though their forms do not vary by much. Setting this to zero, means that the world will have no bogeyman. Additionally setting this to zero will not allow custom bogeymen to appear in the world.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[BOGEYMAN_NUMBER:27]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Vampire Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Vampire|vampires]] that will exist in the world. Although they too are generated at the start of a new world, they generally no different from one another, with the biggest difference being what stat bonuses their vampirism gives {{verify}}. Setting this to zero means no vampires will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VAMPIRE_NUMBER:72]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Werebeast Curse Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Werebeast|werebeasts]] that can exist in the world. It is common for werebeasts, unlike vampires, to assume many different forms and variations, the most well known of these amount as different species of animal beasts. From lizards, to wolves, to maybe even bears. Setting this to zero means no werebeasts will exist.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[WEREBEAST_NUMBER:58]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Secret Types ===&lt;br /&gt;
&lt;br /&gt;
The number of secrets that exist in the world. Currently, all secrets are secrets of life and death, and the ones holding these secrets are necromancers. Setting this to zero means that no [[necromancer]]s will appear.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SECRET_NUMBER:44]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Regional Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of interactions that can be caused in regions, which may incorporate evil rain and cloud types. Currently, only evil region interactions are generated this way.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGIONAL_INTERACTION_NUMBER:20]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Disturbance Interaction Types ===&lt;br /&gt;
&lt;br /&gt;
The number of different [[Mummy|disturbed dead]] {{verify}} that can exist in the world. Setting this to zero, while being as pointless as is, (since you're never forced to enter a tomb anyway), will most likely prevent any toilet roll spooks from appearing, but it may or may not also prevent the existence of the pyramids which house them too.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DISTURBANCE_INTERACTION_NUMBER:10]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Cloud Types ===&lt;br /&gt;
&lt;br /&gt;
This number specifies [[Weather#Evil weather|the total amount of various face-melting, eye-boiling, and zombifyingly-fun]] clouds of pure evil may appear in your world. Setting this to zero means you no longer will ever have to deal with encroaching dust walls of doom in that world. I'd keep this value low...&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_CLOUD_NUMBER:45]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Evil Rain Types ===&lt;br /&gt;
&lt;br /&gt;
The lesser of a relatively large group of evils... evil rain. This number states how many different types of green-ooze drenchers, disconcerting blood-showers, and sickly yellow slime-baths can occur in your world. Compared to evil clouds though, this one hardly is worth stressing out about, usually.... Setting this to zero means the only semi-solid to fully liquid liquids to fall from the sky will be pure H2O. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_RAIN_NUMBER:352]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Generate Divine Materials ===&lt;br /&gt;
&lt;br /&gt;
This turns the generation of [[Divine_metal|divine metals]] on or off. It does not influence the creation of vaults.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GENERATE_DIVINE_MATERIALS:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Desired Good/Evil Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These values change the amount of [[Surroundings#Good|good or evil]] tiles on the map, depending on the size of the region they are being considered for.&lt;br /&gt;
&lt;br /&gt;
The exact size of small, medium, and large are: small is 1-24, medium is 25-99, and large is 100+, for any map size. The counts used here will always be restricted to regions of the given size no matter how large the number. Also, the count is more of a goal than a minimum or maximum. As a result you can end up with many more or many fewer than the requested number of squares in some situations.&lt;br /&gt;
&lt;br /&gt;
In particular, if you have something like a case where only 3 large regions exists in a world, and you request &amp;quot;1 evil square&amp;quot; in large regions, you will end up with one of the large regions being ''entirely evil''. So any non-zero value in one of these settings essentially means &amp;quot;force at least one region of this size to be all good/evil.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;quot;evilness&amp;quot; of evil biomes is also impacted by savagery.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations can not exist in good and/or evil squares, so too many of one or the other may limit the size of certain types of civilizations. Dwarves, for example, need non-aligned biomes. Creating to many evil biomes seem to lead to the danger of an early extincion of many civilizations.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[GOOD_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Set count to zero to disable for that region size.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:&amp;lt;small region&amp;gt;:&amp;lt;med region&amp;gt;:&amp;lt;lg region&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EVIL_SQ_COUNTS:100:1000:2000]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Biome Square Counts ===&lt;br /&gt;
&lt;br /&gt;
These numbers control whether or not a world will be rejected based on a lack of different [[biome|biomes]]. Raising these numbers will '''not''' automatically generate the given number of squares of the given biome! For a biome to exist, certain conditions like elevation and rainfall must exist.&lt;br /&gt;
&lt;br /&gt;
These parameters simply filter out worlds that (for example) randomly fail to have enough high elevation squares to support a given number of mountains, etc. Some settings may cause worlds to always be rejected. For example, if for some reason the maximum elevation parameter is set to a value below what will support mountain biomes, it will be impossible to satisfy a non-zero requirement for mountain squares. The same principle goes for other conditions and biomes such as low elevations and oceans, etc.&lt;br /&gt;
&lt;br /&gt;
Certain civilizations require different biomes to exist (such as dwarves and mountains), so eliminating certain biomes will make it impossible for certain civilizations to form.&lt;br /&gt;
&lt;br /&gt;
These parameters often result in infinite world rejection problems. See [[World rejection]] for information on solving problems related to worlds always being rejected due to one or more of these parameters.&lt;br /&gt;
&lt;br /&gt;
0 means no minimum for rejection. Setting to 0 does not guarantee 0 squares of that biome.&lt;br /&gt;
&lt;br /&gt;
==== Biome Type Requirement Table ====&lt;br /&gt;
&lt;br /&gt;
Terrain requirements for various biomes are described below.{{Verify}} Note that some of the exact ranges are unknown.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Biome&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot;  | Terrain Requirement&lt;br /&gt;
|-&lt;br /&gt;
! Elevation&lt;br /&gt;
! Rainfall&lt;br /&gt;
! Temperature&lt;br /&gt;
! Drainage&lt;br /&gt;
|-&lt;br /&gt;
| Swamp/Marsh&lt;br /&gt;
| 100-299&lt;br /&gt;
| 33-100&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-32&lt;br /&gt;
|-&lt;br /&gt;
| Desert/Badland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-9&lt;br /&gt;
| non-freezing&lt;br /&gt;
| note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forest&lt;br /&gt;
| 100-299&lt;br /&gt;
| 66-100&lt;br /&gt;
| non-freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|-&lt;br /&gt;
| Mountains&lt;br /&gt;
| 300-400&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Ocean&lt;br /&gt;
| 0-99&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Glacier&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 80(?)-100&lt;br /&gt;
|-&lt;br /&gt;
| Tundra&lt;br /&gt;
| 100-299&lt;br /&gt;
| N/A&lt;br /&gt;
| Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Grassland&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 0-66&lt;br /&gt;
|-&lt;br /&gt;
| Hills&lt;br /&gt;
| 100-299&lt;br /&gt;
| 0-66&lt;br /&gt;
| Non-Freezing&lt;br /&gt;
| 66-100&lt;br /&gt;
|}&lt;br /&gt;
note&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; drainage: 00-32 sand desert, 33-49 rocky wasteland, 50-65 rocky wasteland but different characters/appearance, 66-100 badlands&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Square Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of squares of the given biome that must exist before things like erosion take place.&lt;br /&gt;
&lt;br /&gt;
One thing to keep in mind is the maximum number of squares on a map of a given size. If the total number of squares on a map is lower than the sum of all square count parameters then you will get infinite world rejection.&lt;br /&gt;
&lt;br /&gt;
To determine the number of squares on a map, just multiply the dimensions. In practice these parameters will need to sum to lower than the maximum because some space is needed for &amp;quot;slack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Map Size&lt;br /&gt;
! Number of Squares&lt;br /&gt;
|-&lt;br /&gt;
| 17x17&lt;br /&gt;
| 289&lt;br /&gt;
|-&lt;br /&gt;
| 33x33&lt;br /&gt;
| 1089&lt;br /&gt;
|-&lt;br /&gt;
| 65x65&lt;br /&gt;
| 4225&lt;br /&gt;
|-&lt;br /&gt;
| 129x129&lt;br /&gt;
| 16614&lt;br /&gt;
|-&lt;br /&gt;
| 257x257&lt;br /&gt;
| 66049&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Minimum Initial Region Count ====&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of regions of contiguous biome squares that must exist before other processes such as erosion take place.&lt;br /&gt;
&lt;br /&gt;
==== Minimum Final Region Count ====&lt;br /&gt;
&lt;br /&gt;
This many regions of the given biome must exist after erosion and similar phases of generation have been completed.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:SWAMP:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:DESERT:1032:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:FOREST:4128:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:MOUNTAINS:8256:9:9]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:OCEAN:8256:7:6]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GLACIER:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:TUNDRA:0:0:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:GRASSLAND:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:&amp;lt;init sq&amp;gt;:&amp;lt;init rg&amp;gt;:&amp;lt;final rg&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[REGION_COUNTS:HILLS:8256:13:12]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
	&lt;br /&gt;
=== Erosion Cycle Count ===&lt;br /&gt;
&lt;br /&gt;
Tells the world-generator how long the world has to erode its tall peaks down to mountainsides during the 'running rivers...' stage of world creation. The higher this number, the less jagged the world will be, and the more wide the major rivers will be. If you use the maximum number, your mountains will dissolve before your eyes into plains which can lead to rejections if there aren't enough mountains to use for river start points and dwarven civilization origin points. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[EROSION_CYCLE_COUNT:250]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 1000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum/Desired River Start Locations ===&lt;br /&gt;
&lt;br /&gt;
This is the minimum number of riverheads that must exist before and after erosion takes place. Worlds will be rejected if they fail to meet these numbers. As with minimum biome counts, raising this number doesn't automatically create this many riverheads. Other conditions like terrain and rainfall must exist for rivers to form.&lt;br /&gt;
&lt;br /&gt;
Extremely high pre-erosion values speed erosion greatly, while low post erosion values are useful for limiting rejects due to lack of river origin points. One can try the 800 value to get more lakes.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:&amp;lt;min pre-erosion&amp;gt;:&amp;lt;des post-erosion&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RIVER_MINS:200:400]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 800&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Periodically Erode Extreme Cliffs ===&lt;br /&gt;
&lt;br /&gt;
If enabled, makes every impassable rock wall into a series of ramps. Some prefer to pump up erosion to about 250, and turn the &amp;quot;Desired pre-erosion river count&amp;quot; to 0 for good erosion and no extra canyons.&lt;br /&gt;
&lt;br /&gt;
Normally this is set to Yes (1).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PERIODICALLY_ERODE_EXTREMES:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Do Orographic Precipitation and Rain Shadows ===&lt;br /&gt;
&lt;br /&gt;
Toggle that allows terrain height to affect rainfall. For example, moist air coming from the ocean blows over the land. As the terrain gets higher, it forces the moist air up, causing it to rain on the seaward side of a mountain. Eventually, all the rain has fallen if the mountain is tall enough. So, when the breeze goes over the top, there's no moisture left to fall on the other side, creating a rain-shadow. In the current version regions where drainage is above 50 will also create rain shadows, regardless of the underlying biome and elevation.{{cite forum|140685/5484064}} The rain shadows will always be created as if the wind is blowing from west to east.&lt;br /&gt;
&lt;br /&gt;
Turning this on should create a tendency for more extreme rainfall in regions, creating more forests, deserts, marshlands, and grasslands. Also note that it can create rainfall outside of min-max rainfall settings, so even in a world with a 0 max rainfall you may get rainfall biomes. Turning it off should result in more controllable, less complex rainfall conditions based on rainfall parameters as it adds a random element which can distort or otherwise mess up the climates on a pregenerated map.&lt;br /&gt;
&lt;br /&gt;
This should be disabled if you're importing a map or using a preset map file that has weather. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[OROGRAPHIC_PRECIPITATION:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Maximum Number of Subregions ===&lt;br /&gt;
&lt;br /&gt;
This is the number of separate biomes (the flashing regions you see on embark when you hit F1, F2, etc. when there's more than one biome on the embark location) that are allowed to exist on the entire map.&lt;br /&gt;
&lt;br /&gt;
Setting this to very low values will result in numerous rejections depending on [[#X and Y Variance|variance parameters]]. If variance values are set to high numbers, many small biomes will be created causing rejection if this parameter value is not increased beyond the default.&lt;br /&gt;
&lt;br /&gt;
Increasing the value of this tag is often a must when generating &amp;quot;patchwork&amp;quot; worlds with lots of biome variance, but simply increasing it without increasing variance parameters will not guarantee more biomes.&lt;br /&gt;
&lt;br /&gt;
It is also interesting to note that the maximum subregions is 5000 which is more than the total number of squares for a pocket or small map. However for a medium or large map (16641 or 66049 squares) it quickly becomes a mere fraction of the total number of possible subregions. In fact it would be quite easy on a large map to end up with far too many subregions and get endless rejections of this type.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SUBREGION_MAX:2750]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 1 to 5000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cavern Parameters ===&lt;br /&gt;
[[Caverns]] are the hollow areas underground which dwarves tend to encounter when they're digging around.&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layer Number ====&lt;br /&gt;
&lt;br /&gt;
This parameter determines how many cavern systems will be generated, not including the Magma layer or the Bottom layer.  Defaults to three. Setting it to lower values could help FPS.&lt;br /&gt;
&lt;br /&gt;
'''Warnings:'''&lt;br /&gt;
*Disabling caverns by setting this to 0 will make it impossible to grow any underground plants, as none will exist for your civilization to cultivate. (Underground plants will not be available on embark.)&lt;br /&gt;
*Setting this property lower than the default of 3 will make it impossible to find certain [[Demonic_fortress|Fun features]] ([http://www.bay12forums.com/smf/index.php?topic=111527.0 Source])&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_COUNT:3]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Cavern Layout Parameters ====&lt;br /&gt;
&lt;br /&gt;
Open caverns and dense passageways are not mutually exclusive. When both are raised, bizarre results can occur, such as layers showing a combination of open caverns, a cluster of network passages, and natural walls sprinkling the inside of an otherwise open cavern. [http://www.bay12forums.com/smf/index.php?topic=76355.msg1936859#msg1936859 Reference]&lt;br /&gt;
&lt;br /&gt;
If you want the largest open spaces possible, then decrease the density and increase the openness. If you want a labyrinth of passageways, lower the openness and raise the passage density.&lt;br /&gt;
&lt;br /&gt;
Another interesting note about the cavern layers is that the seed and number of demon types affect the layout of the caverns.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200 heights=200 perrow=2&amp;gt;&lt;br /&gt;
File:Open00Density100.jpg|Cavern slice with Openness of 0 and Density of 100&lt;br /&gt;
File:Open100Density00.jpg|Cavern slice with Openness of 100 and Density of 0&lt;br /&gt;
File:Open100Density100.jpg|Cavern slice with Openness of 100 and Density of 100&lt;br /&gt;
File:Open50Density50.jpg|Cavern slice with Openness of 50 and Density of 50&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== Layer Openness Min/Max =====&lt;br /&gt;
&lt;br /&gt;
Dictates the size of cavern passages. When Passage Density (see below) is set to minimum (0), caverns will be open expanses. Raising the maximum will increase the size of the caverns.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_OPENNESS_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Layer Passage Density Min/Max =====&lt;br /&gt;
&lt;br /&gt;
This determines how many passages form the cavern. If openness (see above) is set to minimum and density increased then you will get a maze like network of small criss-crossing passages. Raising the values further increases the number of the maze-like passages.&lt;br /&gt;
&lt;br /&gt;
Caverns will be large, open spaces at 0, and comprised of many small vertical shafts of rock at 100. Setting both values to be the same results in a uniform look for the caverns.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100 &lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
See [http://www.bay12forums.com/smf/index.php?topic=76355.0 this forum thread] for more information on openness and density including many more images.&lt;br /&gt;
&lt;br /&gt;
===== Layer Water min\max =====&lt;br /&gt;
&lt;br /&gt;
Determines how many caverns will have water at the bottom.  Note that, even at 100, there will be some amount of ground in caverns, but each cavern 'bubble' will contain some amount of water.&lt;br /&gt;
&lt;br /&gt;
At 0, there will be no water in your caverns.  This may impact future underground plant growth, although maps will still start with underground flora.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MIN:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 100&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVERN_LAYER_WATER_MAX:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Magma Layer ====&lt;br /&gt;
&lt;br /&gt;
This parameter controls whether the [[magma sea]] exists.&lt;br /&gt;
&lt;br /&gt;
Setting 1/Yes causes the magma layer to exist, value 0/No prevents it. Appears not have impact on volcanoes, nor volcanism, so even if 0/No there will still be embark locations with magma. If a [[volcano]] exists, it appears to always tap the magma sea, but the magma sea will not be revealed by revealing the volcano.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_1:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Bottom Layer ====&lt;br /&gt;
&lt;br /&gt;
Determines if the space below the magma sea exists. If Yes the &amp;quot;HFS&amp;quot; layer is always present. Normally you want to leave this set to Yes for maximum fun.&lt;br /&gt;
&lt;br /&gt;
If enabled, this will force the magma layer above it. (Unknown whether this has any impact on occurrence of HFS &amp;quot;temple&amp;quot;.){{Verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[HAVE_BOTTOM_LAYER_2:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Z Levels (Depth) Settings ===&lt;br /&gt;
&lt;br /&gt;
These parameters control the &amp;quot;thickness&amp;quot; of various &amp;quot;layers&amp;quot; on the map. Note that a &amp;quot;layer&amp;quot; in this case does not refer to one Z-level, but refers to a number of related Z-levels such as &amp;quot;levels above ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following table assumes that you have 3 cavern layers.  The Levels Above Layer settings control how many Z-Levels are above each layer.  A layer may itself consist of multiple Z-Levels (and almost always does).&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;120&amp;quot;|Setting Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; width=&amp;quot;200&amp;quot;|Token&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Ground&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_GROUND:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| The number of Z-Levels of air above the highest surface level.&amp;lt;br /&amp;gt;Has no impact on how many Z-levels deep the surface layer is.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above layer 1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_1:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of stone above the first cavern layer.  Making this higher will guarantee ''at least'' this many levels to build your fortress, but will have no impact on how many z-levels thick the surface layer is.  Also, the top of a cavern may be higher than the rest of a cavern, so in practice there will be more &amp;quot;solid&amp;quot; levels than this above the cavern.&lt;br /&gt;
As for version 0.31.25 this setting is inaccurate. The actual number of z-levels may vary in a range of approx. ±5, which may result in non-existence of any solid z-levels between a surface layer and first cavern layer.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_2:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of second cavern and very bottom of first cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_3:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-levels of earth between very top of third cavern and very bottom of second cavern.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_4:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Z-Levels of earth between very highest magma and very bottom of third cavern.&amp;lt;br /&amp;gt;Spoiler Hidden (select invisible text to read): &amp;lt;span style='color:#eee;'&amp;gt;Making this high will give a large area for HFS veins, so that it never touches caverns, giving more to mine '''if''' it was impacting the cavern previously.&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Above Layer 5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_ABOVE_LAYER_5:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Uncertain.  May control the number of levels of &amp;quot;Semi Molten Rock&amp;quot; between HFS and Magma, may control number of levels of magma, may impact both.&amp;lt;br /&amp;gt;In experimentation, the overall depth of all magma sea and semi-molten rock levels appears to increase, but not consistent enough to say for certain.&amp;lt;br /&amp;gt;Only valid if Magma Layer present.&amp;lt;br /&amp;gt;Spoiler Hidden:&amp;lt;span style='color:#eee;'&amp;gt;Often the HFS vein will only extend as high as the highest magma, making this the only guaranteed way to increase amount of HFS to mine, but unfortunately also creating enormous useless semi-molten z-levels&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| At Bottom&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &amp;lt;nowiki&amp;gt;[LEVELS_AT_BOTTOM:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| Appears to be number of levels of HFS chamber.&amp;lt;br /&amp;gt;Only valid if Bottom Layer present.&amp;lt;br /&amp;gt;Often has no impact.&amp;lt;br /&amp;gt;Values larger than default results in strange things.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some implications:&lt;br /&gt;
* The number of surface layers (e.g. soil), at this time, can not be controlled.  For example, on a map with 1 layer of Peat, then a layer of Silt, then a layer of Obsidian, there is no control to let you increase either one to be, say, 20 z-levels. (though you may get lucky with the Obsidian).&lt;br /&gt;
* There can be multiple stone layers between the cavern and the surface.  So increasing Levels Above Layer 1 may give you more Conglomerate, or more Granite, and you have no control over which stone layer spans those Z-Levels.&lt;br /&gt;
* The layers shown on embark span across the cavern layers in an unknown and inconsistent way.  Sometimes those 10 different layers of stone are evenly distributed over your 400 z-level deep map, sometimes the first 9 get 1 z-level each and the last gets the other 391 levels.  No way to control found yet.&lt;br /&gt;
* The HFS temple, if present, will always extend into the rock layers, and appears to always make contact with the bottom cave.  Large values for levels above layer 5 and layer 4 can result in enormous temples, but the number of levels at the top (the part with undead) appears to be unaffected.&lt;br /&gt;
* Unconfirmed whether number of levels between caverns has any impact on cavern height.  There will be connecting ramps and/or shafts between cavern layers no matter how many levels are between them.&lt;br /&gt;
* '''Very Important''': These values appear to apply across a whole 16x16 Region, not just embark areas.  That means that if a 16x16 region is completely flat, but has one tall mountain in one far corner, even if you set Levels Above Ground low (e.g. 2 z-levels) you still have all the empty air of the highest mountain in every embark tile (e.g. 200 z-levels).  Also can happen to the semi-molten layer, and can lead to unexpected behavior.&lt;br /&gt;
* Very large values can cause strange things to happen.  Even more true for small values.&lt;br /&gt;
&lt;br /&gt;
=== Cave Parameters ===&lt;br /&gt;
&lt;br /&gt;
Caves are sort of like caverns except that they have a passage to the surface and are generally much smaller. Caves can connect to caverns if they are sufficiently deep.&lt;br /&gt;
&lt;br /&gt;
==== Minimum/Maximum Natural Cave Size ====&lt;br /&gt;
&lt;br /&gt;
These parameters appear to control the length and depth of caves.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MIN_SIZE:5]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 1 to 500&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[CAVE_MAX_SIZE:25]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of (Non-)Mountain Caves ====&lt;br /&gt;
&lt;br /&gt;
The number of caves that will be generated. Lurking kobolds set up shop in caves and store stolen items here. A setting of 0 in both will stop kobold civilizations from appearing.  Special note: a cave is not a lair.  &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[MOUNTAIN_CAVE_MIN:100]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Range: 0 to 800&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[NON_MOUNTAIN_CAVE_MIN:200]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Make Caves Visible ====&lt;br /&gt;
&lt;br /&gt;
If set to no (default) then the location of caves will not be marked on the map. If set to yes, caves will appear on the map as {{Raw Tile|•|#808080|#00DD00}} symbols so that they may be sought out or avoided as desired.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ALL_CAVES_VISIBLE:0]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Allow Init Options to Show Tunnels ===&lt;br /&gt;
&lt;br /&gt;
This parameter doesn't do anything.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:&amp;lt;0-2&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SHOW_EMBARK_TUNNEL:2]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 0 = No&amp;lt;br/&amp;gt;1 = Only in Finder&amp;lt;br/&amp;gt;2 = Always&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Number of Civilizations ===&lt;br /&gt;
&lt;br /&gt;
This number of civilizations will be placed on the map before history generation begins. These civilizations may later die out due to historical events. The five races are dwarf, elf, human, goblin, and kobold; they will be placed in equal numbers until the quota has been reached. If there is an odd number of civs (not divisible by 5), then the remainder is distributed randomly. Kobold civs require caves to be placed; if no caves exist, then kobolds are skipped and will not appear. This does not cause rejections [http://www.bay12forums.com/smf/index.php?topic=112465.msg3415125#msg3415125 &amp;lt;sup&amp;gt;data&amp;lt;/sup&amp;gt;].&lt;br /&gt;
&lt;br /&gt;
Note that a high value here can cause lots of map rejections, particularly on smaller maps as there simply isn't enough room or regions to put them all in.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:&amp;lt;number&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[TOTAL_CIV_NUMBER:40]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| Range: 0 to 300&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Playable Civilization Required ===&lt;br /&gt;
&lt;br /&gt;
If this is set to yes (default) then worlds will be rejected if no civilization with [[Entity token|CIV_CONTROLLABLE]] can be placed. In an unmodded game, only the dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
If set to no, the result may be a world that cannot be played in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:&amp;lt;1 or 0&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[PLAYABLE_CIVILIZATION_REQUIRED:1]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| 1/0 = Yes/No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Minimum Number of Mid/Low/High Characteristic Squares ===&lt;br /&gt;
&lt;br /&gt;
Sets the minimum possible number of squares of certain ranges of each of the region qualities, such as elevation, rain, drainage, volcanism, savagery, and temperature. These need to be changed to reflect your regional meshes and weights. These are responsible for a HUGE number of map rejections. These values can all be set to 0 for much fewer map rejections, particularly in the case of more wacky, non-standard maps. &lt;br /&gt;
&lt;br /&gt;
These values will cause worlds to be rejected unless at least the given number of squares of the given type are randomly generated. Setting these values too high could result in worlds always being rejected if other parameters such as the maximum/minimums for elevation, etc., don't allow enough of those squares to get generated.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Example&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[ELEVATION_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; | Minimum number of squares that must have low, medium, and high amounts of the given attribute.&amp;lt;br/&amp;gt;&lt;br /&gt;
0 = No minimum&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[RAIN_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[DRAINAGE_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[SAVAGERY_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:&amp;lt;low sq&amp;gt;:&amp;lt;mid sq&amp;gt;:&amp;lt;high sq&amp;gt;]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;&lt;br /&gt;
| &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;[VOLCANISM_RANGES:8256:16512:8256]&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt; &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==World rejection==&lt;br /&gt;
&lt;br /&gt;
:''Main article [[World rejection]]''&lt;br /&gt;
&lt;br /&gt;
If you are having the common problem of your generated worlds always being rejected by the world generator, see [[v0.31:World rejection|Solving World Rejection Problems (v0.31 page)]] as it contains many detailed suggestions on how to troubleshoot and solve these issues.&lt;br /&gt;
&lt;br /&gt;
== Default Worldgen Parameters ==&lt;br /&gt;
&lt;br /&gt;
There is no single default for each parameter. Several advanced world generation profiles come with the game by default. See [[world_gen.txt|Default world_gen.txt]] to take a look at this file.&lt;br /&gt;
&lt;br /&gt;
== Parameter Set Examples ==&lt;br /&gt;
&lt;br /&gt;
If you're trying to do something specific then the [[Worldgen examples|Worldgen examples]] might be helpful. These are complete parameter sets that can be copied directly into your ''world_gen.txt'' file and customized as desired.&lt;br /&gt;
If they have nothing for you try [[Worldgen Tricks|Worldgen Tricks]], for known tricks and tips on making a world just right for you.&lt;br /&gt;
&lt;br /&gt;
For many many more examples see:&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=101280 DF2012 (v0.34) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=140180 DF2014 (v0.40) WorldGen &amp;quot;Cookbook&amp;quot; Thread]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Draltha&amp;diff=217802</id>
		<title>Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Draltha&amp;diff=217802"/>
		<updated>2015-04-30T22:06:49Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:18, 5 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=28-40&lt;br /&gt;
|meat=25-108&lt;br /&gt;
|fat=12-36&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=4-6&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=7-10&lt;br /&gt;
|liver=2-3&lt;br /&gt;
|tripe=2-3&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=2-3&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|ivory=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dralthas''' typically dwell on the first and second underground layers. They don't actively seek fights but are huge—about half the weight of an [[elephant]]—and able to kill a dwarf with ease, often ripping them in half in the process. It is advisable to herd them into cage traps, or keep dwarves away from them if they make their way into commonly used pathways, as they will attack if Dwarves brush by them enough.&lt;br /&gt;
&lt;br /&gt;
Once captured, Dralthas can be [[tame]]d with an [[animal trainer]], and have a high pet value of 500. Draltha products are worth three times as much as those from domestic animals, and they are common enough to make capturing a breeding herd easy. Keep in mind that they are grazing creatures, which require a pasture in order to survive once tamed.&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=217801</id>
		<title>v0.34:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Trading&amp;diff=217801"/>
		<updated>2015-04-30T21:59:14Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 217800 by Laruf (talk) Not exactly notable, and on an old namespace too.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear or purchase of additional skills for the expedition party, because items can always be obtained through trade later.&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the term used at your [[trade depot]] to refer to your fortress representative when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
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== Trade Depot ==&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a pre-requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
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While it may be convenient to build a Trade Depot outside at first, it is usually a really good idea to move it inside or build walls, bridges and other fortifications around it to protect caravans and your goods from animals (guzzlers), [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
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Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchant animals and wagons&lt;br /&gt;
* the items that are on the trade depot (they belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by non-fortress units are initially forbidden, but can be claimed via unforbidding and dumping them&lt;br /&gt;
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==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
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==Trader to depot==&lt;br /&gt;
Before you can begin trading, your fortress's representative trader must be at the [[trade depot]]. Select the [[trade depot]] with {{K|q}} and then {{k|r}}equest the trader. Be sure that {{k|b}} reads &amp;quot;Only broker may trade&amp;quot; if you want your [[broker]] to represent your fortress. If it reads &amp;quot;Anyone can trade&amp;quot;, a random, probably unskilled dwarf will volunteer to conduct the trade. Pressing {{k|b}} will toggle this setting. Once your trader has arrived, select the depot again with {{k|q}} and enter the {{k|t}}rade menu. In the trade menu select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If your broker (specifically, not necessarily your trader) has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to propose the trade, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader.&lt;br /&gt;
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With more experienced traders or pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}}&lt;br /&gt;
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Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
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== Trading cue colors ==&lt;br /&gt;
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* {{DFtext|Brown|6:0}} Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* {{DFtext|Gray|7:0}} Items were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* {{DFtext|Purple|5:0}} Items are under a no-export mandate.  If they are traded away it will result in disciplinary action (see [[justice]]) against the dwarf that brought the item to the depot.&lt;br /&gt;
* {{DFtext|Green|2:0}} Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* {{DFtext|Red|4:0}} Items have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
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Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign barrel holding locally-produced beer will display as foreign (white). Once you {{k|v}}iew the container, the locally-made contents are displayed as local (brown).&lt;br /&gt;
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== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
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* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
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The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
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An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (e.g. offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
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== Seizing items ==&lt;br /&gt;
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Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
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Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
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As a side note, if you deconstruct your trade depot with a caravan in it, all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.{{Verify}}&lt;br /&gt;
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Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.{{Verify}}&lt;br /&gt;
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If you establish your hospital at the moment the first elven caravan arrives, or if you add the first coffers to it, your dwarves will take all of the cloth and thread they can carry off of the elves.&lt;br /&gt;
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Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
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==Offering items==&lt;br /&gt;
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{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the traders' profit, possibly with a modifier (possibly a multiplier of more than 1 as a bonus or less than 1 to compensate for the improved relations){{Verify}}, which in turn increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] requires offerings to be made before his arrival. You cannot offer items that were not made at your fortress; the traders do not want your spare [[Goblinite]] clothes..&lt;br /&gt;
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Unless you are looking for [[fun]], under no conditions should you offer or trade items which are wooden or used wood in their creation (glass, for example) to [[elves]], as this will insult the traders, and may cause them to leave or even damage relations enough to provoke a war between you and the elven civilization you traded with. They will be equally insulted by you trading back their wood-related items.&lt;br /&gt;
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== Miscellaneous Trading Advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.{{Verify}}&lt;br /&gt;
** On a similar note, if you have sold a large number of low value goods (such as all the loincloths and cloaks scrounged from a siege,) it can take a caravan ''months'' to pack it all up, to the point where they're still on the depot when the next one comes. An incoming caravan can occupy the same depot and trade with you, but if they both try to go through your entry tunnel at the same time they will become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks and boulders) to the entrance of the fort and position war dogs along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of unforbidden items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food - meat, fish, plants, or &amp;quot;other&amp;quot; in your [[Status]] screen (even though &amp;quot;other&amp;quot; includes inedible items)&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by 50, distributed among Comedian, Flatterer, Intimidator, Judge of Intent, Negotiator, and Persuader.  Each skill seems to gain around 5-15 experience points, but the sum will always be 50.  The skill gain occurs as soon as the &amp;quot;t&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but also requires a significant wait while your broker makes his way to the depot (possibly months if he is &amp;quot;[[on break]]&amp;quot;). Selecting &amp;quot;anyone can trade&amp;quot; will result in a poorly-trained trader arriving immediately. Once your fortress is producing enough goods to buy out the caravan, waiting for your broker is unnecessary; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
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== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan per year, linked to one season, which is autumn for dwarves, summer for humans, spring for elves, and winter for goblins. It is rare for your civilization to be on peaceful terms with goblins, however. In the first year, only a dwarven caravan will arrive, although it will only arrive  in late autumn, about a month later than in previous versions. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are [[extinct]].{{verify}}  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot. Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
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Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]].&lt;br /&gt;
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Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (i.e. a raised drawbridge that was lowered when they entered the map) the entire caravan will re-path, instead of encountering the obstacle one by one. This behavior can be useful when attempting to free &amp;quot;stuck&amp;quot; wagons--a trader on foot encountering an obstacle will cause the stuck wagons to turn around and path to a different exit, if available.&lt;br /&gt;
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==== [[Dwarves]] ====&lt;br /&gt;
:''&amp;quot;Greetings from the mountainhome. Your efforts are legend there. Let us trade!&amp;quot;''&lt;br /&gt;
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The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. They can still bring steel (and steel goods) and [[pig iron]] bars even if they do not have access to [[iron]], but will not bring iron products.&lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
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==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
:''&amp;quot;Greetings. We are enchanted by your more ethical works. We've come to trade.&amp;quot;''&lt;br /&gt;
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The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* Is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
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Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
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* [[Wood]]en items (including subterranean mushrooms such as [[tower-cap]]s)&lt;br /&gt;
* Items derived from wood - [[ash]] and [[charcoal]], as well as [[lye]], [[potash]], and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (due to the [[pearlash]] used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[lye]])&lt;br /&gt;
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Offering or trading forbidden items will cause the mood of the trader to drop rapidly, causing them to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for not understanding their customs.&lt;br /&gt;
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However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable (since the elves are unfamiliar with metalworking, and do not know that charcoal is used to make metal items). Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Items made of bone (totems too), horn, shell or leather are acceptable, so are meat and fish. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
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Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All such items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way.&lt;br /&gt;
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Because they do not utilize wagons, elven caravans have a much smaller weight limit than dwarven and human ones, making trading heavy items like furniture problematic.&lt;br /&gt;
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:''&amp;quot;Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.&amp;quot;''&lt;br /&gt;
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==== [[Human]]s ====&lt;br /&gt;
:''&amp;quot;Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!&amp;quot;''&lt;br /&gt;
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The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
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==== [[Goblin]]s and [[Kobold]]s ====&lt;br /&gt;
A goblin caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons. That, and one of the tokens (presumably babysnatcher) makes them hostile to all non-goblin civilizations. These same caveats apply to kobolds.&lt;br /&gt;
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The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
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== Diplomats ==&lt;br /&gt;
[[Diplomat]]s may be sent by other civilizations to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left). Diplomats generally appear on the map edge around the time that civilization's caravan would arrive. Meeting with a diplomat may allow you to request specific items for the next caravan to bring (at a premium price), take requests for production for the next caravan (for which the merchants will pay a premium), or sign a cease-fire to end hostilities.&lt;br /&gt;
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Current trade agreements can be viewed through the Civilization menu ({{k|c}}). These trade agreements are cleared when a diplomat of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
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In the event that your leader is replaced, killed, or taken by a [[strange mood]], the diplomat may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a diplomat in a room and he will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}} &lt;br /&gt;
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An unhappy diplomat will naturally prevent you from creating trade agreements and ending hostilities. However, it is not currently known what other effects this has on relations with that civilization. Whether the diplomat successfully met with your leader or just gave up, a diplomat who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
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== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked, but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animals will only be stunned or rendered unconscious, and flee shortly after recovering from the hit.&lt;br /&gt;
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While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures resulting in the death of any merchant or pack animal will cause them to retreat and forget about trading with you for the season. Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
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Ambushing or seizing a caravan and letting a survivor escape seems to have a more detrimental effect than simply annihilating the whole caravan.&lt;br /&gt;
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== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about two months after they finished packing up their goods, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
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If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges, so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
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If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;br /&gt;
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Merchants can leave the map from any map edge-- including underground map edges.  If an unobstructed path through your fortress reaches an edge, then blocking an overland path will cause the merchants to travel underground.  This can be useful, if you're suffering a prolonged siege; it can also be dangerous, if your underground regions are less secure than your surface.&lt;br /&gt;
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Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
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If an large amount of items is sold / offered to the caravan, it may take a while to load it all, especially if you chose to keep your precious bins and traded your items individually.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
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*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
*If your [[hospital]] isn't already stocked with the specified amount of thread/cloth, your dwarves will carry off as much from the caravan as they need to fill it. {{Bug|66}}&lt;br /&gt;
*Caravans show up very late in the season. {{Bug|1756}}&lt;br /&gt;
*One outgoing trade caravan can run into another incoming trade caravan, leading to them getting stuck in the entrance to your fortress, wagons breaking, trade failing, and other problems. Rarely, this can even happen out in the open, when they are surrounded by plenty of space to maneuver. {{Bug|5687}}&lt;br /&gt;
*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}&lt;br /&gt;
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air for the majority of the year (until the water refreezes). At this point, if they are still alive, they will leave the map normally.&lt;br /&gt;
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast&lt;br /&gt;
*If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
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== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*Deconstructing the Depot will cause merchants to leave your fortress and abandon any goods in the Depot because items are not available until the building is fully deconstructed. However any animals they had caged will still belong to the merchants and only become friendly, you won't actually own them. According to Toady One, this is actually working as intended, and is not really an exploit or bug: &amp;quot;...the reckoning comes when they return with lesser value, and it has the same negative effect (it'll be listed as a disaster rather than an intentional seizing -- the depot could be destroyed, for instance -- but it counts for the same value if I remember). The overall wording could be changed and the interaction could be deepened to recognize this or that, but it's working as intended.&amp;quot;[http://www.bay12games.com/dwarves/mantisbt/view.php?id=293#c8393]&lt;br /&gt;
&lt;br /&gt;
*If you wait some time (2-3 months{{verify}}), you can &amp;quot;claim&amp;quot; animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=217797</id>
		<title>Dwarf Fortress Wiki talk:Community Portal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki_talk:Community_Portal&amp;diff=217797"/>
		<updated>2015-04-30T17:58:18Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Priority update */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use this discussion page to talk about any issues or ideas you have about the direction of this wiki. The community portal is a hub for directing our conciousness. Read the rules carefully, take them to heart, post here if you have any questions or you think the rules can be improved.&lt;br /&gt;
{{Archive|&lt;br /&gt;
#[[Dwarf_Fortress_Wiki_talk:Community_Portal/archive1|Archive 1]]&lt;br /&gt;
}}&lt;br /&gt;
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== Is this the page to discuss ? ==&lt;br /&gt;
can not edit the centralized discussion page.&lt;br /&gt;
Can a dog see globin thieves through glass ? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Raven|Raven]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I'd post that at [[Talk:Goblin]], or maybe [[Talk:Thief]] &amp;amp;mdash; this page is intended for more wiki-related discussions. The Centralized discussion page seems to have been  protected due to vandalism in the past, but it might be safe to unprotect now (I'll look into it). &amp;lt;br&amp;gt; Anyway, from what I remember, most animals only spot goblins in adjacent tiles &amp;amp;mdash; placing glass between the dog and the goblin would increase the distance to at least two tiles, where most animals wouldn't be able to spot the goblin (which I agree is unfortunate :( ). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:56, 28 July 2013 (UTC)&lt;br /&gt;
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== Thoughts on {{rule|i}} - Diagrams ==&lt;br /&gt;
Isn't [[Template:RT]] really more complexity than we need? How about this?&lt;br /&gt;
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&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:0;float:left&amp;quot;&amp;gt;&lt;br /&gt;
╔═══╗&lt;br /&gt;
║+++║&lt;br /&gt;
║+++┼&lt;br /&gt;
║+++║&lt;br /&gt;
╚═══╝&lt;br /&gt;
&amp;lt;/pre&amp;gt;{{-}}&lt;br /&gt;
&lt;br /&gt;
Save the complex templates for when you actually need color&lt;br /&gt;
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You can even drop the complexity further for a nice typewriter character set&lt;br /&gt;
&amp;lt;pre style=&amp;quot;font:bold 20px/1 'Courier New';color:#ccc;background:black;width:auto;padding:0;float:left&amp;quot;&amp;gt;&lt;br /&gt;
#####&lt;br /&gt;
#...#&lt;br /&gt;
#...+&lt;br /&gt;
#...#&lt;br /&gt;
#####&lt;br /&gt;
&amp;lt;/pre&amp;gt;{{-}}&lt;br /&gt;
&lt;br /&gt;
(I picked this particular size because it makes &amp;lt;span style=&amp;quot;font:bold 20px/1 'Courier New'&amp;quot;&amp;gt;░░░▒▒▒▓▓▓&amp;lt;/span&amp;gt; look right in them, which makes it seem that it's the size the font is designed for. I picked this _font_ because it provides all of the CP437 characters. The actual style tag you see above could be moved to a template so it would look like &amp;lt;code&amp;gt;&amp;amp;lt;pre &amp;lt;nowiki&amp;gt;{{TD}}&amp;lt;/nowiki&amp;gt;&amp;gt;&amp;lt;/code&amp;gt;)&lt;br /&gt;
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[[User:Random832|Random832]] 20:28, 30 December 2008 (EST)&lt;br /&gt;
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== Mod content in regular articles ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;All mod content, it has been stated, should not appear in the regular articles.&amp;quot; --[[User:Zchris13]], at [[Talk:Sand]]&amp;lt;br&amp;gt;&lt;br /&gt;
If I recall correctly, one guy stated that yesterday. Personally, I find it rather counter-DF:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;In Dwarf Fortress, modding almost ''is'' vanilla.&amp;quot; --[[User:Savok]], at the [http://www.bay12games.com/forum/index.php forums]&amp;lt;br&amp;gt;&lt;br /&gt;
Opinions? Beliefs? Comments? Thoughts? Please, answer this, The Community! --[[User:Savok|Savok]] 11:24, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I'm probably the one who you're thinking of who stated it ;)&lt;br /&gt;
:#I don't think that modding is ''ever'' vanilla, no matter what the game, how mod-friendly the game is, or how many mods exist.  Saying that it's incredibly common does not change the definition of the term &amp;quot;unmodded&amp;quot;.&lt;br /&gt;
:#I think that modding information would be better served by putting it in one place.  It's easier to figure out modding and/or find the information you need if it's all on one page (or a small number of pages).  And if the information is there, why would you ''also'' put it on ''every single other article in the wiki''?&lt;br /&gt;
:#Whenever the ways something can be modded changes, every single article about that something would have to be changed.  If a new way to mod metals, for example, was added, then every single metal article would have to be changed to reflect this.&lt;br /&gt;
:#tl;dr version: I think it would be horrifically redundant even by typical wiki standards and would never be maintained anyways (seriously, there are still pages that haven't been updated since the 2D version).  And that's even before you think about whether it ''should'' be done at all.&lt;br /&gt;
:--[[User:LegacyCWAL|LegacyCWAL]] 13:10, 8 March 2009 (EDT)&amp;lt;!-- reformatted by Savok to use a numbered list instead of a manually created numbered list. This note may be removed by Legacy now or by anyone after a few months--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::Sorry, couldn't find it in all of yesterday's edits.&lt;br /&gt;
::#Yeah, I shouldn't go changing my definitions of words. What I mean is &amp;quot;modding is normal.&amp;quot;&lt;br /&gt;
::#I agree partially, but, since light modding is normal and mainstream, it should go in normal and mainstream articles.&lt;br /&gt;
::#No, every article that mentioned metal-modding. And I don't think that there are too many non-modding articles that do.&lt;br /&gt;
::#TL/DR: I think that a little mentioning of modding (for example, stating in [[Sand]] that you can mod any soil into sand (although that's a bit obvious)) is fine, although I fully agree that all possible topic-related modding should not be mentioned.&lt;br /&gt;
::--[[User:Savok|Savok]] 18:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I think I can live with that ;).  Also, I appreciate the reformatting: I couldn't find the instructions on how to make such a list, though odds are it's right in front of me =( --[[User:LegacyCWAL|LegacyCWAL]] 19:41, 8 March 2009 (EDT)&lt;br /&gt;
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== Heading gripe ==&lt;br /&gt;
&lt;br /&gt;
I'd like to add to H that one shouldn't use heading sections of one = because it results in bad html coding and a title the size of the page name. It's also general practice on [http://en.wikipedia.org/wiki/Help:Section#Creation_and_numbering_of_sections wikipedia]. Anyways, I thought I'd post something here before I go ahead and change it so I can at least pretend to have discussed it before hand. --[[User:Mikaka|Mikaka]] 05:39, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Modding content ==&lt;br /&gt;
Is this, [[New_Plants]], really how we do it? Frankly, i found it a bit confusing at first. At least it should get a better header. --[[User:Confused|Confused]] 00:37, 8 August 2009 (UTC)&lt;br /&gt;
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== JavaScript seems disabled ==&lt;br /&gt;
&lt;br /&gt;
The collapsible box doesn't seems collapsible anymore. I don't see the [show]/[hide] anymore either, since the wiki broke. Am I the only one with this trouble ? --[[User:Karl|Karl]] 01:02, 22 August 2009 (UTC)&lt;br /&gt;
:Apparently it's fixed now, at least for me. I have found that my browser cache can screw with these things on other wikis so no reason why it wouldn't happen here. Javascript becomes disabled on client web browsers far more often than it does on web hosts/sites which previously allowed it. (Possibly belatedly I know.)&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:43, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Do we detail pointlessly? ==&lt;br /&gt;
&lt;br /&gt;
As everyone knows, the wiki spoils everything about Dwarf Fortress. We have a spoiler-warning system, but it's quite disused. I think one guy said that it's pointless, because we need to put it on every page, because every page is a spoiler. We have a tendency to detail everything, much of which isn't helpful to newbies but ruins a little the delight a newbie can take in DF that no longer exists for us veterans.&lt;br /&gt;
&lt;br /&gt;
For example, to quote the page [[woodcutter]], &amp;quot;Woodcutters are working outdoors where they are in constant danger of being [[ambush]]ed by invaders or attacked by wild animals (unless, of course, you are the proud owner of an [[Tower-cap#Underground_tree_farm|underground tree farm]]), but they are also one of the few civilian professions which carry [[weapons]] with them. Thus, it can be helpful to teach them how to use their axes to defend themselves (and others) properly by making them spend a few months as [[axedwarf]]s in your [[military]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Here, all that really should be noted is that woodcutting skill does not help in combat. Yes, another problem with the wiki as it is is that we often assume that newbies know a lot of stuff they don't, making even DFwiki have a steep learning curve - a bit ironic. Regardless, pointless detail such as in the above article not only does not help but hurts, making the wiki dry and boring.&lt;br /&gt;
&lt;br /&gt;
I propose that we write into our little [[Dwarf Fortress Wiki:Community Portal|constitution]] a guideline to avoid such detail in addition to removing large amounts from the wiki, fixing the pages. Of course, this is a major undertaking, not to just be done. What do y'all think? Agree? Argue? Please do comment. --[[User:Savok|Savok]] 02:36, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Wikis attract wikignomes who like to tinker and add information to articles until they are &amp;quot;complete&amp;quot;. Attempting to define how much information can be added before an article is &amp;quot;over-complete&amp;quot; is pretty difficult.&lt;br /&gt;
:Is there a policy that this wiki must not spoil the game for new players?&lt;br /&gt;
:There are a lot of different reasons people read this wiki - it isn't just a hosted version of the wonderful instruction manual that is included with the game. Would [[computing]] be possible without collaboration (between players), which is nothing but spoiling?&lt;br /&gt;
:The answers would lie in either seperate articles, or some kind of template which hides information regarded as a spoiler. &lt;br /&gt;
:There is this option:&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width: 100%; background-color: lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Basic intrduction&lt;br /&gt;
|-&lt;br /&gt;
|Woodcutters cut down trees.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width: 100%; background-color: lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Minor spoiler&lt;br /&gt;
|-&lt;br /&gt;
| They are one of a few civilian trades which involves carrying a weapon. In hostile areas you might want to consider training woodcutters as Axedwarves.&lt;br /&gt;
|-&lt;br /&gt;
{| class=&amp;quot;collapsible&amp;quot; style=&amp;quot;width: 100%; background-color: lightblue;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;1&amp;quot;| Major spoiler&lt;br /&gt;
|-&lt;br /&gt;
|Another option on some maps is establishing an underground tree farm.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:However that requires some knowledge of either wikimarkup or html - tbh I just cookbooked it and it took me a fair bit of messing around before I got it right the first time.&lt;br /&gt;
:Another option is, linked articles, where you go from '''Woodcutter (base)''' to '''Woodcutter (minor spoiler)''' to '''Woodcutter (major spoiler)''' - it would be easy enough to include (base) in (minor spoiler) and (minor spoiler) in (major spoiler).&lt;br /&gt;
&lt;br /&gt;
:I think &amp;quot;enough&amp;quot; readers ''want'' the major spoilers that taking them out would &amp;quot;degrade&amp;quot; this wiki.&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:36, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I just re-read [[woodcutter]] in full. IMO the article builds nicely from the basic &amp;quot;how to cut trees&amp;quot; to more advanced gameplay strategy, such as &amp;quot;enable woodcutting on every outdoor worker so they all carry weapons&amp;quot;. Personally I don't see that as being a good value strategy, for the work involved in equipping that many dwarves with axes you could have a fairly useful (specialised) millitary - but it isn't the first thing a spoiler-adverse reader stumbles over. If it was the first thing in the article it would be a far greater problem.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:41, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I'm going to agree with Garrie on this. Counting me, there's at least one person who would not have stuck with DF if he hadn't had access to a thorough DF reference library such as this. When a new player comes to this wiki, odds are they're looking to have ''something'' spoiled.&lt;br /&gt;
:One vote for 'Not Too Spoiled' --[[User:Njero|Njero]] 03:45, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Sorry to have apparently been totally unclear... I don't want to take spoilers out! I think that there are a lot of things, like the example from woodcutter, that a player can figure out on his &amp;lt;s&amp;gt;on&amp;lt;/s&amp;gt;own, which can be a lot more fun than being told all the fine details of fortress 1337. I do think it would be good to separate the spoilers more in some cases, but that's a totally different topic.&lt;br /&gt;
:For another example, I think we can agree that it is pointless to have a page telling how to dig a 1-tile channel pit and designate it as a Quantum Dump, given that you know how a Quantum Dump works. We used to have (still have? not sure) one of those. --[[User:Savok|Savok]] 03:59, 10 September 2009 (UTC)&lt;br /&gt;
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&lt;br /&gt;
::I think your quantum dump page has been reincarnated at [[dwarven physics]]?&lt;br /&gt;
::OK I think I see these points: &lt;br /&gt;
::# there is no clear guideline how much spoiling &amp;quot;is alowed&amp;quot;&lt;br /&gt;
::# there is no clear guideline on how specific an article can get (scope vs depth)&lt;br /&gt;
::# there is no clear guideline on when a &amp;quot;spoiler alert&amp;quot; should be given.&lt;br /&gt;
::I think that guidelines are good, in general. The rules are a bit flexible as most of us expect given this is a game-wiki not an encyclopedia. I know you do a lot more admin-editing than anyone else put together so you (Savok) probably have a better 1,000 ft view of the size of this problem than everyone else. Having said that... I would err greatly on allowing pages which are &amp;quot;game-world correct&amp;quot; to remain, allowing pages which don't have (dreadful) spoilers in the lead section to not have &amp;quot;ugly&amp;quot; spoiler warnings, and if we can have articles on [[computing]] and [[Glowing pit]] then pretty much there is no aspect of the game which is off-limits to being exposed by spoilers.&lt;br /&gt;
::I'm also agreeing with Njero, that if I hadn't found this wiki as quickly as I did, with detailed (and spoilerific) content of things from &amp;quot;how to dig&amp;quot; to &amp;quot;how to fight&amp;quot; and &amp;quot;what's hard to fight&amp;quot;... I would probably have deleted the game within 2 days of downloading it. Some of us don't find the forum that helpful!&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 05:51, 10 September 2009 (UTC)&lt;br /&gt;
:::+1 what GI said. I read the wiki before starting - I, personally, hate the whole &amp;quot;trial and errour&amp;quot; thing from scratch, especially in a game where the wrong little mistake can mean GAME OVER.  I'm average-bright, and I still found that a lot of the &amp;quot;detail&amp;quot; was lost on me, at least until I had experienced it (or nearly so.)  HFS? Still haven't breached one yet (slow computer, and in no rush) - so I can parrot a lot about that, but really have no personal feel for it and still look forward to that experience (even if now I won't walk in blind to that particular practical joke).  If I'd wanted a surprise, I'd have not read those articles (and would be someone else).  &lt;br /&gt;
&lt;br /&gt;
:::That said, I '''''do''''' find that many mid-experience and advanced articles do repeat basic concepts too much - the &amp;quot;how to dig a channel&amp;quot; for a quantum dump example, above. And over-link, etc.  However, if a newb were to stumble on that page, altho' they aren't ready for the advanced stuff, they may wonder what the basic stuff is - and follow those links.  So... I don't think it's over-detailed for anyone except those who know the game (i.e. &amp;quot;us&amp;quot;).  For the newb, stumbling about on the wiki, they either ''want'' to read about it, or ''need'' to, or both.  Less detail is fewer links, and less overall usefulness to the (self-filtering) target audience.--[[User:Albedo|Albedo]] 19:53, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:We do not detail pointlessly. More spoiler warnings? Why not. The collapsibles might be a nice solution in many places. But no limits to the completeness of the wiki please. It's hard to figure out quite a bit of the more complex, and interesting, stuff like machinery on your own and quite a bit is counterintuitive too, like how levers work. It may be really neat if you think up using channels as moats yourself, but it still took me several tries to get a nice and working setup. Oh and bridges.. I still made so many mistakes ''after'' reading up on things. And as far as strategy goes, I have my own opinion on quite a few things said in the wiki, as do others, and often it's just those views that are put in the articles. Like I think its's fine to have your woodcutter ''not'' trained because an axe as such is a fine defense already. And knowing that, on some maps, with some effort, you can have an UG tree farm improves the fun (no, not [[fun]], '''fun'''). It's still hard and rewarding to actually ''do'' it.&lt;br /&gt;
&lt;br /&gt;
:Information may be a bit (over-!)redundant here and there, yes, but I am confident this will clear out on itself by and by when articles are better organized to be read &amp;quot;in a row&amp;quot;. Lastly, what we write here, especially the strategy bits, will be found just as readily in the forums.  --[[User:Birthright|Birthright]] 19:22, 12 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Woodcutters are working outdoors where they are in constant danger of being ambushed by invaders or attacked by wild animals&amp;quot;&lt;br /&gt;
&lt;br /&gt;
You want to delete that? Savok, You are a cruel man.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;(unless, of course, you are the proud owner of an underground tree farm),&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I'd really like to know how the first player figured tower caps out on his own. Mayor kudos to him, if, but i rather suspect toady dropped a hint. So do we.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;but they are also one of the few civilian professions which carry weapons with them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Well, it should be obvious that the axe still works as weapon, too...hm...but it isn't. So we say it.&lt;br /&gt;
&lt;br /&gt;
 Thus, it can be helpful to teach them how to use their axes to defend themselves (and others)&amp;lt;br&amp;gt; properly by making them spend a few months as axedwarfs in your military.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Okay this part could be reworded like you suggest: Woodcutting does not improve goblincutting. But wouldn't the information be the same? --[[User:Höhlenschreck|Höhlenschreck]] 21:07, 12 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I know I'm a little late to this discussion; but as an honest to goodness newbie I've found the wiki invaluable as is.  I've been playing DF for probably 3 weeks now.  I attempted to dive right in and just play without reading the wiki or anything, just the actual in-game help.  What a mistake that was!  I couldn't even figure out how to turn down the volume on the in game music at first!  (partly because on a lap top without a num-pad the numbers for up-down selection were less then intuitive).  So far I've found most articles have just about the right amount of depth; although some could use some clarification).  With the help of the wiki I discovered how many mistakes I really made on my first embark and how lucky I am to still have that fort nearly 7 dwarf years later.  I almost had a lot of [[fun]] with lava; but a quick trip to the wiki made me realize all I needed was a constructed wall or door.  That really saved my bacon.  --[[User:Kelsa|Kelsa]] 05:38, 11 October 2009 (UTC)&lt;br /&gt;
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== A for Anonymity? ==&lt;br /&gt;
&lt;br /&gt;
On at least [[Talk:Fortress_defense#Use_of_User_Names_in_Defense_Designs|one page]], the concept of &amp;quot;non-ownership&amp;quot; of wiki contributions has been agreed upon, that designs should not have User's names attached, and phrases like ''&amp;quot;I like to...&amp;quot;'' be changed to ''&amp;quot;Some users like to...&amp;quot;'' .  Currently, the letter &amp;quot;[[Dwarf_Fortress_Wiki:Community_Portal#A|A&amp;quot;]] is for &amp;quot;Alphabet&amp;quot; - hardly enlightening.  I wouldn't mind seeing this slot used for a more formalized policy in this direction, to avoid repeating [[Talk:Bedroom_design#Personalisation?|this discussion]]. (Or is the alphabet thing now sacrosanct as is?)&amp;lt;br /&amp;gt;&lt;br /&gt;
The applications of such &amp;quot;catch-all&amp;quot; pages are endless, especially as mod's become more and more prevalent both in-game and on this site.--[[User:Albedo|Albedo]] 19:42, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Eh. For some things, we obviously want to give credit - [[tilesets]], for example. Personally, I would say that [[:File:Housing by Marble Dice.png|this bedroom design]] probably should be credited to Marble Dice. I don't think a policy that putting data here automatically makes ownership of it go to the wiki (and the wiki will make it anonymous) is a very useful one... --[[User:Savok|Savok]] 20:34, 10 September 2009 (UTC)&lt;br /&gt;
::Not so much ownership - ''certainly'' not a release of rights to intellectual property in ''any'' legal sense - but more a de-emphasis of personal credit over contribution for contribution's sake.  My name would be all over these pages, as would many others' - that would get old fast, and (possibly) encourage competition and possessiveness, rather than collaboration and contribution. But, as you say... eh.  Just thought I'd ask.--[[User:Albedo|Albedo]] 21:15, 10 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The thing that strikes me here is, it looks to me as though some of the designs (the fractals etc) have not been put here by the person who designed them. They were designed, discussed on a forum, then someone else thought they looked good and put them here.&lt;br /&gt;
:Even if that isn't right - the rest of the [[bedroom]] article reads as though that is how it happened. Until you get to the final entry - which in the original form looked very &amp;quot;owned&amp;quot;.&lt;br /&gt;
:If you want to own something put it in user space. If you put it in article space expect it to get edited.&lt;br /&gt;
:I think that is the rule that needs to exist &amp;quot;somewhere&amp;quot;, by nature wiki contributions aren't anonymous. &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 00:08, 11 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Category titles (capitalization) ==&lt;br /&gt;
&lt;br /&gt;
Reviving [http://dwarf.lendemaindeveille.com/index.php/Dwarf_Fortress_Wiki_talk:Community_Portal/archive1#Category_tags this] section from the archive, you'll see that our [[Special:Categories|categories]] page (also, Category:Templates) has so many capitalization inconsistencies it'll make your head spin.  I propose Category:Formatting Templates as preferable to Category:Formatting templates though the existence of both shows that this needs to be addressed.&amp;lt;BR&amp;gt;&lt;br /&gt;
Also, how do you wikilink to those catagory pages?  Is it possible?--[[User:Rowenlemmings|Rowenlemmings]] 21:01, 13 September 2009 (UTC)&lt;br /&gt;
:First I agree there should be a rule for naming categories, and as per &amp;quot;the&amp;quot; wiki, it should be &amp;quot;first letter of first word only capitalised unless there's a really good reason&amp;quot; (eg: &amp;lt;nowiki&amp;gt;[[Category:Toady One]]&amp;lt;/nowiki&amp;gt; where the name of the category is a proper noun / &amp;quot;real name&amp;quot; ).&lt;br /&gt;
:&amp;lt;s&amp;gt;Secondly - Categories are &amp;quot;just&amp;quot; normal article pages with some magic behind them, link to them the same as any article. &amp;lt;/s&amp;gt; oops I'm wrong let me check that.&lt;br /&gt;
:&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:26, 19 September 2009 (UTC)&lt;br /&gt;
::To link to a category page put a colon ''':'''in front of the word Category in the &amp;lt;nowiki&amp;gt;[[ ]]&amp;lt;/nowiki&amp;gt; eg &amp;lt;nowiki&amp;gt;[[:Category:Wiki]]&amp;lt;/nowiki&amp;gt; -&amp;gt; [[:Category:Wiki]]&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:34, 19 September 2009 (UTC)&lt;br /&gt;
:::Ah hah, mystery solved.--[[User:Rowenlemmings|''Rowen'']]&amp;lt;sup&amp;gt;[[User Talk:Rowenlemmings|(talk)]]&amp;lt;/sup&amp;gt; 02:00, 22 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::While this is all well and good for new categories, renaming existing categories is much more difficult than renaming pages. With a page we can simply redirect, but to rename a category we need to go through each page in it and change the tag. This is a lot of work for relatively little gain. [[User:VengefulDonut|VengefulDonut]] 13:44, 22 September 2009 (UTC)&lt;br /&gt;
:::Is there anyone around that can &amp;quot;borrow&amp;quot; a bot from &amp;quot;the other wiki&amp;quot; to do this kind of stuff? From my understanding a bot that&lt;br /&gt;
:::#scrapes '''Bad Category Name''' for the list of articles&lt;br /&gt;
:::#scrapes '''Bad Category Name''' for any actual content&lt;br /&gt;
:::#loads each article in turn&lt;br /&gt;
::::#searches for '''Bad Category Name'''&lt;br /&gt;
::::#replaces '''Bad Category Name''' with '''Good Category Name'''&lt;br /&gt;
::::#saves the article&lt;br /&gt;
:::#Writes the content from '''Bad Category Name''' to '''Good Category Name'''&lt;br /&gt;
:::is relatively straight forward (as bots go).&lt;br /&gt;
:::I don't know anything about actually using bots but I know what they can do.&lt;br /&gt;
:::How big is this wiki without the media part anyway? I thought the other thing about wikis is it is &amp;quot;relatively easy&amp;quot; to d/l the whole thing as a flat file, make this kind of edit with a text editor, and write it back up. After checking to see if anyone has edited any of the pages of course ;) &amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 13:43, 26 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Bottom or Top==&lt;br /&gt;
Not a big thing, but it seems we should have a rule whether new edits/sections in any non-article space should go at top or bottom of the page. Might also be added to the newbie welcome template. --[[User:Höhlenschreck|Höhlenschreck]] 21:49, 18 September 2009 (UTC)&lt;br /&gt;
:Dunno if a rule is needed, most ppl quickly work out that the default action of the &amp;quot;+&amp;quot; magic button is to add a new section &amp;lt;b&amp;gt;at the bottom of the page&amp;lt;/b&amp;gt; so this is how you &amp;quot;should&amp;quot; do it manually.&amp;lt;font face=&amp;quot;FixedSys&amp;quot; color=&amp;quot;#00FFFF&amp;quot;&amp;gt;[[User:GarrieIrons|Gar]]&amp;lt;/font&amp;gt;[[User Talk:GarrieIrons|rie]] 03:22, 19 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Proposal: [[:Category:Best of DF Wiki]] ==&lt;br /&gt;
&lt;br /&gt;
[[User:BaronW|BaronW's dwarven calculator]] blew my mind and made me crave some way of recognizing and celebrating it. I propose the creation of a wiki category that would consist entirely of abnormally excellent material to wow the reader and shock the house. This category would be managed by way of nomination and [[:Category talk:Best of DF Wiki|discussion]] rather than ad hoc addition, and a link to it would be added to the [[Main Page]] to encourage newbies to visit and marvel (I guess under &amp;quot;Wiki articles by category&amp;quot;). Think of it as a collective favorites list.&lt;br /&gt;
&lt;br /&gt;
My nominations for initial inclusion:&lt;br /&gt;
* [[User:BaronW|BaronW]]'s calculator, of course&lt;br /&gt;
* [[:File:DF_Cheese.jpg]]&lt;br /&gt;
* [[:File:SquirrSurvCathedralAir1.PNG]]&lt;br /&gt;
* [[User:Vattic/Orcsicle maker Explained|Vattic/Orcsicle maker Explained]]&lt;br /&gt;
* [[Morul]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Feedback on the general concept?&lt;br /&gt;
# Comments on these nominations?&lt;br /&gt;
# Your own nominations?&lt;br /&gt;
--[[User:HebaruSan|HebaruSan]] 02:30, 14 November 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Not sure where to put this ==&lt;br /&gt;
Does anyone else share my feeling the contributions of [[User:Raneman]] ([[Special:Contributions/Raneman]]) are, um, somewhere between odd, not getting the wiki and plain offensive? --[[Special:Contributions/92.202.17.169|92.202.17.169]] 14:36, 9 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Best God EVER! ==&lt;br /&gt;
&lt;br /&gt;
I opened up an old copy of the *.040.* DF (with a popular mod package - inobtanium, molybdenum, a billion kinds of XXXmen, if it matters), named a Town Clerk, and noticed something odd about his personal life.  In bright cyan, it says, ''&amp;quot;She is a worshipper of Liceva Wildspew the Piss of Seducers.&amp;quot;''  '''Honest.''' (Liceva Theyisethawasa, with an umlaut y)  Now what she does in her personal life isn't the town's business, but it seemed funny enough for gossip. ;)&lt;br /&gt;
&lt;br /&gt;
I mention this here because I didn't quickly find a page explaining what the worship is all about, or whether it actually matters for game play.  Though maybe I'll figure it out when she acquires a lover. ;) [[User:Dorf and Dumb|Dorf and Dumb]] 00:23, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Use of Redirect to Temporarily Point to 40d Pages? ==&lt;br /&gt;
&lt;br /&gt;
I'm new here, but I've noticed that there are still some relevant topics that do no yet have DF2010 pages, yet do have pages for older versions. Would it be appropriate to temporarily have some sort of redirect page to point to the related 40d page (with a warning about it likely containing outdated information)? That is, until an updated 2010 page is created? -- [[User:Thundercraft|Thundercraft]] 23:21, 14 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Suggestion: Add entity raws to civilized creature pages ==&lt;br /&gt;
&lt;br /&gt;
We already have the creature raws on each page. Why not add the entity raws for the applicable creatures, namely &amp;lt;s&amp;gt;Dwarfs&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; [http://valarguild.org/varda/Tolkien/encyc/articles/d/dwarves/dwarfpluralof.htm Dwarrows], Elves, Humans, Goblins, Kobolds. All animal people civs use the same raws, so for them it may be better to create a seperate [[Animal Peoples]] page. [[User:Monkeyfetus|Monkeyfetus]] 21:18, 30 January 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Wikis in other languages  ==&lt;br /&gt;
&lt;br /&gt;
Who should I ask about adding another Dwarf Fortress wiki (written in other language)?&lt;br /&gt;
&lt;br /&gt;
Thank you in advance.&lt;br /&gt;
--[[User:Marzecki|Marzecki]] ([[User talk:Marzecki|talk]]) 02:10, 30 August 2013 (UTC)&lt;br /&gt;
:As long as you have a site for it, it's fairly easy. I don't know if it's possible to host other-language wikis on this site, but they can easily be linked to from here when they're online ([[User:Briess]] can add an entry for it). --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:15, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
: Thank you for your response. --[[User:Marzecki|Marzecki]] ([[User talk:Marzecki|talk]]) 14:15, 30 August 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Lies and jumping thru hoops! ==&lt;br /&gt;
&lt;br /&gt;
Yes, I'm angry. &lt;br /&gt;
&lt;br /&gt;
Just wasted 30 minutes I could have spent playing, trying to first fix a minor page error, that I could have fixed on most other wikis in seconds, and then spent the rest of the time trying to find some way to contact a human being on this wiki. The lie, was in stating on the create account page, that giving an email was optional, but then not allowing me to actually DO anything here because I haven't validated something that was supposed to be optional in the first place. If the addy is required, then don't tell people its optional. I have no issue with using my addy, just with the lie. I did in fact give my addy, but haven't gotten around to validating it yet.&lt;br /&gt;
&lt;br /&gt;
For the record, the page I was trying to fix is http://dwarffortresswiki.org/index.php/Masterwork:Temple_of_Armok. on that page, it refers to a Guardian of Armok twice, and both have red links to pages that do not exist. A Google search revealed the page DOES exist here, though it has a minor typing error in the name. The name of the page is &amp;quot;Guardian of armok&amp;quot;. It SHOULD be &amp;quot;Guardian of Armok&amp;quot;, with the god's name capitalized. The red links point to the correct place, its the page that is in the wrong place, because of a typo.&lt;br /&gt;
&lt;br /&gt;
Also, for whatever  its worth, I am a retired political activist, that ran a website that included, among a lot of other features, a sizable wiki. And--of course--I am a DF player. That means three things, first,, I talk a lot, second, I know my way around wikis, tho I am far from an expert on them, and third, I know a fair bit about DF and the Masterwork mod. Given those three things, I could be a help here, if this post doesn't get me banned. On the other hand, the way I feel right now after all the guff I just went thru, I will not be the least bit surprized or upset if I do get banned. I would just spend my the time I might have spent on this wike actually playing the game instead.&lt;br /&gt;
&lt;br /&gt;
Rick R&lt;br /&gt;
&lt;br /&gt;
== Mobile web mode ==&lt;br /&gt;
&lt;br /&gt;
I realize few of the wiki users consult this wiki in mobile phones, but I, for one, am one. Either way,  I'm here to humbly suggest to anyone responsible to this wiki to try and improve the mobile experience of this web. I know its not a fair comparison, but if you access the wikipedia with your cell phone and then access this wiki, you will see what I'm talking about. I know it's a minor thing, but for me is really the only thing here that annoys me a little.&lt;br /&gt;
&lt;br /&gt;
:Agreed. We could use the same extension WMF wikis use (I think it's MobileFrontend). I'll see if I can get it working when I get a chance. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:41, 3 February 2014 (UTC)&lt;br /&gt;
:Not sure if it'll work on this wiki, since the extension only officially supports Mediawiki 1.22, which we don't use yet. If not, I might be able to pull together some custom CSS for mobile devices. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 02:49, 3 February 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rule I - Tilesets ==&lt;br /&gt;
&lt;br /&gt;
Back [http://dwarffortresswiki.org/index.php/Dwarf_Fortress_Wiki_talk:Community_Portal/archive1#I when this was first discussed],  a number of users seemed to be in favor of allowing all screenshots that clearly represented the subject matter, not just those using the default tilesets. Unfortunately, that suggestion seems to have been lost in the shuffle, and today we still insist that &amp;quot;screenshots should use the default tilesets for clarity&amp;quot;. I think that when users volunteer their time to upload screenshots we should thank them for their effort, not slap on a giant noticebox chastising them for using the wrong tileset. Practically speaking, no one is going to go to the trouble of recreating a detailed screenshot using a different tileset, so the noticeboxes just sit around indefinitely, cluttering up images without improving anything. I would like to see the &amp;quot;default tileset&amp;quot; stipulation dropped entirely from Rule I. Thoughts?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:20, 28 April 2014 (UTC)&lt;br /&gt;
:Changed.--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:15, 16 June 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Direct links from search don't save version setting ==&lt;br /&gt;
&lt;br /&gt;
If you search for the exact page title, you always get taken to the DF2014 namespace, regardless of what version you're currently viewing and the exact result doesn't even show up in the search result (making it seem like there's no results, unless you actually hit the search button). However, if you search for a redirected page name, it retains the correct version and also shows up in the results.&lt;br /&gt;
&lt;br /&gt;
A -3 [[thought]] for people that aren't using the latest version yet. [[Special:Contributions/137.147.3.135|137.147.3.135]] 12:50, 30 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The search has ''never'' defaulted to the current namespace - redirects from the main namespace are supposed to go to the current version's namespace ({{DF:Current}}). Any that go to v0.34 pages are incorrect. Suggestions not showing up is a separate issue, which I'll look into fixing. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:31, 31 July 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
::What it has or hasn't done previously doesn't matter, what I'm saying is the current functionality is annoying if you're not using the latest version. If links on the page all stay in the same namespace, searches from the page should too. Redirects already do this, which makes me purposely try to use a redirected search term instead of a direct one so I get to the page I actually want straight away. [[Special:Contributions/137.147.3.135|137.147.3.135]] 10:53, 31 July 2014 (UTC)&lt;br /&gt;
::Actually it seems redirects always take me to the v0.34 namespace ([[dorm]], for instance), it just happens that it was the one I was using, so it seemed like it was retaining the setting. [[Special:Contributions/137.147.3.135|137.147.3.135]] 10:57, 31 July 2014 (UTC)&lt;br /&gt;
:::That's a cache problem - they ''should'' redirect to the DF2014 namespace. I'll see what I can do about allowing the default namespace to be changed, at least from the search - the easiest way to solve this would be to include results from versioned namespaces in the search results, if Mediawiki supports this. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:28, 2 August 2014 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Priority update ==&lt;br /&gt;
&lt;br /&gt;
I have had difficulty figuring out how the new priority system works, and part of that is that the wiki doesn't appear to have any information on it. I'd like to propose the creation of [[DF2014:Priority]] (or any more appropriately-titled page), or perhaps rework the pages on designations and other priority-related topics to include an explanation.&lt;br /&gt;
&lt;br /&gt;
It should especially be mentioned that &amp;quot;1&amp;quot; is the highest priority for designations. I had been playing under the assumption that &amp;quot;7&amp;quot; was, and my dwarves were never getting anything done that I marked as important.&lt;br /&gt;
&lt;br /&gt;
[[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 17:58, 30 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Well_guide&amp;diff=217788</id>
		<title>Well guide</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Well_guide&amp;diff=217788"/>
		<updated>2015-04-29T20:23:36Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Revert 2 revisions: This is a reason you might NOT make a well; you'd make a shallow pool instead.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|17:33, 26 March 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''This guide assumes you've read the main article on '''[[well]]s''' and are familiar with the basic information found in that article, of what a well does and what is required to build one.''&lt;br /&gt;
&lt;br /&gt;
A well can be vital to any fortress, but deciding that you need one and building one are two different things. Draining water from the surface can flood your fortress if you aren't careful, and building a well only to see the water source dry up or freeze is beyond frustrating. This guide will walk you through a number of different situations, and explain solutions that have been found for these problems.&lt;br /&gt;
&lt;br /&gt;
== Why Build a Well? ==&lt;br /&gt;
&lt;br /&gt;
Honestly, not every fortress NEEDS a well. But they all need some form of safe ''water source'' to bring water to patients and prisoners. If they do not have this and you find yourself in a siege with six injured dwarves, you're in for a little bit of [[Fun]]... But a hole full of water can be just as good for that as a well.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might Not ===&lt;br /&gt;
&lt;br /&gt;
* Wells are yet another opportunity to flood your fort (not like trenches aren't, though). Playing with water is generally dangerous if you don't know what are you doing.&lt;br /&gt;
* For the purposes unrelated to drinking and bathing, a well is just a hole in the floor. Fighting dwarves and animals can easily dodge into it, as they would into any other hole.&lt;br /&gt;
* They take a lot of time and effort to construct, especially when compared to alternatives.&lt;br /&gt;
* Because of the way wells are, a single hole in a flat ceiling, it makes it more difficult for creatures to get out, should they find themselves in your water source.&lt;br /&gt;
* Technically, tiles adjacent to a trench full of water can be designated as a water source just as easily as a well, and dwarves will sanely path around such a trench, as well as bathe in it more easily.&lt;br /&gt;
* If you do make a shallow pool (mixture of 3/7 and 4/7 water) as a water source, and have a meeting hall designated therein, unoccupied dwarves will hang out in the water, gaining swimming skill.&lt;br /&gt;
&lt;br /&gt;
=== Why You Might ===&lt;br /&gt;
&lt;br /&gt;
* While a trench full of water can be used as a water source, a well can draw water from a source that is 30+ levels below. Also, a trench water source can only be one level deep, dwarves will not draw water from any level deeper than that. A well will.&lt;br /&gt;
* Wells can be made to have extraordinarily high value, due to the various skills and materials, each with their own quality levels, which go into its construction. Thus, as the center piece for a meeting room, even if they have no water, wells can be very handy in making dwarves very happy.&lt;br /&gt;
* As far as the well itself goes, they take up very little space in your actual fortress. With a water-filled channel, the reservoir is equivalent to the floor space occupied.&lt;br /&gt;
* This is a glitch, but wells are the easiest method for making salt water drinkable. Wells will ignore salinity and allow dwarves to drink salt water directly from its source without a glitch. So long as it isn't murky.&lt;br /&gt;
* Drinking from a well is much faster than drinking from a trench. Also less annoying to dwarves.&lt;br /&gt;
* You can build a well over a trench, combining best parts of both.&lt;br /&gt;
&lt;br /&gt;
== Choosing a Location ==&lt;br /&gt;
&lt;br /&gt;
Once you've decided it's time to construct a well, you need to consider where the well needs to be. It helps if you've been planning for this while building the rest of your fortress, and have made room for it.&lt;br /&gt;
&lt;br /&gt;
You want a well central to your dwarves, so they'll all get good thoughts from seeing it, and near any [[hospital]] beds you have, but you want it off the main traffic routes.  You can have more than one well, which solves that problem, but raises the one of engineering water to feed them all.  If it's indoors (or behind walls), then there's little threat from [[carp]], [[goblin]]s, or [[animal]]s, and it can provide a safe source of drinking water during a [[siege]]. &lt;br /&gt;
&lt;br /&gt;
Depending on your start location, you may already have a pre-existing water source, such as a flooded cavern, which you can just build a well over. Or, as is usually the case, you may need to transport water from some other location to where you want your well to be. This is where things get complicated.&lt;br /&gt;
&lt;br /&gt;
== Water sources ==&lt;br /&gt;
&lt;br /&gt;
A well needs a water source of at least 3/7 depth, at least 1 [[z-level]] somewhere directly below its opening, with no obstructions between itself and said water.  Pre-existing water is safe because it's the most predictable - what you see is what you've got, no surprises. You can instead use dwarven engineering to bring water from a distant source to beneath your well, with a safety factor based on your experience and the complexity of the project. (See [[flood]].)&lt;br /&gt;
&lt;br /&gt;
The important part about the well is to make sure that you don't create a situation where the water will [[flood]] your fortress, due to [[pressure]] from a source at a higher level. If the water is stable before you build the well above it, it will be safe (unless your dwarves change things), but if you are introducing a flow, make sure you understand how ''dwarven'' pressure works and will not fall victim to its surprises. (See [[pressure]].)&lt;br /&gt;
&lt;br /&gt;
=== Pre-existing sources ===&lt;br /&gt;
&lt;br /&gt;
A [[brook]], [[river]], [[murky pool]], or [[cavern]] lakes can provide water under a well. If the water source is only one z-level deep and contains a pile of mud, the water produced will be [[Water#Water_laced_with_mud|muddy]]. 'A dusting of mud', however, is not an issue - your well and its water are &amp;lt;s&amp;gt;fine&amp;lt;/s&amp;gt; wonderful.&lt;br /&gt;
&lt;br /&gt;
The surface of a brook tile will have to be channeled out, but it otherwise works just fine.&lt;br /&gt;
&lt;br /&gt;
Murky pools are not optimal: they can dry up in warm seasons, and water directly from murky pools is [[Water#Stagnant_water|stagnant]], which is just as bad as being muddy. Murky pools can refill from [[rain]], but on hot maps, this may never happen.&lt;br /&gt;
&lt;br /&gt;
=== [[Aquifer|Aquifers]] ===&lt;br /&gt;
&lt;br /&gt;
If you have an aquifer, just channel a 1x1 square in any open stretch of floor above it and build the well. It will automatically fill and never flood. You'll have other construction projects to worry about.&lt;br /&gt;
&lt;br /&gt;
Water coming into contact with a floor or slope may create &amp;quot;a dusting of mud&amp;quot;. However, both 'A dusting of mud' and a 'Muddy Upward Slope' are not an issue - your well and its water are &amp;lt;s&amp;gt;fine&amp;lt;/s&amp;gt; wonderful.&lt;br /&gt;
&lt;br /&gt;
=== [[Ocean|Oceans]] ===&lt;br /&gt;
&lt;br /&gt;
Oceans and aquifers near oceans carry [[Water#Salt_water|salty]] water. This is normally unusable for treating wounds or drinking. However, salty water obtained from a well is used just like normal. This is a bug. {{bug|1260}}&lt;br /&gt;
&lt;br /&gt;
=== [[Reservoir|Reservoirs]] ===&lt;br /&gt;
&lt;br /&gt;
If you need to move water to your well, you need to dig/build a reservoir. A reservoir is basically a big hole intended for the storage of large quantities of water.&lt;br /&gt;
&lt;br /&gt;
When digging a reservoir, you need to consider your needs and the space you have available. Do you really need a 20x20x20 reservoir, holding 56,000 tiles of water, requiring 560,000 uses of the well to fully dry up? Frequently, in well-managed fortresses, wells are really only used for the care of sick or imprisoned dwarves and animals. As a result, it doesn't really need to be anything special, unless it's a meeting hall, in which case dwarves will drink from it at random.&lt;br /&gt;
&lt;br /&gt;
Another consideration is safety. Specifically, dwarves fighting near wells can fall into them, whether as a result of sparring or due to overcrowding of animals. You may wish to place some sort of escape route from the well, should anyone do so. At the least, this just needs to be a staircase going up the side of the well to the surface. The shorter the distance they need to go, the better off they are. Keep in mind, of course, that if any wildlife is able to access your reservoir, and if any of them are able to leave the water, they may wander into your fortress through the escape route. If they're particularly malicious, they may even path their way in to attack your dwarves.&lt;br /&gt;
&lt;br /&gt;
If you are filling the reservoir by aqueduct, consider the fill point. If you are using only gravity to fill the well, but the water needs to flow up to do so, you may experience problems when it comes time to refill your well. Specifically, water floods upwards into empty space very easily, but for some reason doesn't like to flood through still water. Thus, it may be more appropriate to have the reservoir fill from its top, though keep in mind that this is a very fast fill method and can flood a bit if you aren't watching and have a small reservoir. (As a side note on that, it is possible to fill a well by pouring water directly through the well opening itself)&lt;br /&gt;
&lt;br /&gt;
Finally, you may find some circumstance where you'd wish to make changes to the well. For example, building a statue in its reservoir, or recovering a lost loved one who fell in and cracked his skull open. In these instances, you may wish to construct a manual drain. All it requires is a hatch or floodgate at the bottom of the well, connected to a lever, covering a tunnel leading to an appropriate dump site... Like your subterranean farming operation. Or your obsidian factory. Or a room full of captured &amp;lt;s&amp;gt;nobles&amp;lt;/s&amp;gt; goblins. If you already have a drain for the aqueduct, you can easily connect the two.&lt;br /&gt;
&lt;br /&gt;
== Filling the Well ==&lt;br /&gt;
&lt;br /&gt;
If you've had to construct a well separate from a pre-existing water source, you need to move that water to the well itself. There's two main ways to go about this.&lt;br /&gt;
&lt;br /&gt;
=== Bucket Filling a Well ===&lt;br /&gt;
&lt;br /&gt;
If you designate your well as a pit/pond and have empty buckets, dwarves will fill the well manually. Keep in mind that this is slow, time-consuming and occupies dwarves who could be doing something else. Of course, for particularly small wells, it may be of no concern. If the walking distance is quite far, (Like STUPIDLY far- your fortress would need to be a truly tangled maze for this to happen) the water may evaporate faster than dwarves can fill the well. If you don't have enough buckets, this will happen even to the tiniest of wells, though.&lt;br /&gt;
&lt;br /&gt;
=== Piping water to your reservoir ===&lt;br /&gt;
&lt;br /&gt;
If the water is not where you want to build the well, you can dig a tunnel or channel and/or otherwise create an [[aqueduct]] to bring it to where you want it. You should consider adding a door or floodgate somewhere near the water source so that you can dry out your tunnels for future projects, repair, or recovery of lost items.&lt;br /&gt;
&lt;br /&gt;
Channels are open to the sky, and if not done properly, (taking advantage of some weird quirks in game functionality) they are subject to evaporation and freezing. As a result, they aren't normally an optimal method of moving water. Of course, there's nothing stopping you from digging a moat, then filling your well from that. Keep in mind, however, that open water frequently becomes a random hazard, as dwarves can be quite careless at times. If you do have open water set up somewhere, make sure your dwarves have some way out of it. You never know when a random goblin will kick your elite stonecrafter into your moat.&lt;br /&gt;
&lt;br /&gt;
Digging tunnels, then, is generally a better way of moving water from place to place. You need to be careful about how you dig such aqueducts. Water can move through diagonal openings, so be sure to avoid flooding nearby rooms from accidental corner intersections. Make sure that any unnecessary access points to your aqueduct are properly sealed before letting the water flow.&lt;br /&gt;
&lt;br /&gt;
The generally accepted method for digging an aqueduct has five steps.&lt;br /&gt;
&lt;br /&gt;
# Dig out the reservoir where you want to store the water.&lt;br /&gt;
# From the reservoir, dig a tunnel up to your water source, but leave one space of earth to prevent water from flooding in and killing your dwarf.&lt;br /&gt;
# Build a door or floodgate in the aqueduct, either at the end of the tunnel or at the entrance to the reservoir. Or both if you're fancy. (Doors are better, because the dwarf can walk through it if he builds it from the wrong side)&lt;br /&gt;
# Connect the door/floodgate to a lever, and make sure any dwarves stuck in the tunnel are safely evicted.&lt;br /&gt;
# Channel out the final tile from above, pull the lever. Let the water fill the reservoir, then pull the lever again, sealing the water source.&lt;br /&gt;
&lt;br /&gt;
Keep in mind, when you command the lever to be pulled to end filling, it may take some time for an available dwarf to actually do it. Even then, there is some lag time between the lever pull and the action it causes. Finally, if your plug is at some point in the aqueduct, but not at the entrance of the reservoir, any water in the aqueduct above the water level in the reservoir will continue to pour in.&lt;br /&gt;
&lt;br /&gt;
If you want to empty the aqueduct, use a similar method to build a drain to some reasonable dumping location, like a cavern. Make sure you can control it with levers, however, or it will constantly drain instead of filling your well.&lt;br /&gt;
&lt;br /&gt;
== Safety ==&lt;br /&gt;
&lt;br /&gt;
A well is not an obstructing object. That is to say, it doesn't stop things from passing through its space. This is why wells can function through other wells, why water will flood out of them, and why a (very) few monsters may be able to climb out through them if you're tremendously unlucky.&lt;br /&gt;
&lt;br /&gt;
=== Flooding ===&lt;br /&gt;
&lt;br /&gt;
More fortresses have fallen at the hands of a flooding well than they have to megabeasts, sieges or the infamous HFS. If you are going to be shifting water around in any form &amp;lt;s&amp;gt;other than buckets&amp;lt;/s&amp;gt; including buckets and Urist McDrownseasily, be prepared for the worst.&lt;br /&gt;
&lt;br /&gt;
There are several solutions to the flooding problem.&lt;br /&gt;
&lt;br /&gt;
* Overflow Drainage. At the top of a reservoir, dig a tunnel to drain water out the side, and have it dump out into some appropriate sump, like a cavern full of armok-knows-what.&lt;br /&gt;
* Emergency Auto-plug. You can make pressure plates sense water. If you set up a pressure plate beside your well, and connect it to a hatch or door blocking your reservoir, it will automatically seal the reservoir off from its flow source, should the thing flood.&lt;br /&gt;
* No Exits. The safest and easiest way to do it, is to dig out the reservoir, ''but not the opening for the well itself''. This way, you can fill the reservoir completely, and because there's nowhere for it to flood out to, it simply WON'T! Then you can seal off the reservoir at your leisure and dig the opening without concern! (Though not without caution. Make sure you turned the taps off first.)&lt;br /&gt;
* Cut the Pressure. Filling a reservoir from above is a good way to cause a flood. You can neutralize the excess [[pressure]] by including a diagonal passage in the aqueduct at or below the level of the well.&lt;br /&gt;
&lt;br /&gt;
=== Monsters ===&lt;br /&gt;
&lt;br /&gt;
You don't need to worry too much about monsters crawling out of your well to gobble down your hairy friends these days, but that doesn't mean it's impossible. It all depends on what beasts may be lurking around- and how you build your well.&lt;br /&gt;
&lt;br /&gt;
First off, if you're bucket-filling a well, you need to make sure that their initial water source is safe. Make sure it isn't full of crocodiles or carp. (Or other dangerous fishy things)&lt;br /&gt;
&lt;br /&gt;
If you are draining water through an aqueduct, and you know there may be dangerous animals (Or even just unwanted regular animals) living in it, there is a way to stop them from wandering in. You can place [[Grate|wall grates]] or [[Bars|upright bars]] in the aqueduct to act as filters. (Note that submerged [[fortification]]s do '''not''' block creature movement.) These allow water to pass through, but animals cannot. Quickly [[flow]]ing water, however, may push animals through wall grates and vertical bars, and both are vulnerable to level 2 [[building destroyer]]s. For the ultimate in aqueduct filtering, install a floor grate (or floor bars) such that the water flows ''upwards'' through the grate into your reservoir using [[pressure]]. If you plan to use filters in conjunction with [[floodgate]]s, remember to connect your floodgate to its trigger ''before'' placing the filters.&lt;br /&gt;
&lt;br /&gt;
Even if monsters do get into your well, they're rarely a genuine threat, and at worst can give your dwarves an unhappy thought by scaring them. However, if your reservoir is filled right to the brim, carp and other fish CAN attack your dwarves, just as they would from a river. Also, any amphibious creatures may be able to use an escape passage to make their way into your fortress and make a mess. (Keep in mind, zombified fish are amphibious) And, of course, anyone who falls into a well full of predators is pretty much doomed.&lt;br /&gt;
&lt;br /&gt;
To prevent amphibians from getting out of your well, should they somehow get there, simply put a lockable hatch over the escape route.&lt;br /&gt;
&lt;br /&gt;
Finally, if you are drawing directly from a cavern lake, and have simply opened a hole in its ceiling for the well, any flying creatures in the cavern may be able to use the well as an access point to your fortress. You could potentially construct a wall surrounding the pathway of the bucket. This would prevent flying creatures from entering, unless they are also capable of swimming. Do not forget the perils of dwarves falling into a well, however, falling into a cavern lake full of cave crocodiles will cause lots of [[fun]].&lt;br /&gt;
&lt;br /&gt;
== Above Ground ==&lt;br /&gt;
&lt;br /&gt;
The previous sections focused mostly on subterranean wells and gravity-filling reservoirs. Now we need to consider the special circumstances of wells built at ground level, above ground level, and simply outdoors.&lt;br /&gt;
&lt;br /&gt;
The main problem is that anything above what was ground level at embark is considered &amp;quot;above ground&amp;quot; and has different behavior, even if enclosed to be indoors. In particular, it will freeze and evaporate according to the temperature. This includes everything on level 0 and -1, unless there is something about them preventing the temperature from removing them, like rivers flowing faster than the water can evaporate out of them.&lt;br /&gt;
&lt;br /&gt;
Enclosing the water, so that it is &amp;quot;indoors&amp;quot; will decrease the rate of evaporation, but there isn't much you can do to prevent water from freezing above ground. (There is a way, but if you're new, you may not enjoy [[#Fighting the Ice|the prospects of actually constructing it]].)&lt;br /&gt;
&lt;br /&gt;
=== Outdoor Wells ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of good reasons to build a well outdoors. First and foremost, to be decorative or thematic. The wells don't necessarily need to be functional if this is your intent. But another use would be as a functional source for an outdoor meeting hall... Or in other words, a vomitorium. Because dwarves will clean themselves in a well, having one in such a vomitorium would just make things more efficient!&lt;br /&gt;
&lt;br /&gt;
Of course, as with any outdoor meeting place, you need to be certain that it is a safe place, where goblins and giant eagles are unlikely to descend upon your sickly party-goers.&lt;br /&gt;
&lt;br /&gt;
=== On The Level ===&lt;br /&gt;
&lt;br /&gt;
Now, about ground level, or specifically, the place where &amp;quot;above ground&amp;quot; and &amp;quot;below ground&amp;quot; meet. Z-levels 0 and -1 on flat maps. If you are on a very cold or very hot map, any water open to the sky on these levels will freeze or evaporate very quickly. As said before, you can minimize this by simply roofing in the water and making it &amp;quot;indoors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Also keep in mind the floor type. Murky pools, even when roofed over, will behave as though they are open to the sky. This is because murky pools, rivers, oceans, etc. all have a special floor tile which modifies the behavior of any water above it. Simply putting floor tiles on the basin of a murky pool can minimize evaporation, but it will eliminate rain refill.&lt;br /&gt;
&lt;br /&gt;
If you dig a channel down to z-2, the water in it will not evaporate very quickly at all, as it's &amp;quot;under ground&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== In the Sky  ===&lt;br /&gt;
&lt;br /&gt;
And now for the final type of well, and this one is very uncommon, you may wish to build a well high above ground. A well tower may indeed be a cool, though completely non-functional idea. Be aware what the environmental conditions are before you do this, of course, as the only real way of dealing with ice involves pumping magma up the tower as well.&lt;br /&gt;
&lt;br /&gt;
In all honesty, a sky well would be built and function pretty much the same as a subterranean well. The only difference is that it is very difficult to get the water up there. You need to build a pumpstack, lifting the water, level by level, pump by pump, up to your reservoir. And you need to lift the water to the top of your reservoir, as pumps will not pump upward naturally.&lt;br /&gt;
&lt;br /&gt;
== Style and Design ==&lt;br /&gt;
&lt;br /&gt;
This section discusses purely aesthetic and functional decisions people have made in the past with their wells, as well as advanced designs.&lt;br /&gt;
&lt;br /&gt;
=== Fighting the Ice ===&lt;br /&gt;
&lt;br /&gt;
So you have a frozen well, and you want to know how to keep it liquid do ya? You're going to need to build a heated reservoir.&lt;br /&gt;
&lt;br /&gt;
First, have magma on your map. If you don't, dig deeper and be prepared for [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Next, you need some [[magma-safe]] materials. You'll need this to build floodgates and pumps.&lt;br /&gt;
&lt;br /&gt;
Now, you need to pipe and pump the magma with the magma-safe pumping equipment. Be sure to use mechanical power for these, as dwarves are too likely to kill themselves.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped under your reservoir. That is to say, there needs to be just one floor tile between the two, just enough to keep them from touching and turning into an accidental obsidian factory.&lt;br /&gt;
&lt;br /&gt;
The magma needs to be piped around under your water, it needs to keep on moving or the water will freeze again. That means it needs an infinite, cyclical flow.&lt;br /&gt;
&lt;br /&gt;
And even if you get all of this built and working, it will only melt one level. Which means the reservoir can only be 1 level deep.&lt;br /&gt;
&lt;br /&gt;
That's a lot of work to have an above-ground well in a frozen environment. Probably easier to melt a pool and drain it.&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Party Machine ===&lt;br /&gt;
&lt;br /&gt;
It is possible to pour water through the mouth of a well from above. This frequently causes water to spray out in a mist, which pleases dwarves. If you power it, you could have a pump stack draw water from beneath the well and pour it back in from above, turning your fancy meeting hall into a FANCIER meeting hall! Throw in some platinum statues while you're at it.&lt;br /&gt;
&lt;br /&gt;
=== Well Stacking ===&lt;br /&gt;
&lt;br /&gt;
Have you ever needed to have more than one well on multiple z-levels and disliked the work of setting up multiple reservoirs? Well fret no more!&lt;br /&gt;
&lt;br /&gt;
Because a well can function through the opening of another well, it's possible to stack well openings through z-levels! So long as they're all in a perfectly straight line above each other, and there's at least 3/7 tiles of water somewhere directly below them, they will all be perfectly functional!&lt;br /&gt;
&lt;br /&gt;
Of course, if you go too far, this may become something of a safety concern, as dwarves would plummet mile after mile, through dozens of well openings before finally hitting the bottom.&lt;br /&gt;
&lt;br /&gt;
=== Multitasking Wells ===&lt;br /&gt;
&lt;br /&gt;
Because wells aren't actually USED all that often, and are usually more valuable as decorations, there isn't really any reason to keep its reservoir completely full all the time. So, what can you do with a giant bucket of water in the middle of your fortress? Well, luckily, there are a few other reasons you could have for piping water around.&lt;br /&gt;
&lt;br /&gt;
First, you need to &amp;quot;irrigate&amp;quot; stone floors before you can actually farm on them. Instead of making a separate, elaborate irrigation system for just one use, (mud doesn't dry naturally, though it could be smoothed/floored over and disappears when reclaiming a fortress) why not just drain it out of your well?&lt;br /&gt;
&lt;br /&gt;
You could also use your well as a water reservoir for an obsidian factory. Fill a chamber with a single layer of magma, then pour your well's contents over it!&lt;br /&gt;
&lt;br /&gt;
You could use your well to dispose of unwanted life forms, such as siegers, elves, goblins, nobles and other miscellaneous things that wandered into your cage traps. (This only works on non-amphibious creatures)&lt;br /&gt;
&lt;br /&gt;
=== The Dwarven Toilet ===&lt;br /&gt;
&lt;br /&gt;
I built this in an experiment. At the top of the reservoir is a platform with a pressure plate on it. When the pressure plate senses 5/7 water, it triggers, closing the fill pipe, and opening the drain. So, when you pull the lever to fill the thing, it fills up to the top, then drains. Just like a giant toilet. I have not found any functional use for this. In all honesty, it was a simple accident I made, connecting the pressure plate to the drain as well as the plug. But, hey, what the heck, I made a giant toilet. There ya' go. Perhaps you could use this to get rid of the crud that accumulates in a well as dwarves clean themselves in it?&lt;br /&gt;
&lt;br /&gt;
This can be VERY useful when you have a larger reservoir that fills your well. This way every pull of the lever delivers a set amount of water into your well. Thus eliminating&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; the risk of flooding due to the well becoming pressurized.&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Beware dwarves that throw tantrums, they randomly pull levers.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Well_guide]]&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Status_icon&amp;diff=217787</id>
		<title>DF2014 Talk:Status icon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Status_icon&amp;diff=217787"/>
		<updated>2015-04-29T20:18:12Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* Chasing animal */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chasing animal ==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;No Destination&amp;quot; icon appears to also flash when a dwarf is trying to pen/pasture an animal that is running off to do something else; a dog in my most recent fortress is chasing after a wild boar (which it has already brutalized and is fleeing from it), and the dwarf tasked to pen the dog is chasing after it, flashing with a red question mark. Presumably this is because the job's destination keeps changing locations? [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 20:18, 29 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=217762</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Armor&amp;diff=217762"/>
		<updated>2015-04-28T15:32:31Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|21:00, 12 September 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Armor''' is the protective equipment used to reduce/deflect damage during [[combat]]. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the neck, the upper arms, and the upper legs. Ears, nose, lips, teeth, and throat are exposed, even in full armor.&lt;br /&gt;
&lt;br /&gt;
'''The actual effectiveness of a given piece of armor depends on the weapon(s) being used against it.'''&lt;br /&gt;
&lt;br /&gt;
Keeping in mind the armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least iron armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (But you shouldn't need this wiki to figure that out.) With more recent versions, armor slows down dwarves considerably more than it did in the past, making the Armour User skill much more important. In prior versions both movement and attack speeds were slowed by heavy armor. It's unknown whether this is still the case in v0.40.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|550px|Dwarven armor coverage chart]]&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Purpose ===&lt;br /&gt;
Armor's purpose is simple: to allow your dwarves to better withstand damage in combat. Where an unarmored dwarf would invariably suffer injury from a weapon strike, well-armored dwarves have a good chance of taking reduced damage or shrugging it off altogether. Potentially damaging blows become mere bruises and otherwise lethal or incapacitating wounds are reduced to serious ones. [[Clothes]], though not specifically recognized by the game as armor, nonetheless function as such and may block weak attacks.&lt;br /&gt;
&lt;br /&gt;
While a clothed dwarf is a better fighter than a naked one, an unarmored dwarf will still succumb to a [[goblin]] [[ambush]] in seconds. One clad in a full set of exceptional-quality steel armor, however, can absorb most of a goblin squad's ammunition and half a minute of its time before finally being killed. Unarmored or lightly-armored dwarves may suffice to deal with lone thieves and the local wildlife, but a serious [[military|army]] requires equally serious armor.&lt;br /&gt;
&lt;br /&gt;
=== Types of armor ===&lt;br /&gt;
In terms of classifications, armor can be classed into three different types. The first is [[clothing]], made of [[leather]] or [[cloth]]. Clothing can only deflect very weak attacks - say, a [[raven]] bite - but nonetheless can dampen damage. Most dwarves will be wearing clothing; those that aren't will usually be very [[tantrum|unhappy]], [[children|babies]], or [[insane]]. The second type is [[leather]] and [[bone]] armor, which is specialized for the purpose from clothing; it is very weak, but still better than nothing. The last type is true [[metal]] armor, made at a [[metalsmith's forge]]; it is this armor that is made by an [[armorsmith]], and should be used by a serious military.&lt;br /&gt;
&lt;br /&gt;
Though all clothes can protect from damage, a &amp;quot;true&amp;quot; suit of armor consists of the following pieces, one cell from each column.&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Torso&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Head&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Arm&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Leg&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | Feet&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; | [[Shield|Shields]] (block attacks)&lt;br /&gt;
|-&lt;br /&gt;
|Mail Shirt (upper body + lower body + neck + upper arms + upper legs) &lt;br /&gt;
'''and/or''' Breastplate (upper body + lower body)&lt;br /&gt;
|Helms&lt;br /&gt;
|Gauntlets (hands + wrists)&lt;br /&gt;
|Greaves, made of plate&lt;br /&gt;
|High boots (feet + lower legs)&lt;br /&gt;
|Shield&lt;br /&gt;
|-&lt;br /&gt;
|Leather armor (upper body + lower body)&lt;br /&gt;
|Cap&lt;br /&gt;
|Gloves (hands)&lt;br /&gt;
|Leggings, made of chain&lt;br /&gt;
|Low boots (feet)&lt;br /&gt;
|Buckler&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first row is the more effective choice, while the second row is an alternative offering less protection.&lt;br /&gt;
&lt;br /&gt;
Note that if a mail shirt is combined with high boots, explicit leg covering can be omitted. (Dwarves don't have knees to protect, so upper leg from the shirt and lower leg from the boot is complete).&lt;br /&gt;
&lt;br /&gt;
=== Armor skill ===&lt;br /&gt;
Armor use trains the [[armor user]] [[skill]]. Where armor quality affects hit block chance, armor user skill affects how quickly the dwarf can move in his armor. In arena tests, a grand master armor user could move at twice the speed of a dabbling user when in heavy armor. Faster speed translates into faster movement, both when walking around and when crossing blades with an opponent; well-trained dwarves will have more opportunities to strike, block, and dodge in combat.&lt;br /&gt;
&lt;br /&gt;
Every time a dwarf reflects an attack with their armor ([[reports|report]]ed as &amp;quot;the attack was deflected by his/her &amp;lt;armor&amp;gt;&amp;quot;), they will receive 30 [[experience]]. The skill can be trained with a [[danger room]], by attacking local wildlife, or through [[live training]] schemes.&lt;br /&gt;
&lt;br /&gt;
=== Shield skill ===&lt;br /&gt;
Likewise, shield use trains the [[shield user]] [[skill]]. Shields are a special piece of armor that can be worn on one arm (and cannot be worn with two-handed weapons) and can be used to block attacks better than equivalent armor can (a difference amounting to deflection instead of broken bones), greatly increasing dwarven survivability. The skill modifies how often the dwarf will be able to block an attack with the shield, and is likewise trained every time the shield is used to block an attack, at 30 experience apiece. It can be trained in the same ways.&lt;br /&gt;
&lt;br /&gt;
=== Material ===&lt;br /&gt;
:''See also: [[Metal#Weapon and armor quality]]''&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:left&amp;quot;&lt;br /&gt;
! Material !! Workshop !! Labor !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]] || [[Metalsmith's forge]] || [[Armorsmith|Armoring]] || Best choice; see notes below&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, greaves, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] || [[Craftsdwarf's workshop]] || [[Bone carver|Bone carving]] || Leggings, gauntlets, and helms only&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]] || [[Leather works]] || [[Leatherworker|Leatherworking]] || Light and unencumbering but weak protection.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] || [[Clothier's shop]] || [[Clothier|Clothesmaking]] || Limited protection, nearly useless against metal.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]] || [[Carpenter's workshop]] || [[Carpentry]] || Shield/buckler only (except [[Elf|Elves]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Most armor must be made out of a weapons-grade material (steel, iron, etc.). The only exception to this is when a dwarf is in a [[strange mood]], in which case a piece of armor may be created out of any metal lying around. The material used in armor is extremely important to combat; fully [[iron]]-armored dwarves with iron short swords stand no chance against those clad in [[steel]]. In general, slashing weapons will have difficulty piecing armor made of the same weapons-grade material as the weapon, piercing weapons will be increasingly blunted, and blunt weapons will break bones through armor almost regardless of its material. Rigid armor provides limited blunt protection, and the chain mail shirts and leggings provide next to none. Even adamantine armor only prevents an estimated 13% of blows, demonstrating the utility of the slow but sure war hammer.&lt;br /&gt;
&lt;br /&gt;
Certain weapons are surprisingly good at penetrating armor.  Copper whips will shatter skulls through steel helmets. &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=116151.30 science!]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;text-align:center&amp;quot;&lt;br /&gt;
! colspan=5|Armor material comparison&lt;br /&gt;
|-&lt;br /&gt;
! Poor !! Acceptable !! Good !! Excellent !! Best &lt;br /&gt;
|-&lt;br /&gt;
| Leather/Bone || Copper || Iron/Bronze&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; || Steel || Adamantine&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;Bronze here also includes Bismuth Bronze as both have the same values and are armor grade metals. [[Black_bronze|Black bronze]] can '''not''' be used for armor.&lt;br /&gt;
&lt;br /&gt;
* [[Bone]] armor can be crafted very early in the game from the bones of livestock or other animals.&lt;br /&gt;
* [[Copper]] armor is the lowest-grade type of metal armor, but also the easiest to get, requiring one of [[native copper]], [[malachite]], or [[tetrahedrite]] (next-to-guaranteed on any embark containing more than one metal).&lt;br /&gt;
* [[Bronze]] is an [[alloy]] of copper and [[tin]], requiring [[cassiterite]]. It is much improved over copper armor and is slightly stronger than iron, but also weighs more and is more elastic.&lt;br /&gt;
* [[Bismuth bronze]] is just bronze alloyed with [[bismuth]], fancier colored and more valuable, but with the same material properties as standard bronze. If you have access to bismuth and want to put it to use, you can save some tin this way.&lt;br /&gt;
* [[Iron]] can be smelted from [[hematite]], [[limonite]], or [[magnetite]], and is easiest to find in [[sedimentary]] layers (though [[igneous extrusive]] layers may contain hematite). It is comparable to bronze, but is slightly weaker (but more rigid) and has a less complicated smelting process.&lt;br /&gt;
* [[Steel]] is the best non-adamantine armor material, and requires [[fuel]], [[flux]], [[iron]], and [[pig iron]] in its manufacturing. Note that steel is worth its weight in [[gold]]; making lots of armor is a sure way to attract [[siege|attention]], but at least it's going into shiny armor, right?&lt;br /&gt;
* [[Adamantine]] is only found beneath the third [[cavern]] layer, plumbing the depths of the [[magma sea]]; it can be used to create unparallelled armor, but is very time-consuming to produce, in addition to being hazardous to mine. It is immensely valuable to boot.&lt;br /&gt;
&lt;br /&gt;
A detailed breakdown can be found [http://www.bay12forums.com/smf/index.php?topic=53571.0 here]. Note that a full suit of ''any'' non-adamantine metal armor will considerably slow down a raw recruit of average strength, as shown briefly [http://www.bay12forums.com/smf/index.php?topic=111414.0 here].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 Some dwarven science] has also been conducted on the armor values of strange mood armors made from non-weapons grade materials. The results seem to indicate the following ''rough'' order of preference in terms of armor properties (but take note of the artifact multiplier as well): Adamantine, Steel, Pig Iron, Iron, Bronze, Bismuth Bronze, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, Copper, Tin, Sterling Silver, Silver, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
Quality is an important modifier on armor. Armor gets a deflection bonus based on quality level, but its effect is only known for regular (1x), masterwork (2x), and artifact (3x) armor; presumably, the quality ranks in between are progressive.&lt;br /&gt;
&lt;br /&gt;
{{DF2012:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
This means that, effectively, masterworks produced by legendary [[armorsmith]]s cut damage done by as much as half. This, combined with the need to produce a lot of armor, makes armorers far and away the most desired dwarves for [[strange mood]]s, and various schemes exist for influencing such an event.&lt;br /&gt;
&lt;br /&gt;
Dwarves in strange moods can produce legendary artifacts, which benefit from a 3x multiplier, three times as good as a more mundane piece of armor. However, artifacts can be made of totally inappropriate materials, and the spectacularly low defensive values of a [[rainbow trout]] [[bone]] mail shirt vastly outweigh any bonuses it gets. This can be problematic when your [[militia commander]] drops everything to retrieve himself his new piece of paper armor. Nonetheless, artifact-quality weapons-grade armor are very strong defensively.&lt;br /&gt;
&lt;br /&gt;
Strange moods are an exception to the number of bars rule; only one bar is required for the item itself, although additional materials may be gathered for decoration.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
Dwarves that have used a particular piece of armor for an extended period of time may grow attached to it, becoming unhappy if it is taken away. This is fine if it is a pair of ☼Steel Greaves☼, but a major problem if they are using what is meant to be interim armor. This happens less often with armor than it does for weapons. These events generate announcements.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
There is no hard difference between clothing and armor, something accentuated by regular clothing's ability to block attacks. Armor can be thought of as metal clothing, thicker and made of materials that have a much better chance of blocking attacks. Armor is, however, different in that it is not subject to standard [[wear]], and the fact that only non-clothing garments increase the armor user skill.&lt;br /&gt;
&lt;br /&gt;
The availability of specific articles of clothing varies by [[civilization]], and each has its own set of clothing that it can produce. In Fortress mode, sandals and shoes are in the same clothing class, but only the latter can be produced by dwarves, where the former must be stripped off of dead enemies. It is important to understand that dwarves are gender-insensitive; a male dwarf may well put on a dress.&lt;br /&gt;
&lt;br /&gt;
Non-armor clothing can provide some defense, most importantly to areas that are not covered by regular armor. The ears, nose, lips, and teeth are always exposed, even in full armor. Robes and cloaks will provide a bulwark of low-level protection, making them useful for military dwarves, especially those you plan to send through the [[danger room]].&lt;br /&gt;
&lt;br /&gt;
=== Encumbrance ===&lt;br /&gt;
Sometimes it is better to wear less armor than more armor, because armor slows you down. Non-armor users tend to get slowed down significantly if wearing more than 1 piece of armor with 15-25 units of weight. This includes items such as mail shirts, greaves, and breastplates. Gauntlets only weight 1-2 units of weight depending on material and high boots 3 units. Most clothing weigh 1 unit or lower, with the exception of plant cloth clothing which weigh 4 times as much as their silk and yarn alternatives. &lt;br /&gt;
&lt;br /&gt;
Since most dwarves are not danger room trained right away into legendary armor users it is highly recommended that you do not outfit them with the maximum amount of armor possible, as this will make them super-slow, and allow the enemy to get in many hits before they have a chance to fight back. Weight also hinders ranged units like marksdwarves that more or less depend on their first strike and fast reload to cripple the enemy before they get into melee; and which may also spend the majority of their time behind fortifications anyway.&lt;br /&gt;
&lt;br /&gt;
Wearing a combination of 1 pair of metal gauntlets, 1 pair of metal boots, 1 metal helmet, and 1 metal mail shirt gives an armor level 2 layer metal armor that covers all areas without sacrificing speed due to encumbrance on non-armor users. This set-up will prevent most cutting and stabbing attacks from weapons below the armor's metal grade but will still be vulnerable to crushing attacks since no metal greaves or breastplate is worn. Lighter and more weaker types of armor like leather armor and bone greaves can also be worn in addition to the metal layer to provide additional protection without encumbrance, and tend to be at least moderately effective if they are masterworks. Shields should be made of wood when possible because a copper shield could weigh up to 13 units of weight, and material does not matter for blocking attacks.&lt;br /&gt;
&lt;br /&gt;
=== Wear ===&lt;br /&gt;
&lt;br /&gt;
Armor does not currently experience any [[wear]] from use. However, armor (and clothing) stored in a [[stockpile]] with the [[refuse]] category enabled experience accelerated [[wear]]--this is a &amp;quot;feature&amp;quot; intended to dispose of unwanted armor.{{bug|5711}}&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
The layers are, in order from inner to outer:&lt;br /&gt;
*Under&lt;br /&gt;
*Over&lt;br /&gt;
*Armor&lt;br /&gt;
*Cover&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
The number of regular metal bars needed to make a piece of metal armor is equal to the material size divided by 3, rounded down with a minimum of one.&lt;br /&gt;
The number of adamantine wafers or stacks of adamantine cloth required to create armor is equal to the material size.&lt;br /&gt;
&lt;br /&gt;
===Headgear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cap[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30%&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Helm[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Hood&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mask†[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Turban†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Head Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Face Veil†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Headscarf†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Upper Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Dress&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tunic&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Toga&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Vest&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Robe&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Coat&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leather Armor[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|9&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2.7&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cape†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|300&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
[[Quiver]] and [[Backpack]] are also worn on upper body, counting towards layer permit size.&lt;br /&gt;
&lt;br /&gt;
===Hands===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting Efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gloves&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Gauntlets[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1 &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mittens&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cover&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces a pair of gloves, gauntlets or mittens -- one right-handed and one left-handed.  The items from a single job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Lower Body===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|LBSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Trousers&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Leggings[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,B,S,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.5&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Greaves[S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|B,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.8&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|90%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Loincloths†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Thongs†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Short)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Skirts (Long)†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Braies†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Footwear===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting (per pair)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency %&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Socks&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Sandals†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shoes&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Over&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Low Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|High Boots&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1+&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|25&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Armor&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Chausses†&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|3&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|C,L&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|10&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Under&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|100%&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|MAX&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Each crafting job produces one pair of footwear.  Unlike gloves, footwear items are interchangeable (they are not right- or left-footed).  The two items from a single crafting job may have different quality levels.&lt;br /&gt;
&lt;br /&gt;
===Shield===&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Clothing Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Armor Level*&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Material Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Materials&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Size]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Size, Permit, and layering armor|Permit]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Layer&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Coverage %&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|[[Armor#Coverage|UPSTEP]]&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars to make&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Bars returned on melting&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:1.2em;&amp;quot;|Melting efficiency&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Buckler&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0.6&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|60%&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Shield&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|4&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|L,M,W&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|NA&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;| &lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|1.2&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|120%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * {{=}} Items without an armor rating are considered clothing. Armor levels 1-3 were referred to as 'leather', 'chain' or 'plate' in earlier versions.&lt;br /&gt;
* + {{=}} The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
* † {{=}} This article cannot be crafted by dwarves (except for [[artifact]]s), but may be purchased in trade.&lt;br /&gt;
* [S] {{=}} shaped item, max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* Materials can be Cloth, Leather, Bone, Shell, Metal, or Wood.&lt;br /&gt;
Note: Striking with a shield trains both misc object user and armor user skills.&lt;br /&gt;
&lt;br /&gt;
==Special procedurally generated armors==&lt;br /&gt;
Some rare entities have their own procedurally generated armors. Currently, these armors are produced by copying the default properties of the &amp;quot;base&amp;quot; armor, and adding an adjective (&amp;quot;bulging&amp;quot;, &amp;quot;segmented&amp;quot;, &amp;quot;rounded&amp;quot;, etc.). Dwarves in [[strange mood]]s which select from all armors with a certain tag may produce one of these procedurally generated armors. Since they retain the properties of their base items, these armors should be as usable as standard armor of the base type.&lt;br /&gt;
&lt;br /&gt;
==Equipping Clothing==&lt;br /&gt;
&lt;br /&gt;
Items in Dwarf Fortress must be equipped in a specific order. A dwarf must equip a layer type of Under before he equips a layer of type Over, for example. The complete order goes: Under, Over, Armor, Cover. It is common among civilians to see a dwarf equip pants with no undergarments due to this restriction, even when an undergarment is available. This is typically not an issue with soldiers, however.&lt;br /&gt;
&lt;br /&gt;
There is no restriction on wearing multiple items of the same type ''(Unless the item is shaped [S])''. You can, for example, wear 3 cloaks without penalty.&lt;br /&gt;
&lt;br /&gt;
===Process for equipping a new piece of clothing===&lt;br /&gt;
&lt;br /&gt;
The following variables will be used in the logic below: &lt;br /&gt;
:'''Current Item''' refers to the specific item being equipped. &lt;br /&gt;
:'''Total Size''' refers to the [[Armor#Size, Permit, and layering armor|size]] of all items equipped on that body part, excluding the item to be equipped (while including those on a different [[Armor#Size, Permit, and layering armor|layer]]). &lt;br /&gt;
:'''Permit''' refers to the maximum allowable size of items equipped on the same or lower level as the item to be equipped.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In order to equip a new item, the dwarf (or other creature) ...&lt;br /&gt;
:*will determine if he is eligible to wear the item in question (Perhaps the body part is missing/severed).&lt;br /&gt;
:*must start with the lowest layer first, continuing to the next layer when no other items of that layer need to be equipped&lt;br /&gt;
:*checks if the item is shaped [S], and will only equip the item if no other shaped items are equipped '''on that body part'''.&lt;br /&gt;
:*will equip items with lowest permit level first. If two items share the same permit value, the highest size item will be equipped first{{verify}}.&lt;br /&gt;
:*then checks if his total size (excluding the current item) is less than the current item's permit.&lt;br /&gt;
:*If all above logic is true, the dwarf will equip the item.&lt;br /&gt;
&lt;br /&gt;
===Equipment process example===&lt;br /&gt;
&lt;br /&gt;
Each item is listed in order of being equipped, the primary focus of this example is that the total size must be equal to, or less than the permit size of the item being equipped. Like above, the total size ''excludes the size of the item being equipped''.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Item Type&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Size&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Permit&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Total Size*&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|0&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|30&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Breastplate [S]&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|20&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|45&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Mail Shirt&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|50&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|65&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|80&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|95&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|110&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|125&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|140&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|Cloak&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|15&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|150&lt;br /&gt;
|style=&amp;quot;border:1px #AAA solid;padding:0.2em;color:#F00;&amp;quot;|155&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* * = Total Size include the size of all equipped items, but does not include the item being equipped&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#F00&amp;quot;&amp;gt;Red Text&amp;lt;/span&amp;gt; = This item cannot be equipped, because the total size is larger than the item's permitted size.&lt;br /&gt;
&lt;br /&gt;
==Size, Permit, and layering armor==&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old [[40d:dungeon master|dungeon master]]s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm (30 size,20 permit) can be worn over two head veils (10,100), and can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap (10,15) allows only one face veil (10,100), but a combined total of up to 9 head veils and hoods can be added.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''[[Adventurer mode]]''' follows the arena rules so it is possible to have three chain mail shirts (15,50), a breastplate (20,50), and 25 capes (10,300) on ones upper body plus a helm and six hoods on ones head.  Confirmation is needed to see if [[fortress mode]] follows the old rules or the new arena rules. (I tested this and found that Urist McNopants follows a totally different set of rules than either of these. His rules tell him to forget both caps all of the hoods both socks and his trousers, and each successive time he gets dressed he feels the need to do it differently.)&lt;br /&gt;
&lt;br /&gt;
===Some more workarounds regarding Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armor piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a [[steel]] breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no [[leather]] armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armor pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these tests will fail. However, because of the layering order (mail shirts being armor layer 2, the breastplate armor layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''50''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armor.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
'''Armor'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
'''Armor (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
6 x dress&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x robe&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x cloak&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Legs'''&amp;lt;br/&amp;gt;&lt;br /&gt;
3 x long skirts&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (no foreign items)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
'''Legs (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x leggings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Helm'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Gloves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
'''Gloves (cheap)'''&amp;lt;br/&amp;gt;&lt;br /&gt;
2 x pairs of gloves&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of mittens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Boots †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of chausses&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (no foreign items) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of high boots&lt;br /&gt;
&lt;br /&gt;
'''Boots (cheap) †'''&amp;lt;br/&amp;gt;&lt;br /&gt;
1 x pairs of socks&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x pairs of shoes&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
''Note: &amp;quot;Cheap&amp;quot; implies the set can be made from secondary materials such as bone and cloth with item types not overlapping with  the other, more combat oriented set which use metal, leather and cloth (for socks). As a rule of thumb, combat sets provide better protection but cheap sets are lighter and easier to mass produce.''&lt;br /&gt;
&lt;br /&gt;
† It appears that equipping footwear on one foot can affect what can be equipped on the other.  For example, if a uniform calls for socks and high boots, a dwarf will only equip 3 of those 4 items between both of his feet.&lt;br /&gt;
&lt;br /&gt;
==Coverage==&lt;br /&gt;
&lt;br /&gt;
The value of coverage of an armor piece is the percentage probability that an attack made against a body part covered by said armor piece actually hits the armor. Example: Helms and caps both cover only the head (facial features excluded). 100% of attacks against the head of a helm-wearing dwarf are affected by the helm's protective capabilities, because helms have 100% coverage. In the case of a cap-wearing dwarf, only 50% of attacks made against the head are affected by the cap - the remaining 50% bypass it and land directly on the head, because caps have only 50% coverage. The value of coverage has an additional role in determining how well the armor protects against contaminants and temperature effects.&lt;br /&gt;
&lt;br /&gt;
By default, armor pieces cover only a single body part, at which they are 'anchored' (hands, feet, lower body, upper body or head){{verify}} . Their coverage is extended to other body parts using the following three tags:&lt;br /&gt;
&lt;br /&gt;
:'''[UBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor, controls how far 'up' the body an item of armor reaches. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head). It can cover the children of such body parts (such as parts of the face) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms and neck.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug, but unless you are making adamantine robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs additional testing.&lt;br /&gt;
&lt;br /&gt;
Testing in arena: in three 15x15 dwarves battles where both sides was equipped with iron battle axes and iron full armor and one of the teams was enforced with leather robes, team with robes was a victorious (2-3 survivors).&lt;br /&gt;
&lt;br /&gt;
:'''[LBSTEP]'''&lt;br /&gt;
This token, when applied to torso armor or pants, controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (e.g., foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. Because the upper and lower body are effectively zero steps from each other, torso armor can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Armor Coverage Chart.png|thumb|450px|Dwarven armor coverage chart]]&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armor also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armor, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
:'''[UPSTEP]'''&lt;br /&gt;
This token, when applied to gloves or shoes, determines how far up the limb the armor protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs.&lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armor on the legs from high boots and a mail shirt even before adding leg armor. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them. This also applies to teeth, lips, and ears.&lt;br /&gt;
&lt;br /&gt;
Toes and fingers are protected by the relevant armor type (e.g. gauntlets cover fingers and boots cover toes).&lt;br /&gt;
&lt;br /&gt;
== Other Restrictions ==&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
Also, if you do not tell dwarves to replace clothing with a uniform, they will wear it alongside the uniform and possibly come into conflict with layering and sizes/permits, making them unable to wear assigned items. Particularly, caps conflict with helms (both are shaped items), and shoes are too large to fit inside boots. &lt;br /&gt;
&lt;br /&gt;
Military dwarves have a &amp;quot;pecking order&amp;quot; for equipment. The captain of the first squad created has first dibs, followed by his underlings in order, followed the second squad, etc...&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; (shaped) restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, putting a pair of socks (or any under-layer foot wear) on before putting on a pair of boots (or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;br /&gt;
&lt;br /&gt;
In fortress mode it is possible to have (at least) 3 shields equipped.&lt;br /&gt;
&lt;br /&gt;
* Soldiers do not replace tattered clothing that is part of a uniform.{{bug|6039}}&lt;br /&gt;
* Getting military dwarves to put on all their assigned equipment can be iffy. Boots are especially problematic (possibly related to the adventure mode bug above.) {{bug|6101}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = tosid&lt;br /&gt;
| elvish  = datome&lt;br /&gt;
| goblin  = nuklat&lt;br /&gt;
| human   = stalcon&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Friend&amp;diff=217761</id>
		<title>Friend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Friend&amp;diff=217761"/>
		<updated>2015-04-28T15:31:15Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Undo revision 217758 by 176.50.154.20 (talk) This wiki consistently calls catastrophic events fun. It fits the mood of the game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|00:48, 29 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Dwarves will sometimes make '''friends''', and this gives them a happy thought. The likelihood of two dwarves becoming friends increases as both spend time [[Social skill|socializing]] instead of working. But be warned, although dwarves get happy thoughts from making friends and talking with them, they will become quite sad if a friend dies. This is a common source of [[tantrum|fun]].&lt;br /&gt;
&lt;br /&gt;
There are several ways of avoiding the dangers of friendship. The first and hardest option is to ensure that no one ever idles. The second is to designate a HUGE [[Activity zone#Meeting Area|meeting area]], so that idlers won't be anywhere near each other. The best way, however, is to provide everyone with a personal [[bedroom]]. When this is combined with the absence of a designated meeting area, idle dwarves will spend their time in their bedrooms, alone.&lt;br /&gt;
&lt;br /&gt;
Extra care must be taken with [[soldier]]s in the same squad, for not only do they spend a lot of time together, and thus can easily socialize when they're off-duty, but they also are the most likely to die (especially if they're inexperienced recruits). This often leads to the entire squad becoming depressed over the death of a single soldier; combined with the fact that the soldiers are most likely equipped with armor and weapons, this means that [[tantrum|tantrums]] resulting from a soldier's death can be &amp;lt;s&amp;gt;catastrophic&amp;lt;/s&amp;gt; fun.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = babin&lt;br /&gt;
| elvish  = ramana&lt;br /&gt;
| goblin  = usnub&lt;br /&gt;
| human   = oled&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=217734</id>
		<title>DF2014 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=217734"/>
		<updated>2015-04-26T16:02:53Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* TWBT */ Should add a signature, oops.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a discussion about how to improve this page in [http://www.bay12forums.com/smf/index.php?topic=140179.0 this forum thread. ] [[User:King Mir|King Mir]] ([[User talk:King Mir|talk]])&lt;br /&gt;
&lt;br /&gt;
== TWBT ==&lt;br /&gt;
&lt;br /&gt;
Should this page perhaps have a mention of the Text Will Be Text DFhack utility? It mentions how one should avoid modifying certain tiles, but TWBT fixes that. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 16:02, 26 April 2015 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=217733</id>
		<title>DF2014 Talk:Tilesets</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Tilesets&amp;diff=217733"/>
		<updated>2015-04-26T16:02:32Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: /* TWBT */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There's a discussion about how to improve this page in [http://www.bay12forums.com/smf/index.php?topic=140179.0 this forum thread. ] [[User:King Mir|King Mir]] ([[User talk:King Mir|talk]])&lt;br /&gt;
&lt;br /&gt;
== TWBT ==&lt;br /&gt;
&lt;br /&gt;
Should this page perhaps have a mention of the Text Will Be Text DFhack utility? It mentions how one should avoid modifying certain tiles, but TWBT fixes that.&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Noise&amp;diff=198141</id>
		<title>v0.34 Talk:Noise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Noise&amp;diff=198141"/>
		<updated>2014-04-07T13:33:37Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Created page with &amp;quot;==Where does noise originate?== In most jobs, the dwarf performing the action stands beside the object of the action.  Does the noise originate at the dwarf or at the wall/tre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where does noise originate?==&lt;br /&gt;
In most jobs, the dwarf performing the action stands beside the object of the action.  Does the noise originate at the dwarf or at the wall/tree/etc? [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 13:33, 7 April 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Magma_mist&amp;diff=198140</id>
		<title>v0.34:Magma mist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Magma_mist&amp;diff=198140"/>
		<updated>2014-04-07T13:31:43Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Slightly too humorous/sarcastic tone; keep the humor to D for Dwarf entries please!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|10:19, 30 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Magma mist is the [[Fire|!!]][[Fun]][[Fire|!!]] yellow mist created in three cases :&lt;br /&gt;
* when debris from a [[cave-in]] splashes into [[magma]]&lt;br /&gt;
* when a fast-moving item or creature skips across magma&lt;br /&gt;
* when you drop a sufficiently large item into magma&lt;br /&gt;
&lt;br /&gt;
Unlike normal [[mist]], magma mist is '''not''' created when a magma falls down a Z-level. It sets on fire all non-fire-resistant creatures that share a tile with it, and in earlier versions would instantly kill most creatures who breathed it in.  &lt;br /&gt;
&lt;br /&gt;
Magma mist tends to be around longer than cave-in dust, and is created in quantities proportional to what you drop into magma. &lt;br /&gt;
&lt;br /&gt;
When it appears outdoors, it is called ''lava'' mist instead but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Magma mist is '''not''' to be confused with being &amp;quot;caught in a cloud of boiling magma&amp;quot;, a bug involving messages displayed when caught in [[cave-in]] dust. This is not something to worry about.&lt;br /&gt;
&lt;br /&gt;
== Preventative Measures ==&lt;br /&gt;
&lt;br /&gt;
If you are being careful around magma, it isn't very likely that you'll run into magma mist at all, let alone have to worry about your dwarves breathing it in.  The simplest thing you can do to prevent it is to watch out when dealing with mining above magma, or channeling above magma in particular.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you plan on using a magma garbage disposal system, have sufficient z-levels between the dumping point and the magma/lava. Mass dumping a whole siege worth of corpses, body parts and assorted trash may generate magma mist clouds 3 z-levels high and wide. A single large corpse (eg. a troll) is enough to cause a small magma mist cloud, potentially fatal if the magma's surface is just 1 z-level below the dumping point.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0; float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
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|-&lt;br /&gt;
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|{{CCC}}&lt;br /&gt;
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|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0; float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
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|{{000}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{000}}&lt;br /&gt;
|{{RT0|░|#FF0}}&lt;br /&gt;
|{{RT0|▒|#FF0}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|-&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{RT0|≈|#F00}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|{{CCC}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Side View.''' ''Fun (left) and completely safe (right) magma garbage disposal points showing typical magma mist clouds after dumping a few corpses.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weaponization ==&lt;br /&gt;
&lt;br /&gt;
Magma mist can be used as an [[Fire|ignition device]] on [[Elf|various]] [[Goblin|targets]] if you do not want to use magma itself and wait until it evaporates.&lt;br /&gt;
&lt;br /&gt;
Channel a moat right next to your main fortress. Fill it with magma. Drop one (or several) large, unneeded items in the magma from a few higher Z-levels when an enemy walks on the path. It can also double as a waste disposal system.&lt;br /&gt;
&lt;br /&gt;
Of course, since it sets targets on fire, be sure that it does not permit the burning target to reach your dwarves (or booze stockpile), and be sure that the invaders are not fire immune (like a dragon or bronze colossus).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Where_in_my_area_should_I_build_my_fort&amp;diff=198139</id>
		<title>Talk:Where in my area should I build my fort</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Where_in_my_area_should_I_build_my_fort&amp;diff=198139"/>
		<updated>2014-04-07T00:57:00Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Created page with &amp;quot;==Improper namespace== This should likely be moved to DF2012:Where in my area should I build my fort, and the appropriate templates added. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Improper namespace==&lt;br /&gt;
This should likely be moved to [[DF2012:Where in my area should I build my fort]], and the appropriate templates added. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 00:57, 7 April 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Native_platinum&amp;diff=188192</id>
		<title>v0.34 Talk:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Native_platinum&amp;diff=188192"/>
		<updated>2013-06-19T13:07:39Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: Created page with &amp;quot;As this doesn't actually appear where the raws say it is, the infobox should be modified to reflect that.  I can't figure out how, though, and I'm not about to edit templates ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As this doesn't actually appear where the raws say it is, the infobox should be modified to reflect that.  I can't figure out how, though, and I'm not about to edit templates when I don't know what I'm doing; could someone who knows more about this fix it? [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 13:07, 19 June 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_platinum&amp;diff=188191</id>
		<title>v0.34:Native platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_platinum&amp;diff=188191"/>
		<updated>2013-06-19T13:03:03Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional|22:51, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Native platinum''' is the only [[ore]] of [[platinum]], one of the most valuable [[metal]]s available (equal in value to [[aluminum]]). Its high material value makes it a convenient material for high value rooms for [[noble]]s. Especially so, since [[mining]] out a platinum deposit still leaves a valuable platinum floor, ready for [[smoothing]] and [[engraving]].&lt;br /&gt;
&lt;br /&gt;
Native platinum can occur in [[vein|veins]] inside bodies of [[magnetite]] and as small [[cluster]] within [[chromite]]. The veins from magnetite specifically can extend far outside the magnetite they originate from and the vein may even be interrupted at the magnetite cluster border.&lt;br /&gt;
&lt;br /&gt;
When mined, chunks of native platinum are called ''platinum nuggets''.&lt;br /&gt;
&lt;br /&gt;
==Possible bug==&lt;br /&gt;
Although the raw entries for native platinum indicate that it appears as veins within olivine, a bug causes it to only appear in small clusters (even in the absence of chromite).&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
Native platinum is technically not an ore; it's simply chunks of mostly pure metallic platinum.  As platinum is an extremely unreactive metal, even less reactive than gold, this is by far the most common form in which platinum is found in nature.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_gold&amp;diff=188190</id>
		<title>v0.34:Native gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_gold&amp;diff=188190"/>
		<updated>2013-06-19T13:01:15Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional|22:42, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Native gold''' is the only [[ore]] of [[gold]], a precious [[metal]]. Native gold [[vein]]s may be good sites for a high-value [[room]], since mining the vein still leaves a valuable gold floor, ready for [[smoothing]] and [[engraving]].&lt;br /&gt;
&lt;br /&gt;
Native gold is very common in igneous layers, a bit less in sedimentary layers.&lt;br /&gt;
&lt;br /&gt;
When mined, hunks of native gold are called ''gold nuggets''. Gold nuggets can be [[smelter|smelted]] to produce 4 gold [[bar]]s. Gold nuggets can also be smelted with a [[silver]]-bearing ore to create the [[alloy]] [[electrum]]. Using low-value silver ores ([[galena]] and [[tetrahedrite]]) in this reaction will result in a net value increase for your fortress (though the electrum bars are each less valuable than gold bars, you will have twice as many total bars). &lt;br /&gt;
&lt;br /&gt;
Native gold is just as valuable as metallic gold, so if you have a decently skilled stonecrafter and did not start your metal industry yet, native gold [[mug]]s are very good to quickly boost the value of your starting fortress and/or buy stuff from an early caravan. However, melting the gold will make far more bars and generally more wealth.&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
&lt;br /&gt;
Native gold is not technically an ore; it's merely chunks of mostly pure metallic gold, naturally formed.  As gold is an extremely unreactive metal, this is by far the most common form in which gold is found in nature.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_silver&amp;diff=188189</id>
		<title>v0.34:Native silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_silver&amp;diff=188189"/>
		<updated>2013-06-19T12:58:13Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
'''Native silver''' is an ore of [[silver]], a mid-value metal. Native silver may also be [[Smelter|smelted]] with other ores to create [[electrum]] and [[billon]]. Native silver can be found as veins in [[gneiss]] and [[granite]]. When mined, hunks of native silver are called ''silver nuggets''.&lt;br /&gt;
&lt;br /&gt;
[[Horn silver]] is mostly identical to native silver, other than its name and physical properties. [[Tetrahedrite]] and [[galena]] are related ores which, once smelted, '''may''' produce a bar of silver.&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
&lt;br /&gt;
Native silver is not technically an ore; it's just chunks of mostly pure metallic silver, naturally formed.  As silver is not very reactive, as metals go, this is not an extremely uncommon form to find silver in.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_aluminum&amp;diff=188188</id>
		<title>v0.34:Native aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_aluminum&amp;diff=188188"/>
		<updated>2013-06-19T12:55:45Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stonelookup/0}}{{av}}{{Quality|Exceptional|22:13, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Native aluminum is the ore of [[aluminum]], a [[metal]] with the same [[value]] as [[platinum]]. It occurs in [[cluster|small clusters]] and is relatively rare.&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
&lt;br /&gt;
In truth native aluminum is not actually an ore; it's merely chunks of mostly pure metallic aluminum, naturally formed.  As aluminum is a very reactive metal, it's rarely found in such deposits.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_copper&amp;diff=188187</id>
		<title>v0.34:Native copper</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_copper&amp;diff=188187"/>
		<updated>2013-06-19T12:54:44Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stonelookup/0}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
'''Native copper''' is one of the several [[ore]]s of [[copper]], the most versatile [[metal]] in Dwarf Fortress, primarily useful in creating [[alloy]]s. Native copper is found in the form of [[vein]]s. Mined-out hunks of native copper are called ''copper nuggets''.&lt;br /&gt;
&lt;br /&gt;
Other copper-bearing ores include [[malachite]] and [[tetrahedrite]].&lt;br /&gt;
&lt;br /&gt;
=== In Real Life ===&lt;br /&gt;
&lt;br /&gt;
In truth, native copper is not technically an ore; it's merely chunks of mostly pure metallic copper, naturally formed.  As copper is fairly unreactive as metals go, this is much more common than native aluminum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Copper.jpg|Nugget, 44 grams and about 3 cm large&lt;br /&gt;
File:NatCopper.jpg|Another similar sized copper nugget&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Native_aluminum&amp;diff=188186</id>
		<title>v0.34:Native aluminum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Native_aluminum&amp;diff=188186"/>
		<updated>2013-06-19T12:52:11Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stonelookup/0}}{{av}}{{Quality|Exceptional|22:13, 8 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
Native aluminum is the ore of [[aluminum]], a [[metal]] with the same [[value]] as [[platinum]]. It occurs in [[cluster|small clusters]] and is relatively rare.&lt;br /&gt;
&lt;br /&gt;
In truth it is not actually an ore; it's merely chunks of mostly pure metallic aluminum, naturally formed.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{Category|Ore}}&lt;br /&gt;
{{Category|Economic Stone}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Red_diamond&amp;diff=188164</id>
		<title>v0.34:Red diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Red_diamond&amp;diff=188164"/>
		<updated>2013-06-17T17:12:59Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:27, 27 December 2010 (UTC)}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Red diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{diamonds}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Green_diamond&amp;diff=188163</id>
		<title>v0.34:Green diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Green_diamond&amp;diff=188163"/>
		<updated>2013-06-17T17:12:49Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:27, 27 December 2010 (UTC)}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Green diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{diamonds}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Clear_diamond&amp;diff=188162</id>
		<title>v0.34:Clear diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Clear_diamond&amp;diff=188162"/>
		<updated>2013-06-17T17:12:41Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:14, 26 December 2010 (UTC)}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clear diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]] and [[green diamond|green]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{diamonds}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Blue_diamond&amp;diff=188161</id>
		<title>v0.34:Blue diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Blue_diamond&amp;diff=188161"/>
		<updated>2013-06-17T17:12:36Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|21:19, 7 December 2010 (UTC)}}{{gemlookup/0|wiki=Diamond}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Blue diamonds''' are particularly rare [[gem]]s, similar to [[black diamond|black]], [[yellow diamond|yellow]], [[red diamond|red]], [[green diamond|green]] and [[clear diamond|clear]] diamonds  - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[value|valuable]] gems that can be found in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{diamonds}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Black_diamond&amp;diff=188160</id>
		<title>v0.34:Black diamond</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Black_diamond&amp;diff=188160"/>
		<updated>2013-06-17T17:12:02Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:57, 30 September 2010 (UTC)}}{{gemlookup/0|wiki=Carbonado}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Black diamonds''' are particularly rare [[gem]]s, similar to [[yellow diamond|yellow]], [[red diamond|red]], [[blue diamond|blue]], [[green diamond|green]] and [[clear diamond|clear]] [[diamond]]s - they occur only as individual gems within existing [[vein|clusters]] of [[faint yellow diamond]]s which are themselves found only within [[kimberlite]], itself found only within [[gabbro]] [[stone layers|layers]]. Correspondingly, they are among the most [[item value|valuable]] gems that can be found in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;br /&gt;
{{diamonds}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Yellow_grossular&amp;diff=188159</id>
		<title>v0.34:Yellow grossular</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Yellow_grossular&amp;diff=188159"/>
		<updated>2013-06-17T17:11:19Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0|wiki=Grossular}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Yellow_spessartine&amp;diff=188158</id>
		<title>v0.34:Yellow spessartine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Yellow_spessartine&amp;diff=188158"/>
		<updated>2013-06-17T17:11:11Z</updated>

		<summary type="html">&lt;p&gt;Xolroc: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{gemlookup/0|wiki=Spessartine}}{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gems}}&lt;/div&gt;</summary>
		<author><name>Xolroc</name></author>
	</entry>
</feed>