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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zander+j</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-11T13:38:40Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Knife_user&amp;diff=153826</id>
		<title>v0.31:Knife user</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Knife_user&amp;diff=153826"/>
		<updated>2011-10-24T23:11:34Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del| This should be merged with Combat Skill}}&lt;br /&gt;
{{quality|Fine|03:38, 18 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Knife users are skilled in the use of daggers. {{L|Dwarf|Dwarves}} won't make daggers, but thieves will carry them onto your map.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Lasher&amp;diff=153825</id>
		<title>v0.31:Lasher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Lasher&amp;diff=153825"/>
		<updated>2011-10-24T23:05:53Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{del| Searching for all other weapon skills brings you to the [[Combat skill]] page. And clicking on the link to 40d and 23a pages below brings you to 'Weapon skill' (which was changed to Combat Skill)}}&lt;br /&gt;
{{quality|Fine|03:39, 18 September 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Lashers are skilled in the use of {{L|weapon|whip}}s and {{L|weapon|scourge}}s. These weapons are known for their ability to cause extreme pain and bleeding, but are not especially lethal.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerman&amp;diff=153824</id>
		<title>v0.31 Talk:Hammerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Hammerman&amp;diff=153824"/>
		<updated>2011-10-24T23:01:05Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I read somewhere about people considering the silver war hammer the &amp;quot;best weapon in the game&amp;quot; excluding arena-specific things like the slade warhammer and gold warhammer. I lack the specific source, though; does someone else have it?&lt;br /&gt;
[[User:Fishsicles|Fishsicles]] 22:39, 23 October 2010 (UTC)&lt;br /&gt;
:I think you're thinking about the [[DF2010:Weapon#Arena Testing]] section.  Keep in mind that &amp;quot;best weapon in the game&amp;quot; is VERY situational;  that section itself says &amp;quot;unarmored steel axe&amp;quot; versus &amp;quot;unarmored silver war hammer&amp;quot; is likely a win for the axe.  It also says that &amp;quot;6 silver war hammer&amp;quot; versus &amp;quot;bronze colossus&amp;quot; is certainly a win for the colossus.  So I deleted that line, and cleaned up some of the rest. --[[User:DeMatt|DeMatt]] 22:59, 23 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Deletion ==&lt;br /&gt;
&lt;br /&gt;
Does anyone else think this page should be deleted? It's the only combat skill with it's own page. Searching for other combat skills (ex maceman spearman, swordsman etc) all link to the [[Combat skill]] page. Either every skill needs it's own page (might be the better avenue considering the diversity of weapons) or this article should be deleted and redirected to aforementioned Combat Skill page. --[[User:IT 000|IT 000]] 04:04, 13 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Delete it, I say.  The content can be merged into {{L|Combat skill}}.  Trying to understand the pros and cons of the various weapon skills across 13 pages would be horrible - far better to keep it all consolidated in one place. [[User:Bognor|Bognor]] 08:57, 13 August 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I just came to the page from Google and it had the exact info I was looking for - effectiveness of silver war hammers. So, don't just delete it. -- Anonymous coward, 25 October 2011.&lt;br /&gt;
&lt;br /&gt;
:As long as the content is merged with the Combat Skill page, a Google search will get you there. I agree that this should be deleted.--[[User:Zander j|Zander j]] 23:01, 24 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Machine_component&amp;diff=153799</id>
		<title>v0.31 Talk:Machine component</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Machine_component&amp;diff=153799"/>
		<updated>2011-10-22T03:30:58Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It should be noted that screw pumps can be used to transfer power, even if it's not usable as a pump or the most efficient connector, but only from the front tile. I'm just not sure where to put that info. [[User:Uzu Bash|Uzu Bash]] 16:28, 1 November 2010 (UTC)&lt;br /&gt;
: Not true - they can transfer power via both tiles.  Otherwise the [http://df.magmawiki.com/index.php/File:PumpStack2010.png pump stack] wouldn't work. --[[User:DeMatt|DeMatt]] 05:37, 3 November 2010 (UTC)&lt;br /&gt;
:: You sure about that? Look closely at the picture you reference. The front tile of each pump is connected to the rear tile of the pump above it. The rear tile is where power is applied, either by machine or by dwarf. The front tile is where power is utilized, and where it is transferred from. Only the front tile can transfer power. Only the rear tile can accept power. So, yes, both tiles are utilized in transferring power, the front is the power source, the back is the power receptor. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:GhostDwemer|GhostDwemer]]&amp;lt;/small&amp;gt;&lt;br /&gt;
::: Yes, I'm sure about that.  That picture doesn't say whether the power is being supplied to the bottom pump, and fed upwards, or the top pump, and fed downwards.  It'll work either way.  The DWR works best if you take power out from above the pump - it doesn't matter whether you put the gear/axle above the dark tile, or the light tile.  Test it yourself - build a DWR, then build a vertical axle above one tile and a gear above the other.  They'll both get power - and they can't transfer power directly to each other. --[[User:DeMatt|DeMatt]] 23:04, 3 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
- I think this article needs some more and better diagrams. The pump one is far less confusing with them, and this one would be too.&lt;br /&gt;
&lt;br /&gt;
Under on/off trigger states: &amp;quot;''(* But there are ways to achieve this - read main articles for full discussions.)''&amp;quot;&lt;br /&gt;
That's almost helpful; would it have killed you to specify ''which'' articles? [[Special:Contributions/68.6.191.69|68.6.191.69]] 15:20, 7 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Machines and Ice ==&lt;br /&gt;
&lt;br /&gt;
I have a glacial fort and I'm trying to pump magma to the surface. As a precursor, I tried building a windmill to see if there was wind on the map; after a few trial and error builds, I build the windmill such that: constructed 3x3 rock floor on top of ice, with channel in center tile; gear assembly 1 z-level down, built upon a constructed rock floor. The gear assembly doesn't move, saying &amp;quot;frozen elsewhere.&amp;quot; However, the windmill also says &amp;quot;frozen elsewhere.&amp;quot; Those are the only two components, so I don't know what's going on.&lt;br /&gt;
&lt;br /&gt;
I'm building the pump stack (almost finished) but once I got to the few top z-levels of ice, I get the frozen elsewhere message from all the pumps. Again, I'm building the pumps on constructed rock floors, not bare ice.&lt;br /&gt;
&lt;br /&gt;
Does anybody know what's going on here? This may be a bug if it's not due to my ineptitude. --[[User:Zander j|Zander j]] 03:30, 22 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Status&amp;diff=153798</id>
		<title>v0.31:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Status&amp;diff=153798"/>
		<updated>2011-10-22T02:29:57Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Added the bit about exotic creatures here too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|01:54, 15 August 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''If you are looking for the symbols that flash over a dwarf icon, see {{L|status icons}}.''&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|z}} during {{L|Dwarf Fortress Mode}} brings up the '''status screen'''.&lt;br /&gt;
&lt;br /&gt;
This screen contains a large amount of useful information about your fortress and its residents.&lt;br /&gt;
&lt;br /&gt;
== Title Bar ==&lt;br /&gt;
The very top row of the screen shows the settlement name and class, followed by the year and season.&lt;br /&gt;
== Menu Bar ==&lt;br /&gt;
Along the top of the status screen, are various choices for sub-menus.  Each can be highlighted with {{k|4}} and {{k|6}} (or {{k|←}} and {{k|→}}), and then selected with {{k|Enter}}.  The menu bar consists of the following options:&lt;br /&gt;
&lt;br /&gt;
* {{L|Animals}} - The Animal Status screen allows you to manipulate animals belonging to your dwarves.&lt;br /&gt;
* {{L|Kitchen}} - The Kitchen Status screen allows you to set cooking (including cheesemaking) and brewing permissions for any ingredients currently in your fortress.&lt;br /&gt;
* {{L|Stone}} - The Stone Status screen allows you alter permissions on various types of stones that may be reserved for specific uses by default.&lt;br /&gt;
* {{L|Stocks}} - The Stocks Status screen allows you examine the number of various items that your fortress and its residents possess.&lt;br /&gt;
* {{L|Health screen|Health}} - The Health screen gives you an overview of the current health statuses of your dwarfs. This will only show up on the status screen when you have a {{L|Chief medical dwarf}} assigned. This is part of the {{L|Healthcare}} system.&lt;br /&gt;
* {{L|Price|Prices}} and {{L|Currency}} - In previous versions, these screens became available with the arrival of the {{L|Dwarven economy|economy}}. As the economy has been de-implemented due to being horrendously broken, they will not appear in this version.&lt;br /&gt;
* {{L|Justice}} - The Justice Status screen becomes available once you qualify for a {{L|Sheriff}} (even if you don't have one). It allows you to examine any offending dwarves as well as their crime and sentence.&lt;br /&gt;
&lt;br /&gt;
== Main Status Screen ==&lt;br /&gt;
This is the screen that appears by default when you press {{k|z}}.&lt;br /&gt;
&lt;br /&gt;
It lists a bunch of useful information, and grows more useful as your dwarves gain skills.&lt;br /&gt;
* The upper left hand corner lists the amount of {{L|wealth}} created by your fortress.  This figure is slightly misleading; it is the total value of goods that currently exists in your fortress that you have created, and that you have not exported.  Presumably, this is one of the ways that the game calculates how advanced your fortress is, for determining how likely you are to receive {{L|immigration}}, get be{{L|Siege|sieged}}, or get better trade goods from {{L|Caravan|caravans}}.  Note that this figure will only show if you have a {{L|broker}} with {{L|appraisal}}.&lt;br /&gt;
* Below that, the status screen lists trade information.  This also requires a broker with the appraisal skill.&lt;br /&gt;
** Imports represent the total value of foreign made goods in your fortress.  Therefore this includes the value of things such as the clothes brought in by immigrants, the equipment dropped by dead goblin invaders, and so forth.  However, foreign made goods that have been decorated, processed or consumed (such as food) do not count towards this total.  Goods that are stolen (by {{L|Rhesus macaque|rhesus macaques}}, for example) seem to count towards this total despite the fact that they are no longer on the map.&lt;br /&gt;
** Exports represent the total value of goods made by your fortress that you have traded to other civilizations.&lt;br /&gt;
** A hypothetical example:&lt;br /&gt;
*** You buy {{DFtext|(rope reed cloth)}} worth 50.  This increases imports by 50.  You then make this into a {{DFtext|rope reed bag|6:0}} worth 100.  This reduces imports by 50 (since it is no longer considered by the game to be foreign made).  Fortress wealth increases by 100.  You then export this bag.  Fortress wealth decreases by 100, and exports increase by 100.&lt;br /&gt;
* Below that, you will see a list of your food stores.  These all come with question marks, until you have a {{L|bookkeeper}} with the {{L|record keeper}} skill.  Depending on how skilled he is, and how accurate you want the counts, you will get better numbers.  Note that the Bookkeeper will need an {{L|office}} to take inventory, and it will take some time for him to count. Also note that the 'Other' class includes immediately edible items (eg. prepared meals, cheese), potentially edible items (eg. flour, syrup), and inedible items (eg. dye), and is therefore an unreliable indicator of a fortress' food stores.&lt;br /&gt;
&amp;lt;!-- TODO:  Include some sort of statistics as to how many units of food/drink a dwarf consumes per meal/drink/season/year/etc. --&amp;gt;&lt;br /&gt;
&amp;lt;!-- Isn't it &amp;quot;one meal&amp;quot; per meal, &amp;quot;one drink&amp;quot; per drink? ~~~ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* The rest of the screen is taken up by your population display, indicating the number of dwarves in your fortress, and their occupations.  Only the dwarves' most skilled occupation counts for this screen.  It allows you to see at a glance who you have available, which gets increasingly useful the larger your population grows.  &lt;br /&gt;
** An important note is that the right hand side, displaying military Dwarves, only includes dwarves that are currently active in the military.  When deactivated, these Dwarves are displayed in the left column, under their civilian job.&lt;br /&gt;
&lt;br /&gt;
== Animal Status Screen ==&lt;br /&gt;
This screen shows a list of all animals that are owned by the fortress or its residents, but does not include any wild animals in the region, nor animals belonging to invaders or caravans.&lt;br /&gt;
&lt;br /&gt;
The animals are listed down the left hand column of the screen.  Some useful information about this list:&lt;br /&gt;
* The word &amp;quot;{{L|stray}}&amp;quot; indicates that the animal is not any Dwarf's pet. In the case of war or hunting animals, it means the animal has not been assigned to a dwarf. &lt;br /&gt;
* Named animals are often a result of being named before joining your fortress, and usually means they are owned by an immigrant. Named animals may also have made a kill.&lt;br /&gt;
* Exotic animals you got in a [[trade]] with the [[elves]] won't show up on this screen unless you have a [[Dungeon Master]] (and you won't have a DM as of 31.25 without modding).&lt;br /&gt;
&lt;br /&gt;
The right hand column (owner) lists the current status of each individual animal in your fortress.  This status can take one of several forms:&lt;br /&gt;
* Available - This animal is available for adoption as a pet.&lt;br /&gt;
* Work Animal - This animal has been trained as either a hunting or war animal, and has not been assigned an owner.&lt;br /&gt;
* Unavailable - This animal currently cannot be claimed as a pet.&lt;br /&gt;
* Uninterested - Cats, being superior to all other creatures, cannot be assigned as pets.  Instead, they will adopt an owner at their whim.&lt;br /&gt;
* A Dwarf's Name - This animal belongs to the listed dwarf.  Pets can provide happiness to their owners.&lt;br /&gt;
* Marked for Slaughter - This animal will be butchered when a {{L|butcher}} becomes available.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{k|Enter}} -  Toggles its availability.  This can only be done on &amp;quot;available&amp;quot; or &amp;quot;unavailable&amp;quot; creatures.&lt;br /&gt;
* {{k|b}} - Marks or unmarks an animal for slaughter.  Note that you cannot mark animals for slaughter once they belong to a dwarf.  Also, some animals may not be slaughterable.&lt;br /&gt;
&lt;br /&gt;
== Kitchen Status Screen ==&lt;br /&gt;
This screen contains a list of all items currently within the fortress that can be used for either {{L|cooking}} or {{L|brewing}}. Cooking permission is also used/needed for {{L|Cheese|cheesemaking}} from {{L|milk}} items. The items are listed down the left hand side of the screen.  A bit right of center, is a column listing the number of each ingredient currently possessed.  This number does not seem to rely upon the Bookkeeper, as it never seems to have question marks.  &lt;br /&gt;
&lt;br /&gt;
The Permissions column to the right is subdivided into two additional columns, one for cooking and one for brewing.  This is the most important part of this tab, as it shows you whether dwarves are currently allowed to use the given ingredient for the given task.  Possible values are:&lt;br /&gt;
* Red - This item could be used for the task, but is currently disallowed. &lt;br /&gt;
* Blue - This item is able to be used for the task, and dwarves have permission to do so.&lt;br /&gt;
* ---- - This indicates that the given item cannot be used in this way.  For example, Deer Meat cannot be brewed. (Any {{L|Alcohol#Cooking|alcohol can be cooked.}})&lt;br /&gt;
&lt;br /&gt;
Note that when a new food is obtained, the default is &amp;quot;cook&amp;quot; and &amp;quot;brew&amp;quot;.  This includes recently {{L|butcher|butchered}} animals, {{L|food}}stuffs gained from trading, first {{L|Crop|crops}} from {{L|Seed|seeds}}, and plants {{L|Plant gathering|gathered}} from the wild.  Items that have been designated as {{L|Forbid|forbidden}} will not be listed on this menu.&lt;br /&gt;
&lt;br /&gt;
Controls:&lt;br /&gt;
* {{k|c}} - Toggles permission to cook the highlighted item.&lt;br /&gt;
* {{k|b}} - Toggles permission to brew the highlighted item.&lt;br /&gt;
&lt;br /&gt;
== Stone Status Screen ==&lt;br /&gt;
This screen lists all {{L|Economic stone|economic stones}} found within the game.  These are stones that have a value and purpose.  As an example, {{L|chalk}} can be used in the process of creating {{L|steel}}.&lt;br /&gt;
&lt;br /&gt;
This screen can be critically useful to you, depending on where you choose to found your Fortress.  This is because, by default, economic stones can '''only''' be used for their given purpose(s) unless they are mentioned as the layer stone on the {{L|regions}} screen. Which means that if you happen to have access to only economic stones, your masons will be unable to use it for building buildings or furniture or the like.  If you attempt to do so, your mason will cancel the job, with the message that he &amp;quot;requires non-economic rock&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
By going into the stone status section, you can allow your dwarves to use economic stone for any purpose.  Simply scroll through the list to the particular stone you have an abundance of, and press {{k|Enter}} to toggle its availability for menial tasks.  This will change the stone's color from red to green.&lt;br /&gt;
&lt;br /&gt;
This screen also provides a full list of each stone type's economic uses.  By pressing {{k|→}} or {{k|6}}, you can move the highlighted selector over to this list.  Pressing {{k|Enter}} when highlighting a recipe, e.g. &amp;quot;Make pig iron bars&amp;quot; when looking at Iron, will let you see all the ingredients to the recipe.&lt;br /&gt;
&lt;br /&gt;
== Stocks Status Screen ==&lt;br /&gt;
(Main article: {{L|Stocks}})&lt;br /&gt;
&lt;br /&gt;
The stocks screen shows you a list of all of the goods in your fortress.  Its accuracy relies heavily upon the Bookkeeper.&lt;br /&gt;
&lt;br /&gt;
The left side of the screen lists the categories of all the items in your fortress.  To the right of this, are two columns, listing numbers.  The number to the left is the number of items accessible to use, (in a {{L|stockpile}} or scattered on the floor) and beside that in red is the number of inaccessible items. (parts of buildings, remains of pets and citizens, marked forbidden, marked for {{L|Melt item|melting}} or {{L|Activity zone#Garbage Dump|dumping}}, belonging to traders, etc.)&lt;br /&gt;
&lt;br /&gt;
To the right of these numbers are the goods themselves.  By pressing {{k|Tab}} you can toggle between the detailed mode, which shows each item individually, along with relevant name/quality data, or the list mode, which shows items in stacks.&lt;br /&gt;
&lt;br /&gt;
== Health Status Screen ==&lt;br /&gt;
(Main article: {{L|Health screen}}&lt;br /&gt;
 &lt;br /&gt;
The Health screen gives you an overview of the health statuses of your dwarfs. It requires a Chief medical Dwarf before coming available to the user.&lt;br /&gt;
It tells you what type of injuries your dwarfs have, and what kind of medical treatment they require.&lt;br /&gt;
&lt;br /&gt;
== Justice Status Screen ==&lt;br /&gt;
This option only appears when a fortress is large enough to need a {{L|sheriff}} to dispense {{L|justice}}. &lt;br /&gt;
&lt;br /&gt;
In the upper right of this screen is &amp;quot;Cages &amp;amp; Chains&amp;quot;, which shows the total number of combined  {{L|Cage|cages}} plus {{L|Restraint|restraints}} designated for justice out of the total currently available.  It's important to note that although it says &amp;quot;chains&amp;quot;, it's counting both ''ropes'' and chains as well as cages - and ropes are not as desirable as chains when used as restraints for this purpose.  If you have adequate chains and cages (at least 1 cage, rope or chain for every 10 dwarves) the number will be blue, or red if you don't have enough. &lt;br /&gt;
&lt;br /&gt;
Along the left hand side is a list of known criminals. The right side lists all of the dwarf's crimes (including the victim of each crime), as well as any pending punishments (including the officer performing the punishment).&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=153796</id>
		<title>v0.31:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Trading&amp;diff=153796"/>
		<updated>2011-10-22T02:25:43Z</updated>

		<summary type="html">&lt;p&gt;Zander j: added that Exotic animals won't be on the status screen without a DM; this was really confusing me after I traded with the elves...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:56, 19 January 2011 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first {{L|Calendar|autumn}} after establishing your fortress, with the arrival of the {{L|dwarf|Dwarven}} {{L|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 {{l|Broker}} when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a {{L|profession}}, the term usually only applies to visiting merchants, or to a dwarf whose highest {{L|skill}} is {{L|Appraiser}}.&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a {{L|Trade depot}} is a requisite for trade with caravans that arrive at your fortress. &lt;br /&gt;
&lt;br /&gt;
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), {{L|thief|thieves}} and {{L|goblin}}s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),{{Verify}}&lt;br /&gt;
* the items that are on merchant animals{{Verify}}&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;
&lt;br /&gt;
See the {{L|Trade depot}} article for more information on how to interact with it.&lt;br /&gt;
&lt;br /&gt;
==Trading Flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering 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 the acting broker has at least Novice or better {{L|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 broker's {{L|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 broker.&lt;br /&gt;
&lt;br /&gt;
With more experienced brokers 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;
&lt;br /&gt;
Goods brought by caravans do not have base quality higher than superior, but decorations on a good may be of any quality.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Trading cue colors ==&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:0}}&amp;quot;&amp;gt;'''Brown'''&amp;lt;/span&amp;gt; Items have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:1}}&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt; 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;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Purple'''&amp;lt;/span&amp;gt; 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.{{Verify}}&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Green'''&amp;lt;/span&amp;gt; Items have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|4:1}}&amp;quot;&amp;gt;'''Red'''&amp;lt;/span&amp;gt; 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. However, a caravan from a different civilization ''may'' accept stolen goods without changing them first.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc) will be displayed according to the origin of the &amp;lt;i&amp;gt;container&amp;lt;/i&amp;gt;, 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;
&lt;br /&gt;
== Merchant mood ==&lt;br /&gt;
If your broker has Novice or better {{L|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;
&lt;br /&gt;
* (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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 (eg, 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;
&lt;br /&gt;
== Seizing items ==&lt;br /&gt;
&lt;br /&gt;
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 {{L|siege}}.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
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.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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 {{L|ambush}} killed the caravaners, for example) the parent civilization may decide that you stole from them and send a {{L|siege}} instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!{{Verify}}&lt;br /&gt;
&lt;br /&gt;
==Offering items==&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the {{L|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 {{L|King}} requires offerings to be made before his arrival.(5,000 in 0.31.25) You cannot offer items that were not made at your fortress; the traders do not want your spare goblin harvest clothes.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
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 - their refusal to accept back their wooden items is probably a bug which will be removed in a later release, though this has not been verified. It is also worth noting that in-game the only way to acquire wood is by chopping down trees, so it is likely that the elves have developed a method of growing and acquiring wood without killing trees which will be included in later development (unless they are just cutting down trees that have already died naturally).&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Trading Advice ==&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, '''no longer''' increases the Broker's relevant skills during the early game. {{Verify}}&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.&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;
* 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) to the entrance of the fort and line this with traps; 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) and wooden logs 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, whether stockpiled or utilized in buildings (such as wooden axles, water wheels, windmills, or workshops); thus, it is possible to trick caravans into thinking your supplies are low by {{L|forbid}}ding all of your relevant stocks immediately prior to their arrival. &amp;lt;p&amp;gt; &amp;lt;!-- This puts a paragraph break into a list item --&amp;gt; This also seems to apply to elven caravans bringing {{L|cloth}} (except that cloth that's turned into {{L|clothing}}, {{L|bag}}s or {{L|rope}} isn't counted).  So if you want elven caravans to ''stop'' bringing cloth, buy up all the cloth that the first few caravans bring and stash them somewhere.&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;
* Elves will trade [[Tame]] exotic creatures; '''however,''' once purchased, these creatures will not show up on the Animal section of the [[Status]] screen if you do not have a [[Dungeon Master]] (a noble position that is currently bugged).&lt;br /&gt;
&lt;br /&gt;
== 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. In rare cases, goblins will show up in winter.{{verify}} However, in the first year only a dwarven caravan will arrive, although it will tend to arrive later than mid-autumn, unlike previous versions {{verify}}. 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 {{L|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.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go {{L|insane}}.&lt;br /&gt;
&lt;br /&gt;
Also worth mention is the pathing behavior of the entire caravan. If one member of the caravan reaches a block in their chosen path (ie. 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.&lt;br /&gt;
&lt;br /&gt;
== Liaisons ==&lt;br /&gt;
{{L|Liaison}}s may be sent with caravans to speak to important 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).  Liaisons allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however, those items will also be more expensive).  In turn, they will present a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liaison of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
If a liaison is prevented from leaving, they will eventually go {{L|insane}}. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
==== {{L|Dwarves}} ====&lt;br /&gt;
:''&amp;quot;Our fortunes rise and fall together&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in {{L|Calendar|autumn}}.&lt;br /&gt;
* carries metal bars, {{L|leather}}, weapons and armor, food and booze, and more.  Dwarves alone may bring {{L|steel}} and steel goods. They can still bring steel (and steel goods) and {{L|pig iron}} bars even if they do not have access to {{L|iron}}, but will not bring iron products.&lt;br /&gt;
* is well guarded.&lt;br /&gt;
* sends a liaison who will speak with the {{L|Expedition leader}}, {{L|Mayor}}, {{L|Baron}}, {{L|Count}}, or {{L|Duke}} to negotiate an import-export agreement (unless the {{L|Monarch}} is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&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, as long as the dwarven civilization is not extinct.{{verify}}&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;
&lt;br /&gt;
==== {{L|elf|Elves}} ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the {{L|Calendar|spring}}.&lt;br /&gt;
* carries {{L|cloth}}, {{L|rope}}s, various above-ground seeds, {{L|plant}}s and their byproducts, {{L|log}}s, {{L|wood}}en goods &amp;amp; {{L|weapon}}s, clothing and {{L|armor}}, and may carry tame exotic {{L|creature}}s.&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* {{L|Wood}}en items (including subterranean mushrooms such as {{L|tower-cap}}s)&lt;br /&gt;
* Items derived from wood - {{L|ash}} and {{L|charcoal}}, as well as {{L|lye}}, {{L|potash}}, and {{L|pearlash}}&lt;br /&gt;
* Items made from clear and crystal {{L|glass}} (due to the {{L|pearlash}} used) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items {{L|decoration|decorated}} with any of the above materials&lt;br /&gt;
* {{L|Obsidian}} shortswords (since they have wooden handles)&lt;br /&gt;
* {{L|Soap}} (made with {{L|lye}})&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
However, {{L|stone}} and {{L|metal}} items, even when {{L|charcoal}} is used in production, are acceptable. Items made from {{L|silk}} are acceptable, as are all non-wooden plant-derived products such as {{L|cloth}} and {{L|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 {{L|trade depot}} in a wooden {{L|bin}}, as long as you do not try to sell the bin. Living animals are acceptable, as long as the {{L|cage}} or {{L|trap}} is not made of {{L|wood}}.&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Human}}s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in {{L|Calendar|summer}}.&lt;br /&gt;
* carries metal bars, sand, {{L|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;
* is moderately guarded.&lt;br /&gt;
&lt;br /&gt;
==== {{L|Goblin}}s{{Verify}} ====&lt;br /&gt;
A goblin caravan ''may'' arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year{{verify}}&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;
&lt;br /&gt;
== Destruction ==&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a {{L|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 {{L|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;
&lt;br /&gt;
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 {{L|siege}}.&lt;br /&gt;
&lt;br /&gt;
== Caravan Delay ==&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, 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.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
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 {{L|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;
&lt;br /&gt;
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.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
Caravan guards cannot be starved, dehydrated, or driven to insanity if prevented from leaving, their employers and animals will however.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
*''Sometimes'' no one brings wagons, even if there is a clear path to your depot. {{bug|197}}&lt;br /&gt;
*Wild animals cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&amp;lt;small&amp;gt;Only aggressive animals?&amp;lt;/small&amp;gt;&lt;br /&gt;
*If your {{L|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;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
*If you order your military to kill merchants from your own civilization, your soldiers will simultaneously become members ''and'' enemies of your civilization, resulting in a civil war within your fortress. When this happens, all current members of the fortress (excluding incoming migrants) will turn on each other yet they will still be seen as normal working dwarves in the status screens. This will only last for those who were alive ''during'' the attack, they will always be hostile to everyone including incoming migrants (yet they still do their jobs/ follow military orders and work as dwarves although they will interrupt other's work. They will not be shown as enemies in the Units screen).&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
&lt;br /&gt;
*If you destroy the Depot while they are unloaded you will get the leaving message but they will leave before the building is completely destroyed, so they will not reclaim any of their stuff because it is not available until the building is fully deconstructed. However any animals they had caged will only become friendly, you won't actually own them.&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 '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>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status&amp;diff=153795</id>
		<title>v0.31 Talk:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status&amp;diff=153795"/>
		<updated>2011-10-22T02:18:04Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to slaughter animals I buy from traders. In fact, it seems animals I get from merchants don't appear on the Animal section of the status screen. I can't seem to find details on this phenomenon anywhere (I'll keep looking); if this is in the wrong place, I'll delete this. --[[User:Zander j|Zander j]] 19:50, 25 September 2011 (UTC)&lt;br /&gt;
:Seems like approximately the right place to ask. A case could be made for also putting it on the Trade, Pasture or even Cage talk pages! Anyway, try assigning the newly purchased tame animals to a pasture (set one up by def{{K|i}}ning an area, make it a pasture/pe{{K|n}}, then ASSIG{{K|N}} the animal from the Cage (it will have !! in parenthesis next to the animal). That may help. [[User:Kalon|Kalon]] 22:52, 25 September 2011 (UTC)&lt;br /&gt;
:If you got them from the Elves, then they are probably '''exotic''' creatures, which don't show up Z-Animals unless you have a Dungeon Master (which you can't, since it's bugged). The usual solution is to edit your region's raws and change all instances of [PET_EXOTIC] to [PET] once you have a Baron, since that's when you're supposed to be able to appoint a DM. --[[User:Quietust|Quietust]] 03:08, 26 September 2011 (UTC)&lt;br /&gt;
::Ah, yes, they're exotic. Didn't know they wouldn't show up on the screen without the elusive DM. Thanks--[[User:Zander j|Zander j]] 02:18, 22 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Glass_furnace&amp;diff=153721</id>
		<title>v0.31:Glass furnace</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Glass_furnace&amp;diff=153721"/>
		<updated>2011-10-19T02:51:55Z</updated>

		<summary type="html">&lt;p&gt;Zander j: I added that glass pipes are called tubes, and a bit about vials &amp;amp; flasks/waterskins.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:57, 13 January 2011 (UTC)}}&lt;br /&gt;
{{Furnace|name=Glass furnace|key=g|job={{L|Glassmaking}}&lt;br /&gt;
|construction=&lt;br /&gt;
* {{L|Fire-safe}} material&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
* {{L|Masonry}} or {{L|Metalsmithing}}&lt;br /&gt;
|use=&lt;br /&gt;
* {{L|Coke}} or {{L|Charcoal}} ({{L|Fuel}})&lt;br /&gt;
* {{L|Sand}} {{L|bag}}&lt;br /&gt;
* {{L|Pearlash}}&lt;br /&gt;
* Raw {{L|rock crystal}}&lt;br /&gt;
|production=&lt;br /&gt;
* Raw crystal {{L|glass}}&lt;br /&gt;
* Raw clear {{L|glass}}&lt;br /&gt;
* Raw green {{L|glass}}&lt;br /&gt;
* {{L|Block}}s&lt;br /&gt;
* {{L|Vial}}s&lt;br /&gt;
* {{L|Toy}}s&lt;br /&gt;
* {{L|Instrument}}s&lt;br /&gt;
* {{L|Goblet}}s&lt;br /&gt;
* {{L|Trap}} {{L|weapon}}s&lt;br /&gt;
* {{L|Window}}s&lt;br /&gt;
* {{L|Furniture}}&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Glass furnaces''' are used to make raw {{L|glass}} (a {{L|gem}}), {{L|block}}s, and {{L|furniture}} items. All furniture made at a glass furnace can alternatively be made out of either {{L|metal}}, {{L|stone}} or {{L|wood}}, with the exception of {{L|window}}s, which can be made from gems.  Glass furnaces can also make various {{L|trade good}}s, and {{L|vial}}s used to make certain extracts at a {{L|Farmer's workshop}}.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces can make goods from green glass, clear glass, and crystal glass. Green glass requires {{L|sand}}, clear glass requires sand and {{L|pearlash}}, and crystal glass requires raw {{L|rock crystal}}s and pearlash.  Raw rock crystals are a type of gem and are not available in most regions.&lt;br /&gt;
&lt;br /&gt;
Some of the names of glass furniture are different. A glass {{L|door}} is called a {{L|door|portal}}, a glass {{L|coffer}} is called a {{L|Container|box}}, a glass [[pipe section]] is called a tube, and a glass {{L|cage}} is called a terrarium. Also, [[vial]]s can be produced at a glass furnace, each bag of sand resulting in 3 vials. Vials have the same function as flasks and waterskins, and can also hold extracts.&lt;br /&gt;
&lt;br /&gt;
Glass furnaces are also needed to issue the &amp;quot;collect sand&amp;quot; order. This requires an empty {{L|bag}}, an Item Hauler, and a {{L|Activity zone|zone}} designated for sand collection. As the &amp;quot;Collect Sand&amp;quot; order will prevent other tasks from being started until the sand is collected, it is often wise to build several additional glass furnaces, {{L|magma glass furnace|magma}} or otherwise, to use for the collection of sand.&lt;br /&gt;
&lt;br /&gt;
Not all maps have a source of sand, but sand may be imported in small quantities. Caravans will also bring {{L|gem|raw glass}} (of all 3 types) for trade, which can be particularly useful for dealing with {{L|strange mood}}s.&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Naked_mole_dog&amp;diff=153720</id>
		<title>v0.31 Talk:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Naked_mole_dog&amp;diff=153720"/>
		<updated>2011-10-19T01:24:52Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steals food from a wagon with 5 dwarves standing round it without being spotted.very annoying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking at the raws, naked mole dogs have nerves but also have the NO_PAIN tag. Is that odd, or is it just me? --[[User:Zander j|Zander j]] 23:21, 18 October 2011 (UTC)&lt;br /&gt;
:Naked mole dogs have ''always'' had [NO_PAIN] - said nerves are probably '''motor''' nerves. --[[User:Quietust|Quietust]] 23:43, 18 October 2011 (UTC)&lt;br /&gt;
::Huh. How 'bout that. Okay, thanks for clearing that up. --[[User:Zander j|Zander j]] 01:24, 19 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Naked_mole_dog&amp;diff=153718</id>
		<title>v0.31 Talk:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Naked_mole_dog&amp;diff=153718"/>
		<updated>2011-10-18T23:21:53Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Steals food from a wagon with 5 dwarves standing round it without being spotted.very annoying&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Looking at the raws, naked mole dogs have nerves but also have the NO_PAIN tag. Is that odd, or is it just me? --[[User:Zander j|Zander j]] 23:21, 18 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=153678</id>
		<title>v0.31 Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=153678"/>
		<updated>2011-10-16T09:13:04Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metal Bars==&lt;br /&gt;
Is the forge only requiring 1 metal bar, or is it only '''using''' 1 bar due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|this]] bug? --[[User:Quietust|Quietust]] 12:43, 15 April 2010 (UTC)&lt;br /&gt;
:I've just checked this myself - I built a metalsmith's forge, made some fuel, then ordered an iron bin to be forged while I didn't have any iron bars. &amp;quot;Urist cancels Construct Iron Bin: Needs '''3''' iron bars.&amp;quot; When something differs significantly from the previous version, it helps to make sure that it isn't a bug. --[[User:Quietust|Quietust]] 12:49, 15 April 2010 (UTC)&lt;br /&gt;
::Yep. Found that bug at bugtracker and reproduced it. Well, then I'll add a bugs sections --[[User:Peregarrett|Peregarrett]] 13:04, 15 April 2010 (UTC)&lt;br /&gt;
:::Anyone can report a bug on the tracker. People report ESC replacing space as a bug.&amp;lt;br&amp;gt;&lt;br /&gt;
:::So to evaluate reports for wiki purposes, one needs to look if Toady has acknowledged or confirmed it, or commented on it. Or, if not Toady, then at least Footkerchief or another manager. Plus if a lot of people have confirmed it.--[[User:Confused|Confused]] 20:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Artifact Bins==&lt;br /&gt;
One of my carpenters produced an artifact bin during a strange mood, and while it works perfectly for storage it, like all other artifacts, cannot be moved to the depot. This has the unfortunate side-effect of preventing you from trading the items inside it; the only solution I have found is to forbid the bin after dumping its contents. Any ideas?[[User:Fishsicles|Fishsicles]] 01:49, 7 April 2011 (UTC)&lt;br /&gt;
:Sorry, don't have a solution, but a similar problem. Some of my artifacts are stored in a Finished Goods bin, which for some odd reason can't be brought to the Deopt (I assume it's because of the artifacts?) When I type search, from the Depot screen, I can't even find the bin, nor the Useless Crap I want to trade. I'll be working on this in the near future... --[[User:Zander j|Zander j]] 07:34, 15 October 2011 (UTC)&lt;br /&gt;
::Found a solution to my own problem on  the Talk page for [[Finished Goods]]. Fishsicles, maybe you answer lies there as well. --[[User:Zander j|Zander j]] 09:13, 16 October 2011 (UTC)&lt;br /&gt;
==Placement==&lt;br /&gt;
I tried to place this by 'b' for &amp;quot;Building&amp;quot; like you would to place a bed, tables, chairs, etc. It didn't appear to be available to place in that manner. How do you place these? Are they automatically taken to piles that they are needed in? [[User:Stceolfrithtx|Stceolfrithtx]] 21:46, 11 October 2011 (UTC)&lt;br /&gt;
:You don't - they're automatically assigned to {{L|stockpile}}s that don't already have an empty bin assigned to them (and which haven't reached their bin limit). --[[User:Quietust|Quietust]] 23:17, 11 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=153656</id>
		<title>v0.31 Talk:Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bin&amp;diff=153656"/>
		<updated>2011-10-15T07:34:34Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Metal Bars==&lt;br /&gt;
Is the forge only requiring 1 metal bar, or is it only '''using''' 1 bar due to [[DF2010:Known bugs and issues#forging Breastplate &amp;amp; Chainmail|this]] bug? --[[User:Quietust|Quietust]] 12:43, 15 April 2010 (UTC)&lt;br /&gt;
:I've just checked this myself - I built a metalsmith's forge, made some fuel, then ordered an iron bin to be forged while I didn't have any iron bars. &amp;quot;Urist cancels Construct Iron Bin: Needs '''3''' iron bars.&amp;quot; When something differs significantly from the previous version, it helps to make sure that it isn't a bug. --[[User:Quietust|Quietust]] 12:49, 15 April 2010 (UTC)&lt;br /&gt;
::Yep. Found that bug at bugtracker and reproduced it. Well, then I'll add a bugs sections --[[User:Peregarrett|Peregarrett]] 13:04, 15 April 2010 (UTC)&lt;br /&gt;
:::Anyone can report a bug on the tracker. People report ESC replacing space as a bug.&amp;lt;br&amp;gt;&lt;br /&gt;
:::So to evaluate reports for wiki purposes, one needs to look if Toady has acknowledged or confirmed it, or commented on it. Or, if not Toady, then at least Footkerchief or another manager. Plus if a lot of people have confirmed it.--[[User:Confused|Confused]] 20:53, 15 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Artifact Bins==&lt;br /&gt;
One of my carpenters produced an artifact bin during a strange mood, and while it works perfectly for storage it, like all other artifacts, cannot be moved to the depot. This has the unfortunate side-effect of preventing you from trading the items inside it; the only solution I have found is to forbid the bin after dumping its contents. Any ideas?[[User:Fishsicles|Fishsicles]] 01:49, 7 April 2011 (UTC)&lt;br /&gt;
:Sorry, don't have a solution, but a similar problem. Some of my artifacts are stored in a Finished Goods bin, which for some odd reason can't be brought to the Deopt (I assume it's because of the artifacts?) When I type search, from the Depot screen, I can't even find the bin, nor the Useless Crap I want to trade. I'll be working on this in the near future... --[[User:Zander j|Zander j]] 07:34, 15 October 2011 (UTC)&lt;br /&gt;
==Placement==&lt;br /&gt;
I tried to place this by 'b' for &amp;quot;Building&amp;quot; like you would to place a bed, tables, chairs, etc. It didn't appear to be available to place in that manner. How do you place these? Are they automatically taken to piles that they are needed in? [[User:Stceolfrithtx|Stceolfrithtx]] 21:46, 11 October 2011 (UTC)&lt;br /&gt;
:You don't - they're automatically assigned to {{L|stockpile}}s that don't already have an empty bin assigned to them (and which haven't reached their bin limit). --[[User:Quietust|Quietust]] 23:17, 11 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mountain_goat&amp;diff=153630</id>
		<title>v0.31 Talk:Mountain goat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Mountain_goat&amp;diff=153630"/>
		<updated>2011-10-13T03:07:55Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Horse birth==&lt;br /&gt;
I just had a Mountain goat give birth to a Horse Foal... Anyone confirm? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:69.141.198.165|69.141.198.165]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:This is on the page [[Known Bugs and Issues]], and I think it's been fixed, anyway. --[[User:Zander j|Zander j]] 03:07, 13 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zander_j&amp;diff=153558</id>
		<title>User:Zander j</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zander_j&amp;diff=153558"/>
		<updated>2011-10-09T06:43:36Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Been playing DF for a while... maybe since around 2007? I dabble in above-ground constructions and often embark in deserts.&lt;br /&gt;
&lt;br /&gt;
Doing my small part to help the wiki.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=153557</id>
		<title>v0.31 Talk:Children</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Children&amp;diff=153557"/>
		<updated>2011-10-09T06:37:13Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Can we have someone confirm if you can see the children's age, I'm pretty sure the first child in my fortress had an age displayed in his profile, Will check into soon --[[Special:Contributions/205.145.64.64|205.145.64.64]] 20:57, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
:I went ahead and corrected the part about not being able to see a child's age. You can now see their age on the thoughts screen in bright letters! :P This info must have been from 40D and was copied over without checking to make sure it was still correct. --[[Special:Contributions/205.145.64.64|205.145.64.64]] 22:22, 7 May 2010 (UTC) Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I had immigrants bringing their 2 month old CHILDREN. They were not babys and were in fact, treated like real children, despite the fact that theyre just 2 months old. --[[User:Niggy|Niggy]] 22:30, 29 May 2010 (UTC)&lt;br /&gt;
==Miscarriage==&lt;br /&gt;
One of my dwarfs has a thought saying &amp;quot;had a miscarriage lately&amp;quot;. Worth noting in here?&lt;br /&gt;
:I think that was in 40D as well but it should certainly be mentioned ''somewhere.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Did you know..?==&lt;br /&gt;
that if a dwarven baby's mother, a hauler/soldier, should have to battle a forgotten beast whilst carrying her newborn, and the forgotten beast should happen to 'grabs the dwarven baby by the upper left back tooth with it's left wing!', then 'releases the grip of the forgotten beast's left wing on the dwarven baby's upper left back tooth!', with the baby ending up a few squares away from the skirmish (placed 'away' from danger by it's mother, or thrown by the beast, I'm not sure..), completely uninjured, and then it's mother receives major injuries whilst wrestling with the said forgotten beast, falls unconscious, and gets captured in a cage by an otherwise friendly 'cage trap' upon hitting the deck (presumably), and then having to go through the embarrassment of being hauled through the fort to the animal stockpile, waiting for an age to get her cage built, then even longer to be released again, before beelining straight to the hospital for treatment and falling unconscious again with the job 'rest'.... then the baby will be absolutely fine? In fact, it is given freedom; not one dwarf will mind it crawling about outside the fort's walls in the underground cavern the said forgotten beast came from unattended, or up the stairs and into the main hall on its own, or just out into the corridors getting in the way of all the other dwarves. not even it's father, or two older brothers. and it will also be kept fed and watered - the little 'un 'complained of thirst/hunger lately' and 'received water/food recently' according to it's profile. interesting fact, i know. actually, the only slight problem with the whole thing is the 'cancelled job' spam; &amp;quot;*dwarven baby name*, Dwarven baby, cancels Clean Self: Too insane&amp;quot;, even though it says the little 'un is &amp;quot;quite content&amp;quot; in it's profile... ^-^  --[[User:DJ Devil|DJ Devil]] 20:30, 26 May 2010 (UTC)&lt;br /&gt;
:the little 'un has grown into a child now, his mother still in the hospital with a mangled leg. apparently no harm done, at all - it was left to crawl around to it's heart's content, and fed and watered when requested, like a semi-mobile injured dwarf. perhaps worthy of a brief note on the page?--[[User:DJ Devil|DJ Devil]] 03:22, 27 May 2010 (UTC)&lt;br /&gt;
:had exactly the same happen to me again; crazy mother takes newborn into battle with her --&amp;gt; crazy mother gets injured --&amp;gt; baby crawls around with &amp;quot;cancel job; insane&amp;quot; spam --&amp;gt; is fed and watered sufficiently to not die --&amp;gt; eventually grows into a child with no problems--[[User:DJ Devil|DJ Devil]] 17:45, 29 May 2010 (UTC)&lt;br /&gt;
::From what I've read, babies don't actually attempt to DO anything unless their mom actually DIES.  At which point, they'll attempt to suicide.  If they grow into a child before they succeed, then they're fine;  otherwise, they're dead.  The &amp;quot;cancels Clean Self: Too insane&amp;quot; spam is a result of how babies are implemented - a variation of the insanity code, I gather. So if the mom isn't actually dead, they'll just wander hither and yon and wait to grow up. So go ahead and write it up - just remember to use the Shift key properly. --[[User:DeMatt|DeMatt]] 18:10, 29 May 2010 (UTC)&lt;br /&gt;
:it says on this very article that they 'Often crawl to the dining hall or attempt to harvest plants/deconstruct walls.', which i personally have never seen, but i can believe it after the galavanting those two dwarven babies did.. i shall add a brief note--[[User:DJ Devil|DJ Devil]] 02:37, 1 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Children Jobs - Levers and Hauling stuff to the Depot==&lt;br /&gt;
&lt;br /&gt;
The page listed jobs that children do as pulling levers and taking stuff to the depot.  I don't think these are correct - I've never seen them and I have ~100 kids in my current fortress.  If they are correct, though, please put these two back in. --[[User:Kwieland|Kwieland]] 04:36, 4 June 2010 (UTC)&lt;br /&gt;
* pulling {{L|lever}}s;&lt;br /&gt;
* {{L|hauling}} items to the {{L|trade depot}};&lt;br /&gt;
:I could've told you that children didn't pull levers - I've personally confirmed that they don't do that in 40d ''or'' 23a, and it's why I put the Verify tag on it in the first place. If bringing stuff to the depot is also off-limits to children in 0.31, I'm guessing it's also that way in older versions as well. --[[User:Quietust|Quietust]] 12:34, 4 June 2010 (UTC)&lt;br /&gt;
::My experience is only 40d on.  I know they don't take stuff to the depot in 40d. After a child harvests a plant, they do get a &amp;quot;store item in stockpile&amp;quot;. I think someone may have seen that and confused the two.--[[User:Kwieland|Kwieland]] 16:51, 4 June 2010 (UTC)&lt;br /&gt;
:: also kids can deconstruct things like walls and floors. --[[User:TomiTapio|TomiTapio]] 02:01, 19 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Swimming ==&lt;br /&gt;
&lt;br /&gt;
Do children suffer any penalties swimming in 4/7 water? You know, since they're shorter and the water may go above their heads. How about mothers carrying babies in their arms- any swimming penalties or drowning chances?&lt;br /&gt;
&lt;br /&gt;
:I don't know about 4/7, but I know 7/7 will make a mother drop their baby.--[[User:Kwieland|Kwieland]] 23:55, 18 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm.. will a ''swimming'' mother (swimmer skill &amp;gt;= Novice) drop their baby in 7/7? If so, what happens? Drowned rugrat? or cancellation spam as the mom swims over to pick up the baby, then drops it again, then...&lt;br /&gt;
&lt;br /&gt;
::also, flowing water of ''any'' level (as low as 2/7) can make a mother drop her baby. Fortunately, in shallow water (e.g. a cleaning trench with some flow), this just results in a job cancellation or two until the mom manages to drag the baby out of the water. [[Special:Contributions/218.186.8.11|218.186.8.11]] 08:09, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Birth after death? ==&lt;br /&gt;
&lt;br /&gt;
I might be mistaken, but I'm pretty sure a baby was born after it's mother died. Because, maybe a month after a woman came with her only son, and no husband with her(probably died?) she was killed in a battle with goblins. Then, about a month after that, I noticed a baby that said she was it's mother with her son it's brother. The problem was that it was only two days old...when she had been dead for a while...is this a bug or am I maybe completely off when she died? --[[User:Ullallulloo|Ullallulloo]] 03:04, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Just confirmed that the baby was born 7-8 months after his mother died, and it's listed as a child, not a baby, at one month old now. I'm not sure it was like that when it was born. It acts just like a child too. He's currently gathering plants. --[[User:Ullallulloo|Ullallulloo]] 03:18, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::This bug has been reported - #2739[http://www.bay12games.com/dwarves/mantisbt/view.php?id=2739].--[[User:Kwieland|Kwieland]] 11:36, 2 September 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Triplets ==&lt;br /&gt;
&lt;br /&gt;
So one of my dwarves gave to birth 3 good for nothing babies at once.&lt;br /&gt;
&lt;br /&gt;
Announcement&lt;br /&gt;
[[File:Triplets.JPG]]&lt;br /&gt;
&lt;br /&gt;
The mother's tought:&lt;br /&gt;
[[File:Triplets1.JPG]]&lt;br /&gt;
&lt;br /&gt;
As for the father, his tought is:&lt;br /&gt;
&amp;quot;He became a parent of triplets recently.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also the mother, having 2 arms can carry 3 babies.--[[User:Brakarg|Brakarg]] 18:13, 22 October 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Children and burrows ==&lt;br /&gt;
&lt;br /&gt;
children assigned to burrows seem to leave the burrow to follow their mothers into danger rooms.--[[Special:Contributions/99.111.154.190|99.111.154.190]] 02:39, 1 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Ponds ==&lt;br /&gt;
&lt;br /&gt;
Do children actually fill ponds? --[[User:Quietust|Quietust]] 18:17, 1 December 2010 (UTC)&lt;br /&gt;
:Not that I've seen.--[[User:Kwieland|Kwieland]] 19:14, 11 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Childbirth during strange mood ==&lt;br /&gt;
Recently a dwarven female decided she should get a strange mood. during this strange mood she requested items that did not exist on my map (gems and the like).&amp;lt;br /&amp;gt;&lt;br /&gt;
Unable to fulfill her request, I surrounded her workshop with walls and left her until she calmed down (I've had too many bad experiences with mad dwarves). Anyway she gave birth while she was in her mood, and she did not cancel her mood to retrieve the baby. I opened the door that I left for the mother to leave by, but only the baby crawled out.&amp;lt;br /&amp;gt;&lt;br /&gt;
It seems that strange moods are an overriding factor in dwarven parenting.&lt;br /&gt;
: What kind of strange mood fail status was it? Insanity, berserk or melancholy? --[[Special:Contributions/84.46.82.189|84.46.82.189]] 14:52, 9 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Eating habits ==&lt;br /&gt;
I've disabled the eating of plump helmets- but a child actually went and started eating one (I saw the purple spade next to the kid). Looking at the &amp;quot;v &amp;gt; p:Prf&amp;quot; screen, it says &amp;quot;A child does as it pleases!&amp;quot;. Does this mean children are exempt to some rules of society? --[[Special:Contributions/71.180.66.233|71.180.66.233]] 15:41, 7 May 2011 (UTC)&lt;br /&gt;
:I know they don't follow burrow orders.--[[User:Kwieland|Kwieland]] 00:27, 8 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Nevermind. All dwarves eat raw plump helmets anyways. --[[Special:Contributions/71.180.66.233|71.180.66.233]] 20:17, 19 May 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kidnapping ==&lt;br /&gt;
&lt;br /&gt;
Since children can be kidnapped by Snatchers, it might be worth discussing that a bit here.  If not, at least link to the snatcher article someplace on this article.  I know next to nothing on the topic, so I'm just leaving a note here. [[User:Vitriolum|Vitriolum]] 02:08, 20 May 2011 (UTC)&lt;br /&gt;
:This is definitely mentioned now, as of October 2011, but I was thinking of adding that assigning a bedroom to children keeps them from wandering outdoors, where they are much more likely to be kidnapped. I've found over the years (starting in .40d, but it should carry over) that I never have children kidnapped as long as I assign them bedrooms. Does anyone have similar experiences? Should that footnote be added here, and/or perhaps under Snatcher? --[[User:Zander j|Zander j]] 06:37, 9 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archery_target&amp;diff=153556</id>
		<title>v0.31:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archery_target&amp;diff=153556"/>
		<updated>2011-10-09T06:26:36Z</updated>

		<summary type="html">&lt;p&gt;Zander j: I took back my edit from a few days ago. I'm going to double check what was going on.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Building|name=Archery target|key=A&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Make Archery range&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Exceptional|20:57, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Archery targets''' are used to create Archery Ranges, which are used to train {{L|Soldier#Marksdwarves|Marksdwarves}}. They can be built from {{L|wood}}, which requires {{L|carpentry}}; {{L|stone}} or {{L|glass|glass blocks}}, which requires {{L|masonry}}; or {{L|metal}}, which requires {{L|metalcrafting}}. They can also be built from {{L|block|blocks}} made from the above materials.&lt;br /&gt;
&lt;br /&gt;
==Making an Archery Range==&lt;br /&gt;
&lt;br /&gt;
To make an Archery Range, &lt;br /&gt;
#{{k|b}}uild one or more {{k|A}}rchery targets in a room/area&lt;br /&gt;
#{{k|q}}uery a constructed archery target and make a {{k|r}}oom&lt;br /&gt;
#Set the size with {{k|+}}/{{k|-}}, if multiple targets are used they should all fit into the zone.{{verify}}&lt;br /&gt;
#Set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}}&lt;br /&gt;
#Assign the range to the desired {{L|squads}}. Squads can then be set to {{k|s}}leep or {{k|t}}rain there, as well as store their {{K|i}}ndividual or s{{k|q}}uad equipment, much like a {{L|barracks}}. &lt;br /&gt;
&lt;br /&gt;
The {{L|room}} can then be used by {{L|schedule|training}} dwarves to train ranged {{L|weapon}} {{L|skills}}. Since {{L|bolts}} are being used up by this training, it is a good idea to {{L|equipment|set}} the dwarves to only use {{L|bone}} or {{L|wood|wooden}} bolts when training.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The size of the room (range) must be such that the marksdwarf is not standing adjacent to the target.&lt;br /&gt;
*If you have a room underneath the targets you can channel the area on the sides of the target to save bolts (falling bolts don't break) but if you completely channel targets out recruits will stop training, as they require a straight walkable path to the target. A floor grate will NOT work. This also can be a case of futility since the dwarves will constantly be pathing to bolts, shooting one, and pathing again.  Stacks are preferred to optimize the time they are actually shooting.&lt;br /&gt;
*Experience is granted per shot, not per target hit.&lt;br /&gt;
*Only one dwarf can use an archery target at a time.&lt;br /&gt;
*There are also 'archery' demonstrations.&lt;br /&gt;
*It seems that marksdwarves still need to be assigned to train at a barracks as well, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they may spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=153555</id>
		<title>v0.31 Talk:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Archery_target&amp;diff=153555"/>
		<updated>2011-10-09T06:25:44Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anyone got dwarves to actually use these? --[[User:Birthright|Birthright]] 16:30, 14 April 2010 (UTC)&lt;br /&gt;
:I haven't. I had a few designated as training barracks. Now I'm trying it as just an archery range with no squads set to train, but it doesn't seem to make a difference. - [[User:Nocash|Nocash]] 13:46, 23 April 2010 (UTC)&lt;br /&gt;
:I second that; the archery ranges see no action. I can't even get my military dwarves to use ammunition at all, despite having designated it in the military menu and procured a vast store of quivers (although a hunter got a few bolts and went out to kill some deer once, which made me squeal with giddiness -- never since then, however). --[[User:Bronzebeard|Bronzebeard]] 05:57, 25 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I have evidence to the contrary. [http://mkv25.net/dfma/movie-2147-archerytargetin3103] --[[User:Bouchart|Bouchart]] 22:18, 28 April 2010 (UTC)&lt;br /&gt;
: I find it hilarious that your soapmaker bled to death as you were taking the video. --[[User:Twilightdusk|Twilightdusk]] 02:50, 2 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
What method did you use, Bouchart? A workaround would be good, the slightly buggy training is one thing, but my military keeps bumping into goblins with an uncanny knack of shooting my dwarves in the face. --[[User:Shabang50|Shabang50]] 16:22, 21 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I think it may be worth noting that the dwarf that is using the archery target does not appear to be active duty at the time he is shooting. It certainly doesn't show an archer dwarf on his unit list. --[[User:Railick|Railick]] 17:19, 21 May 2010 (UTC)Railick Stonemane&lt;br /&gt;
&lt;br /&gt;
:In order to get the target working, you need to designate each one as a range for the squad you want to train on it, make sure you're firing in the right direction, and make sure you've got ammo for your squad to train with (v0.31.18).&lt;br /&gt;
&lt;br /&gt;
:The last bit is a bigger hassle.&lt;br /&gt;
&lt;br /&gt;
:The equiping of bolts that are only designated for training (and not combat) is buggy - once your marksdwarves use up their first lot of designated ammo they will be assigned some more - but it seems that whilst the squad has its assigned ammo updated nobody bothers to relay to the dwarves this pretty important piece of info, and they'll sit there for ever waiting for the training ammo that's already assigned to their squad (or until another new bunch of training ammo gets assigned to them by deleting the old loadout). Bolts that are assigned to combat don't have this bug; so you can work around this by assigning wooden bolts as both training and combat. Once they've finished training with them they'll notice they have no combat ammo and pick some up (which they'll then train with). Downside is that you'll be using whatever you're using as training ammo, usually wooden bolts, on live targets unless you remember to switch the ammo out when somebody invades, and switch it all back when you've dealt with the invasion. --[[Special:Contributions/82.69.78.215|82.69.78.215]] 07:32, 31 December 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;The archery targets are supposedly fixed now. I just have one question: how do you make any?! Pulling up the job manager, I get nothing when I type either &amp;quot;archery&amp;quot; or &amp;quot;target&amp;quot;. This is doubly puzzling because I've made them before and--yes--I have the latest version. I should note that I'm on DFG, Mayday's DF (wherein, again, I've made targets before). Is it just the fact that I just woke up, or did they get nerfed in DFG?&amp;lt;/s&amp;gt;&lt;br /&gt;
:Definitely the fact that I just woke up; they're built on-site with raw resources such as walls and floors, via {{Key|b}}&amp;gt;{{Key|A}}. --[[User:Bronzebeard|Bronzebeard]] 18:48, 22 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
So what exactly do &amp;quot;{{k|i}}ndiv eq&amp;quot; and s{{k|q}}uad Eq do?  Did they replace individual training and group training? --[[User:KaelemGaen|KaelemGaen]] 11:29, 28 July 2010 (UTC)&lt;br /&gt;
:Those settings refer to '''eq'''uipment storage and not training --[[User:Harmonica|Harmonica]] 08:47, 30 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article reads Currently Functional but does not mention quiver ==&lt;br /&gt;
&lt;br /&gt;
Do dwarves need a quiver to train at archery targets? The main article says that archery targets are functional but does not mention quivers.&lt;br /&gt;
:I don't know, I always make or buy some. I do know that I've had the best luck leaving the squad as &amp;quot;inactive&amp;quot;, instead of training.  Then the individual dwarfs will practice on their own.  Also, for some reason they level in the marksdwarfs skill a lot faster than the archery skill (accomplished vs skilled).--[[User:Kwieland|Kwieland]] 14:40, 23 August 2010 (UTC)&lt;br /&gt;
: When I tried to set up a marksdwarf squad, they just stood around, listing &amp;quot;Soldier cannot complete order&amp;quot; as their job until I gave them quivers and created an archery range from each of the five targets, so I think they're required, yes. Not sure, though.&lt;br /&gt;
&lt;br /&gt;
==Range==&lt;br /&gt;
I usually line up my targets and the ranges are almost 50% overlapping.  My dwarves use the targets fine.  Are you sure you didn't have something else in the military system awry?  The only thing I think is important is that you have a space in front of the target at lease one space away from the target, and that there isn't a empty/open space between the space and the target (like a channeled out space).  I would revert the edit, but would like some confirmation.--[[User:Kwieland|Kwieland]] 13:54, 5 October 2011 (UTC)&lt;br /&gt;
:I will revert the edit until I confirm it. I know about making them more than one space away; maybe I messed something else up. --[[User:Zander j|Zander j]] 06:25, 9 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bat_man&amp;diff=153508</id>
		<title>v0.31 Talk:Bat man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bat_man&amp;diff=153508"/>
		<updated>2011-10-06T01:11:41Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;s&amp;gt;Because Bat Men have races and can carry weapons, if would seem to me that they should belong under the &amp;quot;Races&amp;quot; section in the &amp;quot;Creatures&amp;quot; table at the bottom of the page. However, they are lumped with &amp;quot;Humanoids,&amp;quot; most of which are not intelligent (or can_learn, or whatever) and do not have subterranean races. Should Bat Man indeed be moved with Rat Man, Serpent Man, and the others? And if it should, I don't think i currently know how to do that...&amp;lt;/s&amp;gt; --[[User:Zander j|Zander j]] 03:39, 3 October 2011 (UTC)&lt;br /&gt;
:It's part of the {{tl|0.31 creatures}} template, which has now been updated. --[[User:Quietust|Quietust]] 13:07, 3 October 2011 (UTC)&lt;br /&gt;
:Wonderful --[[User:Zander j|Zander j]] 01:11, 6 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Archery_target&amp;diff=153494</id>
		<title>v0.31:Archery target</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Archery_target&amp;diff=153494"/>
		<updated>2011-10-05T03:26:08Z</updated>

		<summary type="html">&lt;p&gt;Zander j: I added &amp;quot;*It appears dwarves will not use a targets which have overlapping ranges.&amp;quot; None of my marksdwarves would shoot at my targets until I redid the ranges, and then they immediately used them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Building|name=Archery target|key=A&lt;br /&gt;
|construction=&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Block}}&lt;br /&gt;
* {{L|Stone}}&lt;br /&gt;
* {{L|Wood}}&lt;br /&gt;
|construction_job=&lt;br /&gt;
* {{L|Architecture}}&lt;br /&gt;
1 of&lt;br /&gt;
* {{L|Masonry}}&lt;br /&gt;
* {{L|Carpentry}}&lt;br /&gt;
* {{L|Metalcrafting}}&lt;br /&gt;
|purpose=&lt;br /&gt;
* Make Archery range&lt;br /&gt;
}}&lt;br /&gt;
{{Quality|Exceptional|20:57, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Archery targets''' are used to create Archery Ranges, which are used to train {{L|Soldier#Marksdwarves|Marksdwarves}}. They can be built from {{L|wood}}, which requires {{L|carpentry}}; {{L|stone}} or {{L|glass|glass blocks}}, which requires {{L|masonry}}; or {{L|metal}}, which requires {{L|metalcrafting}}. They can also be built from {{L|block|blocks}} made from the above materials.&lt;br /&gt;
&lt;br /&gt;
==Making an Archery Range==&lt;br /&gt;
&lt;br /&gt;
To make an Archery Range, &lt;br /&gt;
#{{k|b}}uild one or more {{k|A}}rchery targets in a room/area&lt;br /&gt;
#{{k|q}}uery a constructed archery target and make a {{k|r}}oom&lt;br /&gt;
#Set the size with {{k|+}}/{{k|-}}, if multiple targets are used they should all fit into the zone.{{verify}}&lt;br /&gt;
#Set the shooting direction with {{k|w}}{{k|a}}{{k|s}}{{k|d}}&lt;br /&gt;
#Assign the range to the desired {{L|squads}}. Squads can then be set to {{k|s}}leep or {{k|t}}rain there, as well as store their {{K|i}}ndividual or s{{k|q}}uad equipment, much like a {{L|barracks}}. &lt;br /&gt;
&lt;br /&gt;
The {{L|room}} can then be used by {{L|schedule|training}} dwarves to train ranged {{L|weapon}} {{L|skills}}. Since {{L|bolts}} are being used up by this training, it is a good idea to {{L|equipment|set}} the dwarves to only use {{L|bone}} or {{L|wood|wooden}} bolts when training.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*The size of the room (range) must be such that the marksdwarf is not standing adjacent to the target.&lt;br /&gt;
*If you have a room underneath the targets you can channel the area on the sides of the target to save bolts (falling bolts don't break) but if you completely channel targets out recruits will stop training, as they require a straight walkable path to the target. A floor grate will NOT work. This also can be a case of futility since the dwarves will constantly be pathing to bolts, shooting one, and pathing again.  Stacks are preferred to optimize the time they are actually shooting.&lt;br /&gt;
*Experience is granted per shot, not per target hit.&lt;br /&gt;
*Only one dwarf can use an archery target at a time.&lt;br /&gt;
*There are also 'archery' demonstrations.&lt;br /&gt;
*It seems that marksdwarves still need to be assigned to train at a barracks as well, so they can train their other non-ranged skills.  If they do not have a barracks assigned, they may spend quite a lot of time in the state &amp;quot;cannot follow order&amp;quot;.&lt;br /&gt;
*It appears dwarves will not use a targets which have overlapping ranges.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Surroundings&amp;diff=153489</id>
		<title>v0.31:Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Surroundings&amp;diff=153489"/>
		<updated>2011-10-04T20:48:25Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|20:48, 4 October 2011 (UTC)}} {{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of {{L|plant}} life, wild {{L|animals}} and {{L|creatures}} which will appear in play within a given {{L|biome}}.  It is possible to start a {{L|fortress}} that overlaps multiple alignment types (for example a terrifying {{L|forest}} and a calm {{L|shrubland}}). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific {{L|climate}} to spawn in.  Again, it's important to check the specific biomes making up your site.  Once a {{L|creature}} spawns on the map, it is under no compunction to stay in its own biome and can roam as it pleases.  Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
== Combinations of surroundings ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:including &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|7:0}}&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:0}}&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|6:1}}&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Neutral''' regions are the easiest to understand.  They generally mimic the real world, with recognizable wildlife depending on the area.  They can be quite dangerous depending on the region, holding anything from generally non-aggressive but physically powerful enemies such as {{L|gorilla}}s and {{L|elephant}}s to the very aggressive and very dangerous {{L|giant eagle}}. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate and landforms.  You'll find most of the standard aboveground plants in these alignments, such as {{L|prickle berry|prickle berries}}, {{L|rope reed}}, {{L|wild strawberries}} and the like.&lt;br /&gt;
&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:including &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|1:1}}&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|2:1}}&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|3:1}}&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Good''' biomes tend to have less aggressive and weaker {{L|creatures}}, except for the {{L|unicorn}}. Good regions also support the wild {{L|sun berry}}, which makes the best {{L|booze}} in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''.  &lt;br /&gt;
&lt;br /&gt;
=====Distinctive flora &amp;amp; fauna=====&lt;br /&gt;
* Animals: {{L|mountain gnome}}, {{L|satyr}}, {{L|unicorn}}, {{L|merperson}}, {{L|gorlak}}&lt;br /&gt;
* Plants: {{L|sun berry}}&lt;br /&gt;
* Trees: {{L|feather tree}}&lt;br /&gt;
* Vermin: {{L|fluffy wambler}}, {{L|fairy}}, {{L|pixie}}&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
&lt;br /&gt;
:including &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:0}}&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt;, &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;background-color:black;color:{{fgcolor|5:1}}&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are more dangerous than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other {{L|creatures}} that are nasty, dangerous, and spiteful such as {{L|beak dog}}s, {{L|harpy|harpies}}, and {{L|ogre}}s, ''Evil'' regions modify their ''Neutral'' base by infecting many (but not all) of the indigenous {{L|creatures}} with various forms of {{L|undead|undeath}}. {{L|Undead}} have a resistance to piercing attacks and are always far more aggressive than their living counterparts, and they leave a fraction of the corpse benefits (zombies fall down rotten and are unbutcherable, skeletons only leave bones).  Clearly, hunting undead animals for food is pointless, and finding kills in a countryside crawling with {{L|undead}} is outstandingly dangerous. {{L|Undead}} shrubs are useless for gathering, too.  Also, fish can be infected with undeath, and can even walk on land to attack fisherdwarves. Even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.&lt;br /&gt;
&lt;br /&gt;
=====Distinctive flora &amp;amp; fauna=====&lt;br /&gt;
* Animals: {{L|ogre}}, {{L|dark gnome}}, {{L|beak dog}}, {{L|foul blendec}}, {{L|grimeling}}, {{L|werewolf}}, {{L|harpy}}, {{L|troll}}, {{L|strangler}}, {{L|nightwing}}, {{L|ice wolf}}, {{L|blizzard man}}, {{L|sea monster}}, {{L|manera}}&lt;br /&gt;
* Plants: {{L|sliver barb}}&lt;br /&gt;
* Trees: {{L|glumprong}}&lt;br /&gt;
* Vermin: {{L|demon rat}}, {{L|blood gnat}}, {{L|knuckle worm}}, {{L|phantom spider}}&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the &amp;quot;wildlife&amp;quot; (naturally occurring creatures) found therein. A &amp;quot;Savage Good&amp;quot; region is called Joyous Wilds, a &amp;quot;Savage Neutral&amp;quot; region is called Untamed Wilds, and a &amp;quot;Savage Evil&amp;quot; region is called (and can be truly) Terrifying.&lt;br /&gt;
&lt;br /&gt;
=====Distinctive flora &amp;amp; fauna=====&lt;br /&gt;
* Animals: {{L|giant eagle}}, {{L|giant cheetah}}, {{L|giant leopard}}, {{L|giant jaguar}}, {{L|giant tiger}}, {{L|giant lion}}, {{L|tigerman}}, {{L|slugman}}, {{L|snailman}}, {{L|leechman}}, {{L|giant desert scorpion}}, {{L|sasquatch}}, {{L|sea serpent}}&lt;br /&gt;
* Plants: {{L|whip vine}}&lt;br /&gt;
* Trees: {{L|Tree#List_of_Trees|highwood}}&lt;br /&gt;
* Vermin: {{L|two-legged rhino lizard}}, {{L|moghopper}}, {{L|fox squirrel}}, {{L|acorn fly}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bat_man&amp;diff=153444</id>
		<title>v0.31 Talk:Bat man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Bat_man&amp;diff=153444"/>
		<updated>2011-10-03T03:39:52Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Created page with 'Because Bat Men have races and can carry weapons, if would seem to me that they should belong under the &amp;quot;Races&amp;quot; section in the &amp;quot;Creatures&amp;quot; table at the bottom of the page. Howeve…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Because Bat Men have races and can carry weapons, if would seem to me that they should belong under the &amp;quot;Races&amp;quot; section in the &amp;quot;Creatures&amp;quot; table at the bottom of the page. However, they are lumped with &amp;quot;Humanoids,&amp;quot; most of which are not intelligent (or can_learn, or whatever) and do not have subterranean races. Should Bat Man indeed be moved with Rat Man, Serpent Man, and the others? And if it should, I don't think i currently know how to do that... --[[User:Zander j|Zander j]] 03:39, 3 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grower&amp;diff=153443</id>
		<title>v0.31 Talk:Grower</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Grower&amp;diff=153443"/>
		<updated>2011-10-03T03:32:28Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Formula or table needed ===&lt;br /&gt;
This page makes several claims that a high level Grower skill increases produced stack size. It even goes into a long drawn-out explanation of the difference between a single 5-stack and 5 1-stacks.&lt;br /&gt;
&lt;br /&gt;
What is missing is the actual amount of increase with each level of grower. Anyone know the formula and/or table? [[User:AngleWyrm|- AngleWyrm]] 02:00, 12 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some information on fertilization would also be helpful (unfortunately I don't know anything about the subject). Currently clicking &amp;quot;fertilize&amp;quot; from the Potash Maker page links to this page, which doesn't really discuss fertilization. If anybody has info, please add it! --[[User:Zander j|Zander j]] 03:32, 3 October 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/cat&amp;diff=153373</id>
		<title>Template:Sg/cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/cat&amp;diff=153373"/>
		<updated>2011-09-26T23:24:00Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;46&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/caption&amp;diff=153372</id>
		<title>Template:Sg/caption</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/caption&amp;diff=153372"/>
		<updated>2011-09-26T23:23:43Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=Preparing a ballista.&lt;br /&gt;
|2=Belal's 16x16 tileset&lt;br /&gt;
|3=Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
|4=Communal living: who needs walls?&lt;br /&gt;
|5=This is how we handle diplomatic relations with goblins.&lt;br /&gt;
|6=A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
|7=The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
|8=With friends like these...&lt;br /&gt;
|9=Some fish are better left alone.&lt;br /&gt;
|10=No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
|11=Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
|12=All the comforts of home.&lt;br /&gt;
|13=Remember, only you can prevent forest fires!&lt;br /&gt;
|14=GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
|15=Ah... the great outdoors.&lt;br /&gt;
|16=A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
|17=Is that a euphemism?&lt;br /&gt;
|18=Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
|19=The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
|20=Goblins have a very fickle relationship with their body parts. A skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
|21=The King is dead. Long live the King!&lt;br /&gt;
|22=A mechanical binary addition engine.&lt;br /&gt;
|23=I can make it on my own!&lt;br /&gt;
|24=Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
|25=Dwarves are alot like ants. Except that instead of using pheromones to mark their trails they use vomit and useless crap.&lt;br /&gt;
|26=This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
|27=A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
|28=Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
|29=Wharf Fortress.&lt;br /&gt;
|30=Who needs pikes to put heads on when you have statues?&lt;br /&gt;
|31=What every child one day wishes to be!&lt;br /&gt;
|32=Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the World Gen algorithm discovers climate change.&lt;br /&gt;
|33=Oh, the names humans give themselves...&lt;br /&gt;
|34=Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
|35=The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
|36=It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
|37=Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
|38=Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
|39=Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
|40=Crundles, the wolves of the underground.&lt;br /&gt;
|41=Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
|42=A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his Useless crap for storage, to never touch again.&lt;br /&gt;
|43=I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
|44=Wooden training axes are for elves!  Real dwarves use masterwork steel when sparring!&lt;br /&gt;
|45=Oh no! The microcline's possessing my dwarves! Or maybe the ghost, I guess.&lt;br /&gt;
|46=The world of Dwarf Fortress is full of interesting places; some are dangerous, some are peaceful, and some are... well...&lt;br /&gt;
|#default=No caption? Add one!}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Sg/image&amp;diff=153371</id>
		<title>Template:Sg/image</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Sg/image&amp;diff=153371"/>
		<updated>2011-09-26T23:20:05Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{1|0}}}|&lt;br /&gt;
|1=13 Gobby4.jpg&lt;br /&gt;
|2=Belal Example.png&lt;br /&gt;
|3=Cathedral.jpg&lt;br /&gt;
|4=Communal.gif&lt;br /&gt;
|5=Goblin_slaying_Mayor.png&lt;br /&gt;
|6=RingfissuresYear4-26.jpg&lt;br /&gt;
|7=Oceanside-202-05.jpg&lt;br /&gt;
|8=Focusgroup 16.PNG&lt;br /&gt;
|9=Zombiecod.png&lt;br /&gt;
|10=Attend party.png&lt;br /&gt;
|11=GiantSpiderAttack.png&lt;br /&gt;
|12=Shootcommon 1063 main.png&lt;br /&gt;
|13=Girdertan7.gif&lt;br /&gt;
|14=Doom.png&lt;br /&gt;
|15=Outdoor_Scuplture_Garden-Vomitorium.png&lt;br /&gt;
|16=Colossus in Arena.png&lt;br /&gt;
|17=Palace of Seducing.PNG&lt;br /&gt;
|18=Damaged baby.jpg&lt;br /&gt;
|19=DF Cheese.jpg&lt;br /&gt;
|20=Champions.png&lt;br /&gt;
|21=Regicide.PNG&lt;br /&gt;
|22=Addition.PNG&lt;br /&gt;
|23=Wolf.jpg&lt;br /&gt;
|24=Heads.png&lt;br /&gt;
|25=Vomit_Trail.png&lt;br /&gt;
|26=Artifact_Storage.png&lt;br /&gt;
|27=Thirsty_Dwarves.gif&lt;br /&gt;
|28=Doors!.png&lt;br /&gt;
|29=Harbor.png&lt;br /&gt;
|30=Heads-on-statues.PNG&lt;br /&gt;
|31=Aspirations.png&lt;br /&gt;
|32=olonbekorn_003.jpg&lt;br /&gt;
|33=Df2010isfabulous.PNG&lt;br /&gt;
|34=Cacamefight.gif&lt;br /&gt;
|35=7x191.PNG&lt;br /&gt;
|36=Historical Finger.png&lt;br /&gt;
|37=Snowball_fight.png&lt;br /&gt;
|38=Herbs.png&lt;br /&gt;
|39=MagmaTomb.png&lt;br /&gt;
|40=Crundles.png&lt;br /&gt;
|41=Catacombs.png&lt;br /&gt;
|42=Dwarven_Housing.png&lt;br /&gt;
|43=CityState.gif&lt;br /&gt;
|44=Dwarves Sparring.PNG&lt;br /&gt;
|45=Evil microcline.png&lt;br /&gt;
|46=Nutsdangeled.png&lt;br /&gt;
|#default=dwarf.png}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Nutsdangeled.png&amp;diff=153370</id>
		<title>File:Nutsdangeled.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Nutsdangeled.png&amp;diff=153370"/>
		<updated>2011-09-26T23:18:52Z</updated>

		<summary type="html">&lt;p&gt;Zander j: The randomly generated names in Dwarf Fortress provide endless entertainment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The randomly generated names in Dwarf Fortress provide endless entertainment.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status&amp;diff=153345</id>
		<title>v0.31 Talk:Status</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Status&amp;diff=153345"/>
		<updated>2011-09-25T19:50:53Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Created page with 'I can't seem to slaughter animals I buy from traders. In fact, it seems animals I get from merchants don't appear on the Animal section of the status screen. I can't seem to find…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I can't seem to slaughter animals I buy from traders. In fact, it seems animals I get from merchants don't appear on the Animal section of the status screen. I can't seem to find details on this phenomenon anywhere (I'll keep looking); if this is in the wrong place, I'll delete this. --[[User:Zander j|Zander j]] 19:50, 25 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giraffe&amp;diff=153344</id>
		<title>v0.31:Giraffe</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giraffe&amp;diff=153344"/>
		<updated>2011-09-25T19:26:22Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Rated article &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:26, 25 September 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=30&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=3&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|eye=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|horn=2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|bone=25&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giraffes''' require a {{l|pasture}} to survive.  They tend to flee rather than fight, but if they do fight, their large size can allow them to easily dispatch a lone hunter who ventures too close.&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=153341</id>
		<title>v0.31 Talk:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Kobold&amp;diff=153341"/>
		<updated>2011-09-25T18:34:43Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Discussions ==&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
:In 40d Kobolds were limited to just copper weapons. However, for 2010 I've encountered Kobolds having Iron, Bismuth Bronze, and even Steel weapons when they arrive in ambush parties. I'm sure this is because the [MINOR_METAL] token has been removed from their racial entity under the entity_default.txt. Can anyone confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::I can can confirm that in v0.31.12, a kobold ambushing party arrived and was using weapons made from copper, silver, and bronze. I cannot confirm whether or not kobolds can arrive with steel armor/weapons. [[User:Coaldiamond|-Coaldiamond]] 13:20, 6 August 2010 (UTC)&lt;br /&gt;
::::In v 0.31.16, I can confirm a kobold thief can have a steel weapon. Just had one wielding a large steel knife. Fortunately they still seem like weak fighters, even with steel - it got 3 successful strikes on my unarmored woodcutter before he 'felled' the kobold 'tree', and he suffered nothing more than bruises. YMMV, of course.. [[Special:Contributions/202.156.10.234|202.156.10.234]] 04:48, 11 October 2010 (UTC)&lt;br /&gt;
:::Version 031.17, adventure mode: a large kobold encounter with multiple pieces of steel armor and weapons.&lt;br /&gt;
--[[Special:Contributions/75.6.240.66|75.6.240.66]] 08:39, 15 November 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
=== Lock picking ===&lt;br /&gt;
:Kobolds have the [LOCKPICKER] token but sometimes during an ambush they'll just mill around outside a locked door. I've actually only had them pick one out of four of my forbidden doors to get to the occupant inside the room. Does anyone have more info or can you confirm? [[User:Kataklistika|Kataklistika]] 03:29, 9 April 2010 (UTC)&lt;br /&gt;
::Is it possible that only kobold thieves can pick locks? Are warrior kobolds not able to pick locks?[[User:Coaldiamond|-Coaldiamond]] 13:22, 6 August 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
&lt;br /&gt;
Changing description back to the one pulled from the latest release.&lt;br /&gt;
&lt;br /&gt;
==Who stole the kobolds?==&lt;br /&gt;
&lt;br /&gt;
I've been scouring map after map and making fortress after fortress, and since I got the new version, I simply haven't seen a single kobold - on the civilisations screen at embark or elsewhere. They used to annoy me, but now I miss them :'(&lt;br /&gt;
&lt;br /&gt;
Anyone else with this problem?&lt;br /&gt;
&lt;br /&gt;
:In my 3 or so forts so far, I've not seen them anymore either. I've had raccons stealing everything but no kobolds... I'm wondering now if an army of woodland creatures is going to turn up instead ;) --[[User:Djsmiley2k|Djsmiley2k]] 09:02, 26 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Randomly now have a fort where they are constantly attacking me &amp;gt;_&amp;lt; I guess it depends on biome or something... --[[User:Djsmiley2k|Djsmiley2k]] 03:37, 30 January 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Check your Legends mode.  I believe they're all starving to death in early worldgen because they aren't able to supply themselves with enough food.  A lot of dwarven civs go this way as well.  -Iituem&lt;br /&gt;
::The main problem is that kobolds are '''carnivorous''' (due to [BONECARN] which implies [CARNIVORE]), and right now there's no way for carnivorous races to survive worldgen (since it only handles farming and trading). Goblins survive because Toady temporarily gave them [NO_EAT] (and [NO_DRINK]) until he finishes the rest of stuff. --[[User:Quietust|Quietust]] 21:45, 5 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Perhaps a temporary note should be put on the page saying that Kobolds are currently not appearing in the majority of forts?--[[User:Zander j|Zander j]] 18:34, 25 September 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Badger&amp;diff=153176</id>
		<title>v0.31:Badger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Badger&amp;diff=153176"/>
		<updated>2011-09-21T03:48:05Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:48, 21 September 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=11&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=10&lt;br /&gt;
|meat=11&lt;br /&gt;
|lung=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A small mammal (about half the size of a dog) that travels in groups referred to in the community as &amp;quot;congas&amp;quot;, badgers distinguish themselves from the common pack critter that occasionally wanders onto your map by their Prone To Rage feature.  This means that badgers occasionally go berserk when they see your dwarves or livestock instead of fleeing like the typical mountain goat will.  &lt;br /&gt;
&lt;br /&gt;
Badgers that are enraged will hunt down common peasant dwarves going about their business on the surface, disrupting early fortress setup procedures as they force a terrified dwarf to run to the edge of the map before being cornered by the badger.&lt;br /&gt;
&lt;br /&gt;
Fortunately, it's still a small and fairly harmless creature due to its size and lack of any notable form of attacks, and a common adult unarmed dwarf will probably cripple it with a single kick (which is not to say that a badger can't get lucky, but it mostly seems to be limited to bruises and scratches).  However, {{L|children}} are vulnerable to their attacks, especial the young (and hence small) ones.&lt;br /&gt;
&lt;br /&gt;
If you are attacked by aggressive badgers early on while still digging out your fort, consider training some of your dogs to be wardogs - a wardog is more than a match for a badger, and spares you the need to set a valuable soldier dwarf to badger-hunting duty.&lt;br /&gt;
&lt;br /&gt;
{{L|Honey badger}}s are identical to normal badgers, but found in {{L|tropical}} and {{L|desert}} regions rather than {{L|temperate}} ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:American Badger Sow.JPG| American Badger (female)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:European Badger.jpg| European Badger&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Here is a lovely quote from Untelligent of the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For ages, the crown of the King of Beasts has rested upon no head, the title long being vacant. Elephants became docile long ago, Carp have shrunk even smaller than they once were and dwarves made less fearful of their terrifying stare, and Giant Cave Spiders had the razor-tips of their fangs filed off.&lt;br /&gt;
&lt;br /&gt;
But now, a new beast, freshly wrought from the blood-forges of Armok himself, has begun its reign of terror over the land. He made it ubiquitous, such that all would know its name. He filled it with fury, such that none would think it harmless. And He granted several of them tremendous size and insatiable anger far beyond that of their normal kin, such that even those who had thought they had mastered them had still more treacherous foes to be slain by.&lt;br /&gt;
&lt;br /&gt;
There is a new King of Beasts, and its name is Badger. Tremble before it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This may seem to contradict earlier claims of the badger being harmless. This is true, for a single badger or for small groups. Unfortunately, they tend to enter the map in huge &amp;quot;badger storms&amp;quot;, swirling masses of highly irritable, lightning quick, sharp-clawed monsters. Any dwarf unlucky enough to be caught alone in a badger storm will soon find themselves being torn to shreds, reduced to a mangled pile of flesh. &lt;br /&gt;
&lt;br /&gt;
''..Hands and feet will be severed.'' &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:One-humped_camel&amp;diff=153175</id>
		<title>v0.31:One-humped camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:One-humped_camel&amp;diff=153175"/>
		<updated>2011-09-21T03:45:14Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Rated article &amp;quot;Exceptional&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:45, 21 September 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=Dromedary&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=17&lt;br /&gt;
|meat=up to 25&lt;br /&gt;
|fat=15&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Not to be confused with the {{L|two-humped camel}}.&lt;br /&gt;
&lt;br /&gt;
'''One-humped camel''' (or '''Dromedary''') are sand colored herbivores, living in {{L|Desert}}s. They can be bought before {{L|embark}}ing and can be used as pack {{Catlink|Animals|animals}} by {{L|Trading|merchants}}.&lt;br /&gt;
Female one-humped camels produce {{L|milk}}. They require a {{l|pasture}} to survive.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=130406</id>
		<title>v0.31 Talk:Pet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Pet&amp;diff=130406"/>
		<updated>2010-10-29T20:35:19Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Created page with 'war animals dont seem to require burial. i don't recall if they had to be buried in 40d, but i thought they were. ~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;war animals dont seem to require burial. i don't recall if they had to be buried in 40d, but i thought they were. [[User:Zander j|Zander j]] 20:35, 29 October 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Human&amp;diff=130034</id>
		<title>v0.31:Human</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Human&amp;diff=130034"/>
		<updated>2010-10-23T07:44:38Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:58, 9 August 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Human&lt;br /&gt;
|symbol=U&lt;br /&gt;
|color=3:0:0&lt;br /&gt;
|biome=* Any&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized creature prone to great ambition.''&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent {{Catlink|Humanoids|humanoid}} {{L|creatures}} that live in cities on the plains. They are one of the races playable in {{L|adventurer mode}}. Their buildings are made entirely of {{L|wood}} (Or in the case of towers, {{L|stone}}), and usually include several houses and {{L|shop}}s, and a tavern. Their metal-working technology is {{L|bronze}}-based (can be modded), and they often carry bronze {{L|weapons}} and {{L|armor}}.&lt;br /&gt;
&lt;br /&gt;
In {{L|fortress mode}}, they are primarily interested in {{L|trade}}, and generally send large {{L|caravan}}s in {{L|Calendar|summer}}. Humans usually bring overworld food stuffs, {{L|cloth}}, {{L|leather}}, extra-large clothing and bronze items.  If their caravans are destroyed or if the [[diplomat]] is killed, regardless of cause, they will eventually send a {{L|siege}} force to your fortress.&lt;br /&gt;
&lt;br /&gt;
Some humans sometimes decide to live in shallow caves and stare at black and white special glass tablets for weeks at a time, and being angry if disturbed; this does not yield artifacts, but leads to engravings of their war stories shared by some kind of intercave network dedicated to it and also sharing engravings of kittens typically busy giving orders in some strange language.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zander_j&amp;diff=128511</id>
		<title>User:Zander j</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zander_j&amp;diff=128511"/>
		<updated>2010-09-30T17:16:08Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Created page with 'Been playing DF for about 3 years. I dabble in above-ground constructions.   Doing my small part to help the wiki.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Been playing DF for about 3 years. I dabble in above-ground constructions. &lt;br /&gt;
&lt;br /&gt;
Doing my small part to help the wiki.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alcohol&amp;diff=128510</id>
		<title>v0.31 Talk:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Alcohol&amp;diff=128510"/>
		<updated>2010-09-30T17:13:10Z</updated>

		<summary type="html">&lt;p&gt;Zander j: should each drink have its own page?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page could probably be upgraded to [[Dwarf_Fortress_Wiki:Quality|Exceptional Quality]] as soon as someone verifies that the drink values haven't changed.  --[[User:FunkyWaltDogg|FunkyWaltDogg]] 16:12, 12 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== dwarves not drinking ==&lt;br /&gt;
&lt;br /&gt;
Since the dwarves take longer before drinking (and will become drowsy before sleeping, and hungry before eating) many dwarves will have the blue warning arrow saying they are thirsty.  Therefore it's not obvious that your settlement has run out of alcohol and has no viable water source, until people start dying.&lt;br /&gt;
&lt;br /&gt;
:I've had dwarves dying of thirst from simply refusing to drink clean water. If you haven't set up a water source or a well, dwarves seem to take even longer to decide they want a drink. I learnt that at the price of my legendary weaponsmith. --[[User:Libelnon|Libelnon]] 15:30, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== separate pages for different drinks ==&lt;br /&gt;
&lt;br /&gt;
If the drink values are verified, then I think each drink could have its own page. Would this be redundant? [[User:Zander j|Zander j]] 17:13, 30 September 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&amp;diff=128508</id>
		<title>v0.31:Kobold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Kobold&amp;diff=128508"/>
		<updated>2010-09-30T17:04:05Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31&lt;br /&gt;
|name=Kobold&lt;br /&gt;
|symbol=k&lt;br /&gt;
|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any&lt;br /&gt;
|butcher=no|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher}}{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''A small, squat humanoid with large pointy ears and yellow glowing eyes.''&lt;br /&gt;
&lt;br /&gt;
Kobolds are anthropomorphic rodents adept at thieving that try to infiltrate your fortress and try to steal valuable items. They will run away once discovered. Kobolds arrive at your fortress in sneak mode, meaning you and your Dwarfs cannot see them. Previously in 40d, a creature had to be right next to a Kobold to spot them, this is not the case anymore; it is now based on how high a dwarf's {{L|observer}} skill is, the higher it is, the farther away it will be spotted. They can go through locked {{L|door}}s and they are not affected by {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
If the kobolds are successful in multiple thieving attempts, they will grow bolder and send squads of armed kobolds to attack your apparently defenseless fort. These squads also arrive in sneak mode and will ambush any dwarves and traders on the map. Kobold [[weapons]] are generally made of inferior [[metals]], like {{L|copper}} or {{L|silver}}, but will sometimes be made from {{L|bronze}} (a respectable metal).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=128507</id>
		<title>v0.31:Giant olm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_olm&amp;diff=128507"/>
		<updated>2010-09-30T16:58:09Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:13, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant olm&lt;br /&gt;
|symbol=O|color=7:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean seas}}&amp;lt;br /&amp;gt;(Depth 1 - 2)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=4&lt;br /&gt;
|bones=17&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|skulls=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|intestines=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''A giant amphibian predator found underground near water.''&lt;br /&gt;
&lt;br /&gt;
A '''giant olm''' (not to be confused with the [[Olm man]]) is obviously a very large version of a regular {{L|olm}}. They are amphibious predators, which appears near subterranean [[water]]. Aside from being bigger and meaner, they're essentially the same as a regular olm. They can dive, and breathe underwater with their gills. While real olms do have eyes, they are supposed to be heavily underdeveloped leaving them essentially blind, but there is nothing in the raws to make the in-game olms hunt through scent, sound or electrolosis, so their eyes work fine and they can be blinded. Real olms spend their entire lives underwater, but the in-game giant variety have absolutely no trouble crawling (snaking?) their way onto land and into your fortress, causing havoc and unexpected &amp;lt;s&amp;gt;death&amp;lt;/s&amp;gt; [[fun]].&lt;br /&gt;
&lt;br /&gt;
Can be used as a mount by {{L|goblin}} siegers. While this will allow the siegers to travel through water, it will '''not''' permit them to swim - if they remain underwater for too long, they will drown.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43471</id>
		<title>40d:Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Stupid_dwarf_trick&amp;diff=43471"/>
		<updated>2009-05-17T18:02:14Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that that requires a large amount time and effort, for little or no practical benefit. They exist only as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
==Artificial Waterfall==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower framerate.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that opens outwards, to fling enemies away. Ideally, they land in a very nasty place. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The hard part is the nasty place they get flung to. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are a far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
==Dam==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, this is easy. Otherwise, very difficult. (See Moses effect, below.)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dubious. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Tower-cap]] Farm==&lt;br /&gt;
You absolutely need to break into an underground river or lake. Make some muddy floors over a big area and wait. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Yes, if it's big enough. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magma Pumping==&lt;br /&gt;
It's a lot like pumping water, only more dangerous, and requires the [[screw pump|pumps]] to use [[magma-proof]] pipes and screws in their construction. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The difficult part is making all those [[iron]] or [[steel]] pumps and [[bauxite]] [[floodgate]]s. Very high risk. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Magma is fun, but impractical.&lt;br /&gt;
&lt;br /&gt;
==Booze Bomb==&lt;br /&gt;
If you set barrels of booze on fire they explode. The resulting explosion isn't fire, but steam. Can possibly be used as a complex trap.  About the only way to start a fire on demand is magma. Possibly caged [[fire imp]]s, [[magma men]], or [[fire snake]]s. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are many easier ways to kill goblins, but so very few that also set them on fire. This has numerous beneficial effects, including the annihilation of any non-metal items the goblins are carrying.&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[greenhouse]] is just a farm with the the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For the maximum style, build a glass roof to keep your farmers safe. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Surface plants are not so much more useful than underground crops. [[Rope reed]] can be grown year round. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gladiator Arena==&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The most difficult way to dispose of prisoners. It does give your soldiers a little bit of experience.&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely dangerous. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. By definition.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly-trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian]] factory==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool and mine. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. &lt;br /&gt;
&lt;br /&gt;
==Drowning Chamber==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untrainable animals, or anything else.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but you can't recover most of the victim's stuff. &lt;br /&gt;
&lt;br /&gt;
==Labyrinth==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smorgasborg of masterpiece steel weapons and armor. Possibly both. A [[chasm]], underground [[river]], or [[hidden fun stuff]] can ensure the fortress is occupied. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable. &lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
Prevents [[cave adaption]]. It's like the greenhouse, only instead of a farm, it's [[meeting hall]] or [[barracks]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. &lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Spike traps are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of fluid and/or machine logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do and makes them stronger.  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also, gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quicksmiting, or any other single-tile collapse mechanism. BONUS: Cover it with blood.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size, materials and magma's existence, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 hammer extending handles lenght from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
==Mega/Water Drowning Trap-Thing==&lt;br /&gt;
This is basically a channel above some pressurised water with a short tunnel leading to a door. The door needs to be connected to a lever somwhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire demons to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dorfs vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=33837.0 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[iron]] and [[bauxite]] [[screw pump]]s to make it work, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool. &lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40297</id>
		<title>40d:Marriage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Marriage&amp;diff=40297"/>
		<updated>2009-02-22T23:12:25Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] will get married occassionally. It is unknown if Dwarves will involve in same-sex relationships, but it does not appear so. Dwarves must be &amp;quot;lovers&amp;quot; before becoming married, the current mechanism is unknown. Dwarves may celebrate marriages with a [[party]] if you have provided a [[room]] for them to do so in. They may also choose to forgo any formal celebration. After marriage they will share bedrooms, start to sleep in the same bed, share the same account (if the [[dwarven economy]] is in effect), and pop out babies like rabbits. New migrants to the fortress can already be married when they arrive.&lt;br /&gt;
&lt;br /&gt;
In the Relationships screen ( {{k|v}} {{k|p}} {{k|z}} {{k|r}} ), '''Husband''' or '''Wife''' tops the list, coming above their deity.&lt;br /&gt;
&lt;br /&gt;
Currently (v0.27.176.38c), dwarven marriage is not voided by death, which means that the spouse of a dwarf will continue to show up in the relations screen and that beds owned by a married couple will still be listed as owned by both partners.&lt;br /&gt;
This also means dwarves do not remarry, or initiate new romantic relationships after being widowed.&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Earring&amp;diff=42886</id>
		<title>Earring</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Earring&amp;diff=42886"/>
		<updated>2008-12-10T19:46:07Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An '''Earring''' is a [[craft|craftable]] item. It serves no purpose except as an [[export]] good until after the [[dwarven economy]], when it will become a wanted trinket among some [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
Earrings can be made from materials accessible by any [[craftsdwarf]], which includes [[stone]], [[metal]], [[wood]], [[shell]] and [[bone]]. On occasion, a [[dwarf]] in a [[strange mood]] will make an earring out of materials not normally suited for earrings, such as [[cloth]].&lt;br /&gt;
&lt;br /&gt;
In adventure mode, earrings that you find can be worn.&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=13323</id>
		<title>40d:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cat&amp;diff=13323"/>
		<updated>2008-11-03T21:25:17Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Cat|symbol=c|color=rgb(128, 128, 128)|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|biome= Common domestic}}&lt;br /&gt;
'''Cats''' will kill [[vermin]]. They are fairly weak [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as [[pet]]s. Instead, they choose [[dwarves]] as owners. This requires exposure to your dwarves, so if you keep your cats [[cage]]d away from the fort they will not choose an owner. Cats choose randomly from dwarves they see over time, but have a higher probability of choosing a [[dwarf]] who &amp;quot;admires cats&amp;quot; as their owner.&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin, and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|kittens can be butchered]] to provide a small neverending trickle of hides, [[bone]]s and [[meat]] for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering &amp;amp;ndash; cage them up together away from dwarves, and cage-and-butcher the kittens as they are born, lest the butcher adopt one on what was supposed to be the kitten's last voyage.&lt;br /&gt;
&lt;br /&gt;
They are, however, infamous for the [[catsplosion]]: If you are not careful, cats will be everywhere, causing your FPS to plummet, and killing them will cause tantrums.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to pack vermin to their owners. However, because they lack body parts that can grasp, they will cancel the task with a &amp;quot;too injured&amp;quot; message, but accomplish it anyway. For more info and a temporary fix, see [[Cat cancels Store Item in Stockpile: Too injured]].&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAT]&lt;br /&gt;
	[NAME:cat:cats:cat]&lt;br /&gt;
	[TILE:'c'][COLOR:0:0:1]&lt;br /&gt;
	[VERMINHUNTER]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][BENIGN]&lt;br /&gt;
	[PREFSTRING:aloofness]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:kitten:kittens]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Cat_Meat_Roast.JPG&amp;diff=45698</id>
		<title>File:Cat Meat Roast.JPG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Cat_Meat_Roast.JPG&amp;diff=45698"/>
		<updated>2008-11-03T21:18:57Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7697</id>
		<title>40d:Alcohol</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Alcohol&amp;diff=7697"/>
		<updated>2008-11-03T21:15:44Z</updated>

		<summary type="html">&lt;p&gt;Zander j: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Alcohol''' is one of the staples of the dwarven diet; it quenches their [[thirst]] and gives them positive [[thoughts]]. Healthy dwarves will drink alcohol exclusively when available. When dwarves are forced to drink [[water]], they begin to work slowly from alcohol dependency. Alcohol can be brewed at a [[still]], brought with you from the embark screen or [[trade]]d with visiting caravans.&lt;br /&gt;
&lt;br /&gt;
'''Brewing'''&amp;lt;br/&amp;gt;&lt;br /&gt;
To brew alcohol at a [[still]] requires a brewable [[plant]] and an empty [[barrel]]. Every unit of plant produces 5 units of alcohol. Brewing enough alcohol for even a medium-sized population requires a lot of barrels; be sure to keep plenty near to hand.&lt;br /&gt;
&lt;br /&gt;
A single ''stack'' of plants will be brewed in one go, and the resulting booze will be placed into a single barrel - a stack of ''Plump Helmet [5]'' will produce ''Dwarven Wine [25]'', and will only occupy a single barrel. Skilled [[grower]]s, who tend to harvest larger stacks, can therefore reduce the number of barrels required to store alcohol, which in turn minimizes the required stockpile size.  Brewing (unlike cooking) also yields plantable [[seed]]s.&lt;br /&gt;
&lt;br /&gt;
'''Consumption'''&amp;lt;br/&amp;gt;&lt;br /&gt;
A healthy adult [[dwarf]] consumes approximately 18 units of drink per year.  Each drink consists of the dwarf walking to a free barrel (one not already being drunk from), upending it over his alcohol-intake orifice ([[mug]]s are for simpering [[human]]s), and liquoring up.  Because dwarves tipple so frequently, the main liquor stash is often the second-most heavily populated area of the fort (right after the main [[meeting|meeting area]]) and [[dwarves]] spend much time walking to and from it.  So:  The booze should be both secure and accessible.&lt;br /&gt;
&lt;br /&gt;
'''Cooking''' &amp;lt;br/&amp;gt;&lt;br /&gt;
Since a single brewable item will produce five units of alcohol, and each unit of alcohol can be cooked directly into [[food]], it is advisable to brew any plants you intend to cook. In this manner, you may produce five times the food you would from simply growing and then cooking your crops. Be wary though, as you need to ensure enough remains behind for drinking.  Note that this is considered an [[exploit]], and [[Toady]] plans to disallow the use of booze as a food substrate in the future.&lt;br /&gt;
&lt;br /&gt;
'''Happiness'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Dwarves get happy thoughts from drinking.  The intensity of this buzz depends on the [[quality]] of the drink and whether it matches the dwarf's personal [[preferences]].  The quality of a drink is a hidden value (with no effect on price) which improves with the skill of the [[brewer]].  It is unknown whether high-value liquors (like [[#Grown_Outside|sunshine]]) boost feelings more than low-value ones (like [[#Grown_Outside|gutter cruor]]){{verify}}.  We do know that dwarves prefer to drink them. Dwarves also prefer a variety of alcohols to choose from, and they will get unhappy thoughts from drinking the same old booze every day.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
'''Wounded dwarves'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Wounded dwarves will not drink alcohol; they must be given [[water]] by a caretaker with a [[bucket]]. Therefore, a [[fortress]] cannot survive on alcohol in the absence of drinking water, unless dwarves are abandoned when wounded.&lt;br /&gt;
&lt;br /&gt;
'''Great balls of fire!'''&amp;lt;br/&amp;gt;&lt;br /&gt;
Keep alcohol away from fire. Igniting the stuff will cause a ball of fire that can easily kill or injure your dwarves. At this time very little research has been done regarding alcohol bombs. For an example see [http://mkv25.net/dfma/movie-42-boozeexplosion this movie] at the DFMA.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Brewable Plants==&lt;br /&gt;
&lt;br /&gt;
===Grown Inside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; align=&amp;quot;center&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig tail]]&lt;br /&gt;
| Dwarven Ale&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave wheat]]&lt;br /&gt;
| Dwarven Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Sweet pod]]&lt;br /&gt;
| Dwarven Rum&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet]]&lt;br /&gt;
| Dwarven Wine&lt;br /&gt;
| 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Grown Outside===&lt;br /&gt;
{|border=1 width=&amp;quot;50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! width=&amp;quot;40%&amp;quot;|Ingredient&lt;br /&gt;
! width=&amp;quot;50%&amp;quot;|Beverage Produced&lt;br /&gt;
! width=&amp;quot;10%&amp;quot;|Beverage Value&lt;br /&gt;
|-&lt;br /&gt;
| [[Sun berry]]&lt;br /&gt;
| Sunshine&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip vine]]&lt;br /&gt;
| Whip Wine&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| [[Rope reed]]&lt;br /&gt;
| River Spirits&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisher berry]]&lt;br /&gt;
| Fisher Berry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Longland grass]]&lt;br /&gt;
| Longland Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild strawberry]]&lt;br /&gt;
| Strawberry Wine&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Bloated tuber]]&lt;br /&gt;
| Tuber Beer&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Prickle berry]]&lt;br /&gt;
| Prickle Berry Wine&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat weed]]&lt;br /&gt;
| Sewer Brew&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Sliver barb]]&lt;br /&gt;
| Gutter Cruor&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Muck root]]&lt;br /&gt;
| Swamp Whiskey&lt;br /&gt;
| 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Not Brewable==&lt;br /&gt;
Plants that cannot be brewed include:&lt;br /&gt;
* [[Quarry bush]] &lt;br /&gt;
* [[Dimple cup]]&lt;br /&gt;
* [[Blade weed]]&lt;br /&gt;
* [[Hide root]]&lt;br /&gt;
* [[Kobold bulb]]&lt;br /&gt;
* [[Valley herb]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Food]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
This a complete chart showing possible plant uses[[Image:Df-crops-diagram.png|thumb|240px]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[:Image:Sober.jpg|Sobriety has no place in the fortress.]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Sober.jpg&amp;diff=45686</id>
		<title>File:Sober.jpg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Sober.jpg&amp;diff=45686"/>
		<updated>2008-11-03T21:12:09Z</updated>

		<summary type="html">&lt;p&gt;Zander j: Sobriety has no place in the fortress.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sobriety has no place in the fortress.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9798</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9798"/>
		<updated>2008-09-29T00:04:37Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Furnace operator]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Skills which do not produce artifacts:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]] (this is not true; i have had an animal trainer create an artifact)&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19605</id>
		<title>40d:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Rhesus_macaque&amp;diff=19605"/>
		<updated>2008-09-17T21:06:32Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Rhesus macaque|symbol=m|color=rgb(192, 192, 192)|&lt;br /&gt;
bones=3|chunks=3|meat=3|fat=1|skulls=1|skin=Yes|biome= Temperate}}&lt;br /&gt;
&lt;br /&gt;
A fairly weak creature, a macaque is a small monkey. They generally come in packs of three to four to raid your outdoor [[food]] storages. They often steal [[clothing]] items or small [[craft]]s that are laying around outside. Occasionally, they are brave enough to actually attack [[dwarf|dwarves]], but any sign of harm will send them packing. Enjoy your [[kitchen|*Rhesus Macaque biscuits*]].&lt;br /&gt;
&lt;br /&gt;
If you're particularly unfortunate, it is possible for a rhesus macaque to cause grievous bodily injury to a dwarf, mostly because the rhesus monkeys will latch on with their bite attack. There have been some instances of rhesus macaque-related deaths. It is best to attack them with [[soldier|armed warrior]]s instead of [[wrestler]]s as getting the first strike is usually sufficient to dispatch or maim one of these little brats.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:MACAQUE_RHESUS]&lt;br /&gt;
	[NAME:rhesus macaque:rhesus macaques:rhesus macaque]&lt;br /&gt;
	[TILE:'m'][COLOR:7:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:10]&lt;br /&gt;
	[POPULATION_NUMBER:20:50]&lt;br /&gt;
	[CLUSTER_NUMBER:5:10][LOOSE_CLUSTERS]&lt;br /&gt;
	[CURIOUSBEAST_ITEM]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0][NATURAL][PET]&lt;br /&gt;
	[PREFSTRING:mischief]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[MAXAGE:30:40]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:3:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:3]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME_SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME_GRASSLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Aquatic_creatures&amp;diff=43916</id>
		<title>40d:Aquatic creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Aquatic_creatures&amp;diff=43916"/>
		<updated>2008-08-30T10:34:00Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Aquatic creatures''' live in fresh and salt [[water]], sometimes in both. Most of them are [[fish]] but some are amphibious. Also most of them are small creatures like perch or salmon, but here are listed only the big ones (Well, turtle and cave lobster are small ones...).&lt;br /&gt;
&lt;br /&gt;
== Amphibious creatures ==&lt;br /&gt;
&lt;br /&gt;
'''Amphibious creatures''' live in water but they usually breath air and thus can more over land. They have [AMPHIBIOUS] and sometimes [UNDERSWIM] tags in their raws. This category includes walrusses and such mammals but not whales.&lt;br /&gt;
&lt;br /&gt;
* [[Alligator]]&lt;br /&gt;
* [[Cave crocodile]]&lt;br /&gt;
* [[Frog demon]]&lt;br /&gt;
* [[Frogman]]&lt;br /&gt;
* [[Giant olm]]&lt;br /&gt;
* [[Giant toad]]&lt;br /&gt;
* [[Grimeling]]&lt;br /&gt;
* [[Hippo]]&lt;br /&gt;
* [[Olmman]]&lt;br /&gt;
* [[Saltwater crocodile]]&lt;br /&gt;
* [[Turtle]]&lt;br /&gt;
* [[Walrus]]&lt;br /&gt;
&lt;br /&gt;
== Fish ==&lt;br /&gt;
&lt;br /&gt;
'''Fish''' are [[creatures]] that live solely on water and usually even breath it. They usually have [AQUATIC], [UNDERSWIM] and [IMMOBILE_LAND] tags in their raws. This category includes whales.&lt;br /&gt;
&lt;br /&gt;
* [[Angelshark]]&lt;br /&gt;
* [[Baskingshark]]&lt;br /&gt;
* [[Blacktip reef shark]]&lt;br /&gt;
* [[Blue Shark]]&lt;br /&gt;
* [[Bluefin tuna]]&lt;br /&gt;
* [[Bluefish]]&lt;br /&gt;
* [[Bull shark]]&lt;br /&gt;
* [[Carp]]&lt;br /&gt;
* [[Cave lobster]]&lt;br /&gt;
* [[Cod]]&lt;br /&gt;
* [[Coelacanth]]&lt;br /&gt;
* [[Common skate]]&lt;br /&gt;
* [[Conger eel]]&lt;br /&gt;
* [[Frill shark]]&lt;br /&gt;
* [[Giant grouper]]&lt;br /&gt;
* [[Great barracuda]]&lt;br /&gt;
* [[Great white shark]]&lt;br /&gt;
* [[Halibut]]&lt;br /&gt;
* [[Hammerhead shark]]&lt;br /&gt;
* [[Leechman]]&lt;br /&gt;
* [[Longfin mako shark]]&lt;br /&gt;
* [[Longnose gar]]&lt;br /&gt;
* [[Manta ray]]&lt;br /&gt;
* [[Marlin]]&lt;br /&gt;
* [[Milkfish]]&lt;br /&gt;
* [[Nurse shark]]&lt;br /&gt;
* [[Ocean sunfish]]&lt;br /&gt;
* [[Opah]]&lt;br /&gt;
* [[Pike]]&lt;br /&gt;
* [[Sea lamprey]]&lt;br /&gt;
* [[Sea monster]]&lt;br /&gt;
* [[Sea serpent]]&lt;br /&gt;
* [[Shortfin mako shark]]&lt;br /&gt;
* [[Spiny dogfish]]&lt;br /&gt;
* [[Stingray]]&lt;br /&gt;
* [[Sturgeon]]&lt;br /&gt;
* [[Swordfish]]&lt;br /&gt;
* [[Tiger shark]]&lt;br /&gt;
* [[Tigerfish]] &lt;br /&gt;
* [[Whale]]&lt;br /&gt;
* [[Whale shark]]&lt;br /&gt;
* [[Whitetip reef shark]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]][[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=42870</id>
		<title>40d:Blizzard man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Blizzard_man&amp;diff=42870"/>
		<updated>2008-08-30T10:29:05Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Blizzard man|symbol=M|color={{COLOR:3:0:1}}|butcher=no|&lt;br /&gt;
bones=N/A|chunks=N/A|meat=N/A|fat=N/A|skulls=N/A|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* [[Glacier]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Blizzard man''' is an evil creature that lives in [[glacier]]s and [[tundra]]s. When killed its body will melt creating a pool of [[water]], which of course will quickly freeze. It will occasionally try to raid your fortress.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BLIZZARD_MAN]&lt;br /&gt;
	[NAME:blizzard man:blizzard men:blizzard man]&lt;br /&gt;
	[TILE:'M'][COLOR:3:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[LARGE_ROAMING][EVIL][DIFFICULTY:2][FREQUENCY:5]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:translucent skin]&lt;br /&gt;
	[PREFSTRING:icicle teeth]&lt;br /&gt;
	[PREFSTRING:glowing red eyes]&lt;br /&gt;
	[PREFSTRING:pointy ears]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:9]&lt;br /&gt;
	[MAXAGE:800:1000]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:4:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ITEMCORPSE:LIQUID_MISC:NO_SUBTYPE:WATER:NO_MATGLOSS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:5]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:GLACIER]&lt;br /&gt;
	[BIOME:TUNDRA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WATER:NO_MATGLOSS]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Creatures]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hedgehog&amp;diff=44447</id>
		<title>40d:Hedgehog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hedgehog&amp;diff=44447"/>
		<updated>2008-08-30T10:27:00Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Hedgehog''' is a cute little type of [[vermin]] that lives in [[temperate]] shrubland and savanna. [[Dwarves]] will [[thought|love]] its many spines but [[cat]]s will kill it easily.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HEDGEHOG]&lt;br /&gt;
	[NAME:hedgehog:hedgehogs:hedgehog]&lt;br /&gt;
	[TILE:249][COLOR:6:0:0]&lt;br /&gt;
	[FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][NATURAL][PET][NO_WINTER]&lt;br /&gt;
	[SPEED:900]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:many spines]&lt;br /&gt;
	[NOCTURNAL][NO_WINTER]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14295</id>
		<title>40d:Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adamantine&amp;diff=14295"/>
		<updated>2008-08-30T10:24:11Z</updated>

		<summary type="html">&lt;p&gt;Zander j: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{minorspoiler}}&lt;br /&gt;
{{Metal|color=#0FF|bgcolor=#0CC|name=Adamantine|&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Damage]]% 500&lt;br /&gt;
* [[Armor|Block]]% 500&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is by far the most rare and valuable [[metal]] in the game. It can only be found in small amounts in mountainous areas. Care should be taken if it is found, since digging down several levels through it will lead you to the [[demon]] pits. After you reach the [[Glowing pits|pits]], a horde of demons will eventually be loosed on your fortress. These demons are very powerful and can wipe out even a mature, heavily defended fortress.&lt;br /&gt;
&lt;br /&gt;
Discovery of adamantine will also bring the attention of the [[King]], who will immigrate to your fortress once news of your discovery reaches him. If you have not otherwise met the criteria for attracting the King, he will arrive &amp;quot;disguised as a peasant.&amp;quot; His requirements appears to be the same in any case, so be prepared!&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
&lt;br /&gt;
To start in a location which has adamantine (and the accompanying demon pits), you must start on a mountain tile ({{Raw Tile|∆|#FFFFFF|#000000}},{{Raw Tile|∆|#808080|#000000}},{{Raw Tile|▲|#FFFFFF|#000000}},{{Raw Tile|▲|#C0C0C0|#000000}},{{Raw Tile|▲|#808080|#000000}},{{Raw Tile|▲|#00FFFF|#000000}},{{Raw Tile|^|#FFFFFF|#000000}},{{Raw Tile|^|#808080|#000000}},{{Raw Tile|^|#00FFFF|#000000}}) or volcano tile ({{Raw Tile|^|#FF0000|#000000}}) in the Region map. The adamantine and pits will be located somewhere within the Local map of that region. It is more likely to be found on a Local map square which also shows as mountain. The adamantine will occupy only one Local square, though the demon pits may extend beyond it. Finding it requires some usage of the Site Finder feature, some [[cheating]], or above-average good luck.&lt;br /&gt;
&lt;br /&gt;
==Veining==&lt;br /&gt;
Curiously, adamantine veins tend to span z-levels more than the xy planes.  Finding a short section of adamantine only 2x1 or 3x1, dig up or down a z-level and you'll probably find another short section.&lt;br /&gt;
So far I have four veins that run 3 z-levels down and along the y-axis before seeming to expand on the x-axis and three viens contained entirely on an xy plane.  [http://mkv25.net/dfma/poi-2837-addyveinstotallyz-spanning:Link to DFMA Point of Interest] and [http://mkv25.net/dfma/movie-290-z-leveladamantinevein:Link to Movie]&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]]. The [[strand extraction]] labor must be enabled for a dwarf to perform the extraction. The process is extremely slow for an unskilled laborer. Adamantine strands are worth 1800☼ each, while the raw adamantine is worth 750.&lt;br /&gt;
&lt;br /&gt;
Subsequent processing of the strands requires no adamantine-specific skills or labor permissions. Adamantine strands are processed into adamantine wafers at any [[smelter]]. Adamantine wafers are worth 1500☼ each - curiously, less than the strands they are smelted from. Adamantine wafers are treated much like [[bar]]s of other metal, and can be forged into a variety of useful items, though unlike with other metals, no fuel is required to do so. Adamantine strands may also be woven into cloth using the Weave Metal Cloth task in a [[loom]]. Adamantine strands may be dyed, but if they are melted into wafers the they will return to their normal color and value.&lt;br /&gt;
&lt;br /&gt;
Forging things out of adamantine usually requires three times more wafers than normal; for instance, plate mail normally requires three metal bars to forge; adamantine plate mail requires nine adamantine wafers. Bolts are an exception, requiring only one wafer for a stack of 25 adamantine bolts.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Adamantine is so valuable that a special message pops up when you discover a vein of it.&lt;br /&gt;
&lt;br /&gt;
[[Image:000006 - Praise the miners!.png||500px]]&lt;br /&gt;
&lt;br /&gt;
Raw adamantine may also be processed into [[stone]] goods in the same way as other economic stone.  In its raw form, it has a [[Item value|value multiplier]] of x250 (as opposed to adamantine metal, which is x300).  Raw adamantine blocks are worth 1250☼.&lt;br /&gt;
&lt;br /&gt;
Adamantine items are incredibly light: they weigh about 2.5% as much as an equivalent article crafted from iron. [[Weapon]]s and [[armor]] made from adamantine are 5 times stronger than equivalent [[iron]] objects.&lt;br /&gt;
&lt;br /&gt;
Adamantine is one of the few [[magma safe]] materials. As such, in rock form it can be used to create magma-proof mechanisms.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
Raw Adamantine is stored in stone stockpiles with &amp;quot;Raw Adamantine&amp;quot; enabled in that stockpile's 'other stone' category. However once strands are extracted, they are stored in a cloth pile. If you want to segregate adamantine from plant fiber and silk cloth, adjust the additional options  of a adamantine cloth stockpile to allow non-plant/animal products, and all other cloth stock piles to forbid them. Wafers are stored in bar/block piles with adamantine enabled. All other goods can be stored in any stockpile with the adamantine metal enabled.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Metals]]&lt;br /&gt;
[[Category:Economic Stone]]&lt;/div&gt;</summary>
		<author><name>Zander j</name></author>
	</entry>
</feed>