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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zippy</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zippy"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Zippy"/>
	<updated>2026-08-13T05:33:36Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cleaning&amp;diff=319027</id>
		<title>Cleaning</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cleaning&amp;diff=319027"/>
		<updated>2026-08-12T23:15:58Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor = Cleaning&lt;br /&gt;
| tasks =&lt;br /&gt;
* Clean&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
'''Cleaning''' is a type of [[labor]] used by [[dwarves]] in order to clean tiles. In order for dwarves to perform this task, it must be enabled inside the labor menu's Other Jobs tab. Dwarves clean a 3x3 tile area at a time, removing contaminants such as [[vomit]], [[blood]], and broken [[arrow]]s. Cleaning is enabled by default in all dwarves.&lt;br /&gt;
&lt;br /&gt;
Dwarves automatically clean interior floors of [[contaminant]]s other than [[mud]]. Creatures can track and spread blood, ichor, and various hostile extracts across floors (though direct tracking is disabled in fortress mode by default in v0.43.05). Dwarves also clean melted ice off the beautiful [[ice|frozen]] (Inside) ground when ice melts in places where the [[temperature]] is conveniently high enough. [[Rain]] will clean any tiles exposed to it (typically outdoors tiles,) and natural or generated [[mist]] will clean any creature passing through it and gradually wash the tile it is in. It is not possible to manually order dwarves to clean up specific tiles.&lt;br /&gt;
&lt;br /&gt;
In order to initiate a cleaning task, a dwarf needs to be idle 'near' a mess (within X tiles on the same z-level). You can encourage cleaning by ensuring that dwarves with the appropriate labor regularly complete jobs in the vicinity. Defining a meeting area might get the dwarves to clean that area more often. An effective way to get an area clean is to select a dwarf for the task, remove all their professions except Cleaning, and assign them to a small [[burrow]] designated around the area to be cleaned. Burrowing a dwarf with only Cleaning assigned will keep an area much cleaner than it would remain on its own.&lt;br /&gt;
&lt;br /&gt;
A method requiring less micromanagement is to build [[lever]]s in the remote corners of the map, also in the [[cavern]]s. If the dwarf building it, or the dwarf later pulling it, happens to have &amp;quot;no job&amp;quot; on their way back they will clean whatever lays in their path. This works only during periods when there is not much to do in the fortress; Any task taken on the return trip will prevent cleaning. &lt;br /&gt;
&lt;br /&gt;
What also works is creating a small &amp;quot;nothing&amp;quot; stockpile (ie, one without any item type selected). Dwarves will quickly clean the surface under the stockpile, even if it is outside.&lt;br /&gt;
&lt;br /&gt;
Dwarves occasionally clean themselves, using any water source, and [[soap]] if available (see bug below.) They will do so even if they are restricted from the cleaning labor.  Any blood and other substances will be washed to the floor to spread to other dwarves and animals; barefoot creatures, like animals, children, and many dwarves, can become afflicted with possibly-poisonous substances washed off another's body, clothing or weapons. A grating beneath the dwarf will permit washed substances to drain.&lt;br /&gt;
&lt;br /&gt;
==Cleaning Your Dwarves==&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarven_Bathtub.PNG|thumb|right|A simple Dwarven Bathtub constructed out of [[microcline]].  For style points, construct the ramps out of soap.]]&lt;br /&gt;
&lt;br /&gt;
Given the number of diseases carried by forgotten beasts and the risks of infection, and the threat of evil [[weather]] in evil biomes, it's a good idea to try to keep your dwarves clean.  However, this might be a little less important if tracking contaminants is disabled.  Even without tracking, dirty dwarves are more likely to get infected if they're injured.&lt;br /&gt;
&lt;br /&gt;
While dwarves do a decent job of keeping themselves clean with a water source and soap, they don't always bathe immediately and pets and livestock can't wash themselves. Fortress cleanliness can be helped along in a few ways, such as by setting up a Dwarven Bathtub as described below, by creating a [[waterfall]] in an area that your dwarves will walk through, or using complex [http://www.bay12forums.com/smf/index.php?topic=34407.0 mist generation schemes].&lt;br /&gt;
&lt;br /&gt;
===Dwarven Bathtub===&lt;br /&gt;
&lt;br /&gt;
A simple method to clean your denizens is the [[User:Uristocrat/Dwarven_Bathtub|Dwarven Bathtub]], but note that while these will remove and contain infectious contaminants, the contaminants themselves remain dangerous.  Because of this, Dwarven Bathtubs set up without complex sealing, washing, and draining functions will keep the contagion inside them, potentially exposing dwarves and objects to contaminants and contaminated water each time they pass through.  A single &amp;quot;pile of forgotten beast extract&amp;quot;, sitting inside a Dwarven Bathtub in a high traffic area, can easily infect your entire fort as each dwarf walks through it. &lt;br /&gt;
&lt;br /&gt;
Combine a Dwarven Bathtub with a [[mist|mister]] suspended above it to form a Dwarven Shower.  The tub ensures that visitors are clean, while the mist destroys contaminants in the tub and gives happy thoughts.&lt;br /&gt;
&lt;br /&gt;
To set up a basic Dwarven Bathtub, just make a [[channel]] and fill it with 3/7 water via a [[Activity_zone#Pit.2FPond|pond zone]], being careful to remove or deactivate the zone before it gets too full.  If you do it outdoors in one of the warmer biomes, build a roof over it so that the water tiles become {{DFtext|Inside|6:0}} to prevent evaporation.  Be careful not to put these outside in any biome which freezes, because freezing water will kill anyone in the tub when it freezes over.  They should be safe from freezing so long as all the tiles with water show up as {{DFtext|Subterranean|0:1}} when you look at them. Because [[Noble|nobody]] would want that to happen!  The warmer biomes don't have this worry.&lt;br /&gt;
&lt;br /&gt;
One of these across each fortress entrance, each cavern entrance and the hospital entrance will go a long way towards keeping contamination under control.  If you need to clean specific civilian dwarves, create a lever that does nothing at the end of a hallway on the far side of a Dwarven Bathtub, assign the lever to that dwarf (this part requires a [[Manager]] noble), and order the lever to be pulled.  This also works to clean contaminated pets, if you find the pet owner and order them to pull the lever. Unowned animals, of course, can just be butchered or thrown into the tub (change your pond zone to a pit zone and drop them in). Military dwarves can simply be stationed on the other side of the tub.&lt;br /&gt;
&lt;br /&gt;
===Dwarven Shower===&lt;br /&gt;
Regularly dropping small amounts of water on passing dwarves is a great way to keep them clean. The design below uses water from an aquifer above and empties into a [[portable drain]] below, making it completely unpowered.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:shower-buffer.png|aquifer buffer level&lt;br /&gt;
File:shower-flow.png|flow control level&lt;br /&gt;
File:shower-hall.png|shower hall level&lt;br /&gt;
File:shower-basin.png|catch basin level&lt;br /&gt;
File:shower-drain.png|drain level&lt;br /&gt;
&amp;lt;/gallery&amp;gt;{{Translation| dwarven = lecad | elvish = reya | goblin = ustu | human = enil}}&lt;br /&gt;
&lt;br /&gt;
The diagonal access in the middle image (&amp;quot;shower hall level&amp;quot;) prevents any chance of muddying nearby tiles in the hallway.&lt;br /&gt;
&lt;br /&gt;
==Cleaning Your Items==&lt;br /&gt;
&lt;br /&gt;
If a dangerous extract/blood/poison kills your dwarves, it will most likely leave traces of the deadly substance on their items. These items can be cleaned by having flowing water or mist go over them. A single 1x1 square with water pumping into and out of it will suffice. For ease of use, you can specify a dump zone on top of the 1x1 square of water, and have your dwarves dump all contaminated items right there.&lt;br /&gt;
Once the water has flowed over the items, you can un-dump the items and start using them again safely. Make sure your dwarves carrying these items wear gloves!&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*There is currently a bug leading to spam of messages &amp;quot;cannot clean self&amp;quot; whenever soap is available; the only known workaround is to ensure that all of your soap is stored in chests in your hospital.&lt;br /&gt;
&lt;br /&gt;
{{Labors}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=319026</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=319026"/>
		<updated>2026-08-12T22:58:47Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Process */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to [[Legends|previous events]], but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely hate]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
[[File:engraved_preview.png|right]]You can only engrave non-[[soil]] floors and walls. However, smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then on the &amp;quot;specify [[art|image]]&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the [[preferences|choice]] of the engraver performing the job. Note that engraving glass floors will remove their transparency.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional—only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile, as the entire tile of a wall will be engraved. Engraving floors can remove any liquids on them, such as [[blood]] or [[vomit]], making the process a good way of cleaning floors.&lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them—simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor. This will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing engraved natural walls/floors will remove the engraving without triggering the negative thought. However, removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
[[File:v50_engrave_preview.png|thumb|right|The center area of the floor has been engraved. The left and bottom walls are also engraved, but the top one is not.]]How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a [[preference]] for the type of stone in which the engraving was made, its value doubles in their eyes. However, the actual image depicted in the engraving has ''no'' effect on its value.&lt;br /&gt;
&lt;br /&gt;
Bearing all this in mind, if, for example, you placed a single golden block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! &lt;br /&gt;
&lt;br /&gt;
However, if a floor tile exists in more than one designated room, all overlapping rooms will have their value reduced to '''zero'''. Sharing a door that does not have two adjacent wall tiles (i.e. the rooms have double-doors rather than single doors) implies sharing the tile under the door as well. However, having only a single door between two walls will not cause an overlap penalty, which allows internal offices and bedrooms inside of houses to function. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turn red and gain &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings work similarly, being [wall origin multiplier] × [wall material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wall is engraved, the added engraving bonus is [10] × [wall material value] × [quality value modifier], using the same modifiers as above. However, wall engravings are ''directional'', only providing their value to the room which contains the floor tile the engraver was standing on at the time of completion.&lt;br /&gt;
&lt;br /&gt;
Unlike floor tiles, walls can be in multiple room designations. There is no room value penalty if the same wall is in two or more designated rooms, though engravings will only count toward one of the rooms (based on the engraving direction). Because of how walls interact with rooms and doors, and rooms don't have to be contiguous, you can increase the value of all bedrooms in your fortress by making use of these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/ According to Reddit user TBTerra]:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great; steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' doesn't show when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smoothing&amp;diff=319025</id>
		<title>Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smoothing&amp;diff=319025"/>
		<updated>2026-08-12T22:55:43Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Removed double link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:smooth_stone_preview_v50.png|thumb|230px|right|The left room's walls and floor are smoothed. The right room's walls and floor are not.]]'''Smoothing''' rough [[stone]] is a simple way to increase the value of a [[zone]]. Walls and floors become Smooth ''Material'' Wall/Floor when smoothed. It is impossible to [[climb]] a smooth wall.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
A dwarf must have the [[Stonecutter|Stonecutting]] labor active. Designate the area to be smoothed ({{menu icon|v|m}}). Note that this can only be done with natural stone – soil cannot be smoothed, and [[construction]]s are already considered to be smooth for most purposes.&lt;br /&gt;
&lt;br /&gt;
Smoothed &amp;quot;natural&amp;quot; [[ice]] has different names from regular smoothed items. Smoothed ice walls are &amp;quot;straight&amp;quot; and smoothed ice floors are &amp;quot;level&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Follow up==&lt;br /&gt;
After a natural stone surface is smoothed, it may be further improved by [[engraving]]. A wall can only be engraved once (for floors, there is a [[Engraving#Removal|workaround]]). This increases the room's value, but, unlike smoothing, engraving has quality levels. Engraving is a separate skill from stone cutter. Using only skilled engravers will result in higher room and fortress values. Note that smoothing (as well as engraving) floors will clean any blood, vomit, or any other liquid on the tile, making this method a good way to clean unwanted messes.&lt;br /&gt;
&lt;br /&gt;
Smoothed walls are also a prerequisite for carving [[fortification]]s. Engraved walls can also be carved into fortifications, but the engravings will be destroyed in the process.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
[[ru:Smoothing]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Smoothing&amp;diff=319024</id>
		<title>Smoothing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Smoothing&amp;diff=319024"/>
		<updated>2026-08-12T22:55:20Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:smooth_stone_preview_v50.png|thumb|230px|right|The left room's walls and floor are smoothed. The right room's walls and floor are not.]]'''Smoothing''' rough [[stone]] is a simple way to increase the value of a [[zone]]. Walls and floors become Smooth ''Material'' Wall/Floor when smoothed. It is impossible to [[climb]] a smooth wall.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
A dwarf must have the [[Stonecutter|Stonecutting]] labor active. Designate the area to be smoothed ({{menu icon|v|m}}). Note that this can only be done with natural stone – soil cannot be smoothed, and [[construction]]s are already considered to be smooth for most purposes.&lt;br /&gt;
&lt;br /&gt;
Smoothed &amp;quot;natural&amp;quot; [[ice]] has different names from regular smoothed items. Smoothed ice walls are &amp;quot;straight&amp;quot; and smoothed ice floors are &amp;quot;level&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Follow up==&lt;br /&gt;
After a natural stone surface is smoothed, it may be further improved by [[engraving]]. A wall can only be engraved once (for floors, there is a [[Engraving#Removal|workaround]]). This increases the room's value, but, unlike smoothing, engraving has quality levels. Engraving is a separate skill from stone cutter. Using only skilled [[engraver]]s will result in higher room and fortress values. Note that smoothing (as well as engraving) floors will clean any blood, vomit, or any other liquid on the tile, making this method a good way to clean unwanted messes.&lt;br /&gt;
&lt;br /&gt;
Smoothed walls are also a prerequisite for carving [[fortification]]s. Engraved walls can also be carved into fortifications, but the engravings will be destroyed in the process.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
[[ru:Smoothing]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=319018</id>
		<title>Dye</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dye&amp;diff=319018"/>
		<updated>2026-08-12T22:00:12Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{distinguish|Die}}&lt;br /&gt;
[[File:dye_bag_preview.png|right|Bag of Dimple Cup dye powder.]]&lt;br /&gt;
'''Dye''' can be used at the [[dyer's shop]] to change the [[Color#Color_tokens|color]] of clothing materials.&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
Dyes can be produced by milling a number of [[crop|plants]] at a [[millstone]] or [[quern]] using [[Miller]] (which also produces seeds) as well as from other sources at a [[dyer's shop]] using [[Thresher]] (which does '''not''' produce seeds). Usually, all [[trading|caravans]] will bring dye for [[trade]] too. Importing dye, however, is only useful if you have a somewhat-skilled [[dyer]], otherwise, little value is added and the work wasted. It is better to buy or grow the 'source' plants if available, and mill them yourself. Of course, the nice colors are a value in themselves, if you don't stuff it all in bins.&lt;br /&gt;
&lt;br /&gt;
Dyes can be applied either to woven [[cloth]], raw [[thread]], or [[leather]]{{v|52.03}}. Dyed items have their [[value]] increased by the value of the dye (see table below), multiplied by the [[quality]] with which the dye was applied. There is not known to be any difference in the end product based on when the dye was applied during the production process. Dyes can't be applied to finished goods made from cloth, such as clothing, bags, or crafts.&lt;br /&gt;
&lt;br /&gt;
Dyes can be mixed to create additional colors. The desired color can be chosen at the [[dyer's shop]] with the &amp;quot;dye cloth ([[color]])&amp;quot; job, blending dyes with each other, or the material's natural color, to produce the chosen color.&lt;br /&gt;
&lt;br /&gt;
==Storage==&lt;br /&gt;
On the [[stocks]] screen, dyes are listed under [[powder]]. Dyes are [[stockpile]]d as &amp;quot;Food/Milled Plants&amp;quot;, along with [[flour]]s. [[Barrel]]s that contain only powders are called 'Mill barrel'. Each barrel can contain up to 60 dye [[Bag|bags]], each bag containing one stack of dye items.&lt;br /&gt;
&lt;br /&gt;
==Work Order Conditions==&lt;br /&gt;
Bag contents are not recognized in the [[Manager#Work orders|manager's work order conditions]].&lt;br /&gt;
As such, item type (powder) and material (e.g. 'Dimple dye', 'Redroot dye', 'potato skin dye', etc) will not work (despite being the recommended condition on create dye jobs).&lt;br /&gt;
As a workaround, reference all items/materials and use adjectives.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
* Count all stacks of dye: Item type 'items', material type 'no material', adjective 'dye item' &lt;br /&gt;
* Count all stacks of midnight blue (dimple cup) dye: Item type 'items', material type 'no material', adjective 'dye item', adjective 'Color midnight blue'&lt;br /&gt;
&lt;br /&gt;
==List of dyes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; style=&amp;quot;margin: 0 auto; border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
!Plant&lt;br /&gt;
!Dye&lt;br /&gt;
!colspan=2|Color&lt;br /&gt;
!Value&lt;br /&gt;
!Crop type&lt;br /&gt;
!Production&lt;br /&gt;
&amp;lt;!--plant_standard, milled--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Dimple cup]]&lt;br /&gt;
|Dimple dye&lt;br /&gt;
|Midnight blue&lt;br /&gt;
| bgcolor=&amp;quot;#003366&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--0,51,102--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Underground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade weed]]&lt;br /&gt;
|Emerald dye&lt;br /&gt;
|Emerald&lt;br /&gt;
| bgcolor=&amp;quot;#50c878&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;lt;!--80,200,120--&amp;gt;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Hide root]]&lt;br /&gt;
|Redroot dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#ff0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|10[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
|-&lt;br /&gt;
|[[Sliver barb]]&lt;br /&gt;
|Sliver dye&lt;br /&gt;
|Black&lt;br /&gt;
| bgcolor=&amp;quot;#000000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Milled&lt;br /&gt;
&amp;lt;!--plant_crops--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Sorghum]]&lt;br /&gt;
|Sorghum leaf dye&lt;br /&gt;
|Rust&lt;br /&gt;
| bgcolor=&amp;quot;#B7410E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rice]]&lt;br /&gt;
|Rice husk dye&lt;br /&gt;
|Buff&lt;br /&gt;
| bgcolor=&amp;quot;#F0DC82&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Red spinach]]&lt;br /&gt;
|Red spinach leaf dye&lt;br /&gt;
|Fuchsia&lt;br /&gt;
| bgcolor=&amp;quot;#F400A1&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
&amp;lt;!--plant_garden--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Cabbage]]&lt;br /&gt;
|Cabbage leaf dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Wild carrot]]&lt;br /&gt;
|Carrot dye&lt;br /&gt;
|Pale brown&lt;br /&gt;
| bgcolor=&amp;quot;#987654&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Eggplant]]&lt;br /&gt;
|Eggplant dye&lt;br /&gt;
|Lilac&lt;br /&gt;
| bgcolor=&amp;quot;#C8A2C8&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Onion]]&lt;br /&gt;
|Onion skin dye&lt;br /&gt;
|Orange&lt;br /&gt;
| bgcolor=&amp;quot;#FFA500&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Bulb&lt;br /&gt;
|-&lt;br /&gt;
|[[Peanut]]&lt;br /&gt;
|Peanut shell dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Pod&lt;br /&gt;
|-&lt;br /&gt;
|[[Potato]]&lt;br /&gt;
|Potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Radish]]&lt;br /&gt;
|Radish dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Rhubarb]]&lt;br /&gt;
|Rhubarb leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Spinach]]&lt;br /&gt;
|Spinach leaf dye&lt;br /&gt;
|Leaf green&lt;br /&gt;
| bgcolor=&amp;quot;#19b211&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Sweet potato]]&lt;br /&gt;
|Sweet potato skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Tomato]]&lt;br /&gt;
|Tomato skin dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Turnip]]&lt;br /&gt;
|Turnip skin dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Plant&lt;br /&gt;
|-&lt;br /&gt;
|[[Watermelon]]&lt;br /&gt;
|Watermelon dye&lt;br /&gt;
|Orchid pink&lt;br /&gt;
| bgcolor=&amp;quot;#e55bc3&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Grape]]&lt;br /&gt;
|Grape dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Cranberry]]&lt;br /&gt;
|Cranberry dye&lt;br /&gt;
|Red&lt;br /&gt;
| bgcolor=&amp;quot;#FF0000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Bilberry]]&lt;br /&gt;
|Bilberry dye&lt;br /&gt;
|Violet&lt;br /&gt;
| bgcolor=&amp;quot;#8B00FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blueberry]]&lt;br /&gt;
|Blueberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Blackberry]]&lt;br /&gt;
|Blackberry dye&lt;br /&gt;
|Lavender&lt;br /&gt;
| bgcolor=&amp;quot;#E6E6FA&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Raspberry]]&lt;br /&gt;
|Raspberry dye&lt;br /&gt;
|Raspberry pink&lt;br /&gt;
| bgcolor=&amp;quot;#ff1980&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Pineapple]]&lt;br /&gt;
|Pineapple leaf dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
&amp;lt;!--plant_standard, tree--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Mangrove]]&lt;br /&gt;
|Mangrove bark dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Mangrove leaf dye&lt;br /&gt;
|Burnt umber&lt;br /&gt;
| bgcolor=&amp;quot;#8A3324&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Pine]]&lt;br /&gt;
|Pine bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Oak]]&lt;br /&gt;
|Oak bark dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Mahogany]]&lt;br /&gt;
|Mahogany bark dye&lt;br /&gt;
|Mahogany&lt;br /&gt;
| bgcolor=&amp;quot;#C04000&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Acacia]]&lt;br /&gt;
|Acacia bark dye&lt;br /&gt;
|Chocolate&lt;br /&gt;
| bgcolor=&amp;quot;#DC691E&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Maple]]&lt;br /&gt;
|Maple bark dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Willow]]&lt;br /&gt;
|Willow bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Willow leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Larch]]&lt;br /&gt;
|Larch bark dye&lt;br /&gt;
|Golden yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFDF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Chestnut]]&lt;br /&gt;
|Chestnut bark dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut leaf dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Chestnut hull dye&lt;br /&gt;
|Dark brown&lt;br /&gt;
| bgcolor=&amp;quot;#654321&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nuts&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Alder]]&lt;br /&gt;
|Alder bark dye&lt;br /&gt;
|Russet&lt;br /&gt;
| bgcolor=&amp;quot;#755A57&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Alder cone dye&lt;br /&gt;
|Sepia&lt;br /&gt;
| bgcolor=&amp;quot;#704214&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Cones&lt;br /&gt;
|-&lt;br /&gt;
|[[Birch]]&lt;br /&gt;
|Birch bark dye&lt;br /&gt;
|Beige&lt;br /&gt;
| bgcolor=&amp;quot;#F5F5DC&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Ash (tree)|Ash]]&lt;br /&gt;
|Ash bark dye&lt;br /&gt;
|Goldenrod&lt;br /&gt;
| bgcolor=&amp;quot;#DAA520&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
&amp;lt;!--plant_new_trees--&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Banana]]&lt;br /&gt;
|Banana leaf dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Banana peel dye&lt;br /&gt;
|Ochre&lt;br /&gt;
| bgcolor=&amp;quot;#CC7722&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Coffee]]&lt;br /&gt;
|Coffee bean dye&lt;br /&gt;
|Brown&lt;br /&gt;
| bgcolor=&amp;quot;#964B00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Guava]]&lt;br /&gt;
|Guava bark dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Guava leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Tea]]&lt;br /&gt;
|Tea leaf dye&lt;br /&gt;
|Tan&lt;br /&gt;
| bgcolor=&amp;quot;#D2B48C&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Avocado]]&lt;br /&gt;
|Avocado skin dye&lt;br /&gt;
|Peach&lt;br /&gt;
| bgcolor=&amp;quot;#FFE5B4&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Olive]]&lt;br /&gt;
|Olive bark dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Olive leaf dye&lt;br /&gt;
|Woodland green&lt;br /&gt;
| bgcolor=&amp;quot;#0f9931&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Pomegranate]]&lt;br /&gt;
|Pomegranate leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate rind dye&lt;br /&gt;
|Green-yellow&lt;br /&gt;
| bgcolor=&amp;quot;#ADFF2F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|Pomegranate bark dye&lt;br /&gt;
|Gray&lt;br /&gt;
| bgcolor=&amp;quot;#808080&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|[[Almond]]&lt;br /&gt;
|Almond shell dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Nut&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Apple]]&lt;br /&gt;
|Apple bark dye&lt;br /&gt;
|Rose&lt;br /&gt;
| bgcolor=&amp;quot;#F4C2C2&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Apple leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Apricot]]&lt;br /&gt;
|Apricot bark dye&lt;br /&gt;
|Pink&lt;br /&gt;
| bgcolor=&amp;quot;#FFC0CB&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Bayberry]]&lt;br /&gt;
|Bayberry leaf dye&lt;br /&gt;
|Yellow&lt;br /&gt;
| bgcolor=&amp;quot;#FFFF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|Bayberry dye&lt;br /&gt;
|Blue&lt;br /&gt;
| bgcolor=&amp;quot;#0000FF&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Cherry]]&lt;br /&gt;
|Cherry bark dye&lt;br /&gt;
|Pale pink&lt;br /&gt;
| bgcolor=&amp;quot;#FADADD&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Cherry leaf dye&lt;br /&gt;
|Light brown&lt;br /&gt;
| bgcolor=&amp;quot;#CD853F&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Ginkgo]]&lt;br /&gt;
|Ginkgo leaf dye&lt;br /&gt;
|Lemon&lt;br /&gt;
| bgcolor=&amp;quot;#FDE910&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Hazel]]&lt;br /&gt;
|Hazel bark dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Hazel leaf dye&lt;br /&gt;
|Gold&lt;br /&gt;
| bgcolor=&amp;quot;#D4AF37&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Peach]]&lt;br /&gt;
|Peach bark dye&lt;br /&gt;
|Amber&lt;br /&gt;
| bgcolor=&amp;quot;#FFBF00&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | [[Pear]]&lt;br /&gt;
|Pear bark dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|-&lt;br /&gt;
|Pear leaf dye&lt;br /&gt;
|Ecru&lt;br /&gt;
| bgcolor=&amp;quot;#C2B280&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Leaves&lt;br /&gt;
|-&lt;br /&gt;
|[[Persimmon]]&lt;br /&gt;
|Persimmon dye&lt;br /&gt;
|Slate gray&lt;br /&gt;
| bgcolor=&amp;quot;#708090&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Fruit&lt;br /&gt;
|-&lt;br /&gt;
|[[Plum]]&lt;br /&gt;
|Plum bark dye&lt;br /&gt;
|Mauve taupe&lt;br /&gt;
| bgcolor=&amp;quot;#915F6D&amp;quot; | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
|20[[Currency|☼]]&lt;br /&gt;
|Aboveground&lt;br /&gt;
|Logs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*A number of plants have comments in their [[raw file]]s suggesting they should produce dye, dating from before more dyes were added in [[Release information/52.03|52.03]]. [[Wild carrot]] and [[rhubarb]] produce dyes from different parts than their comment suggests: flowers and roots in the respective comments. [[Pendant amaranth]] flowers are noted to produce dye, but do not have any in-game dye materials.&lt;br /&gt;
*Sliver barbs are only found in [[Surroundings#Evil|evil]] areas, therefore, [[elf|elves]], [[dwarf|dwarves]], and [[human]]s won't bring sliver barbs to trade. To obtain it, you must embark in an evil area and pull it from the ground yourself.&lt;br /&gt;
*[[Hide root|Redroot dye]] is the only dye priced at 10[[Currency|☼]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In some dwarven civilizations, a common battle cry is ‘ESHON ALOD ATÍR!’, which [[Dwarven language|translates]] as ‘TODAY IS A GOOD DAY TO DYE!’ Dwarven historians have been unable to determine why this should be.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Decoration]]&lt;br /&gt;
*[[Textile industry]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = atír&lt;br /&gt;
| elvish  = afithi&lt;br /&gt;
| goblin  = osmu&lt;br /&gt;
| human   = asseg&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Dye]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=319011</id>
		<title>Dinosaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=319011"/>
		<updated>2026-08-12T09:37:58Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Also added humanoid versions.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
[[File:dino_preview.png|right]][[Dinosaur|Dinosaurs]] are reptillian creatures with warm blood and hollow bones, introduced in the [[Dino Update]] alongside other real-world [[Extinction|extinct]] creatures. This is a list of all dinosaurs in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
=== Triassic ===&lt;br /&gt;
*[[File:eoraptor_sprite.png|20px]] [[File:eoraptor_man_sprite.png|15px]] / [[Eoraptor]] ([[eoraptor man|man]])&lt;br /&gt;
*[[File:procompsognathus_sprite.png|20px]] [[File:procompsognathus_man_sprite.png|15px]]/ [[Procompsognathus]] ([[Procompsognathus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Jurassic ===&lt;br /&gt;
*[[File:torvosaurus_sprite.png|20px]] [[File:torvosaurus_man_sprite.png|15px]] / [[Torvosaurus]] ([[Torvosaurus man|man]])&lt;br /&gt;
*[[File:archaeopteryx_sprite.png|20px]] [[File:archaeopteryx_man_sprite.png|15px]] / [[Archaeopteryx]] ([[Archaeopteryx man|man]])&lt;br /&gt;
*[[File:stegosaurus_sprite.png|20px]] [[File:stegosaurus_man_sprite.png|15px]] / [[Stegosaurus]] ([[Stegosaurus man|man]])&lt;br /&gt;
*[[File:kentrosaurus_sprite.png|20px]] [[File:kentrosaurus_man_sprite.png|15px]] / [[Kentrosaurus]] ([[Kentrosaurus man|man]])&lt;br /&gt;
*[[File:dilophosaurus_sprite.png|20px]] [[File:dilophosaurus_man_sprite.png|15px]] / [[Dilophosaurus]] ([[Dilophosaurus man|man]])&lt;br /&gt;
*[[File:ceratosaurus_sprite.png|20px]] [[File:ceratosaurus_man_sprite.png|15px]] / [[Ceratosaurus]] ([[Ceratosaurus man|man]])&lt;br /&gt;
*[[File:europasaurus_sprite.png|20px]] [[File:europasaurus_man_sprite.png|15px]] / [[Europasaurus]] ([[Europasaurus man|man]])&lt;br /&gt;
*[[File:brachiosaurus_sprite.png|20px]] [[File:brachiosaurus_man_sprite.png|15px]] / [[Brachiosaurus]] ([[Brachiosaurus man|man]])&lt;br /&gt;
*[[File:diplodocus_sprite.png|20px]] [[File:diplodocus_man_sprite.png|15px]] / [[Diplodocus]] ([[Diplodocus man|man]])&lt;br /&gt;
*[[File:brontosaurus_sprite.png|20px]] [[File:brontosaurus_man_sprite.png|15px]] / [[Brontosaurus]] ([[Brontosaurus man|man]])&lt;br /&gt;
*[[File:allosaurus_sprite.png|20px]] [[File:allosaurus_man_sprite.png|15px]] / [[Allosaurus]] ([[Allosaurus man|man]])&lt;br /&gt;
*[[File:afrovenator_sprite.png|20px]] [[File:afrovenator_man_sprite.png|15px]] / [[Afrovenator]] ([[Afrovenator man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Cretaceous ===&lt;br /&gt;
*[[File:velociraptor_sprite.png|20px]] [[File:velociraptor_man_sprite.png|15px]] / [[Velociraptor]] ([[Velociraptor man|man]])&lt;br /&gt;
*[[File:Mononykus_sprite.png|20px]] [[File:Mononykus_man_sprite.png|15px]] / [[Mononykus]] ([[ Mononykus man|man]])&lt;br /&gt;
*[[File:linhenykus_sprite.png|20px]] [[File:linhenykus_man_sprite.png|15px]] / [[Linhenykus]] ([[Linhenykus man|man]])&lt;br /&gt;
*[[File:buitreraptor_sprite.png|20px]] [[File:buitreraptor_man_sprite.png|15px]] / [[Buitreraptor]] ([[Buitreraptor man|man]])&lt;br /&gt;
*[[File:deinonychus_sprite.png|20px]] [[File:deinonychus_man_sprite.png|15px]] / [[Deinonychus]] ([[Deinonychus man|man]])&lt;br /&gt;
*[[File:utahraptor_sprite.png|20px]] [[File:utahraptor_man_sprite.png|15px]] / [[Utahraptor]] ([[Utahraptor man|man]])&lt;br /&gt;
*[[File:parasaurolophus_sprite.png|20px]] [[File:parasaurolophus_man_sprite.png|15px]] / [[Parasaurolophus]] ([[Parasaurolophus man|man]])&lt;br /&gt;
*[[File:iguanodon_sprite.png|20px]] [[File:iguanodon_man_sprite.png|15px]] / [[Iguanodon]] ([[Iguanodon man|man]])&lt;br /&gt;
*[[File:triceratops_sprite.png|20px]] [[File:triceratops_man_sprite.png|15px]] / [[Triceratops]] ([[Triceratops man|man]])&lt;br /&gt;
*[[File:kosmoceratops_sprite.png|20px]] [[File:kosmoceratops_man_sprite.png|15px]] / [[Kosmoceratops]] ([[Kosmoceratops man|man]])&lt;br /&gt;
*[[File:microceratus_sprite.png|20px]] [[File:microceratus_man_sprite.png|12px]] / [[Microceratus]] ([[Microceratus man|man]])&lt;br /&gt;
*[[File:ankylosaurus_sprite.png|20px]] [[File:ankylosaurus_man_sprite.png|15px]] / [[Ankylosaurus]] ([[Ankylosaurus man|man]])&lt;br /&gt;
*[[File:pachycephalosaurus_sprite.png|20px]] [[File:pachycephalosaurus_man_sprite.png|15px]] / [[Pachycephalosaurus]] ([[Pachycephalosaurus man|man]])&lt;br /&gt;
*[[File:colepiocephale_sprite.png|20px]] [[File:colepiocephale_man_sprite.png|12px]] / [[Colepiocephale]] ([[Colepiocephale man|man]])&lt;br /&gt;
*[[File:tsintaosaurus_sprite.png|20px]] [[File:tsintaosaurus_man_sprite.png|15px]] / [[Tsintaosaurus]] ([[Tsintaosaurus man|man]])&lt;br /&gt;
*[[File:therizinosaurus_sprite.png|20px]] [[File:therizinosaurus_man_sprite.png|15px]] / [[Therizinosaurus]] ([[Therizinosaurus man|man]])&lt;br /&gt;
*[[File:suzhousaurus_sprite.png|20px]] [[File:suzhousaurus_man_sprite.png|15px]] / [[Suzhousaurus]] ([[Suzhousaurus man|man]])&lt;br /&gt;
*[[File:nothronychus_sprite.png|20px]] [[File:nothronychus_sprite.png|15px]] / [[Nothronychus]] ([[Nothronychus man|man]])&lt;br /&gt;
*[[File:carnotaurus_sprite.png|20px]] [[File:carnotaurus_man_sprite.png|15px]] / [[Carnotaurus]] ([[Carnotaurus man|man)]]&lt;br /&gt;
*[[File:spinosaurus_aegyptiacus_sprite.png|20px]] [[File:spinosaurus_aegyptiacus_man_sprite.png|15px]] / [[Spinosaurus aegyptiacus]] ([[Spinosaurus aegyptiacus man|man]])&lt;br /&gt;
*[[File:spinosaurus mirabilis_sprite.png|20px]] [[File:spinosaurus mirabilis_man_sprite.png|15px]] / [[Spinosaurus mirabilis]] ([[Spinosaurus mirabilis man|man]])&lt;br /&gt;
*[[File:tyrannosaurus_sprite.png|20px]] [[File:tyrannosaurus_man_sprite.png|15px]] / [[Tyrannosaurus]] ([[Tyrannosaurus man|man]])&lt;br /&gt;
*[[File:amargasaurus_sprite.png|20px]] [[File:amargasaurus_man_sprite.png|15px]] / [[Amargasaurus]] ([[Amargasaurus man|man]])&lt;br /&gt;
*[[File:oviraptor_sprite.png|20px]] [[File:oviraptor_man_sprite.png|15px]] / [[Oviraptor]] ([[Oviraptor man|man]])&lt;br /&gt;
*[[File:hypsilophodon_sprite.png|20px]] [[File:hypsilophodon_man_sprite.png|15px]] / [[Hypsilophodon]] ([[Hypsilophodon man|man]])&lt;br /&gt;
*[[File:nodosaurus_sprite.png|20px]] [[File:nodosaurus_man_sprite.png|15px]] / [[Nodosaurus]] ([[Nodosaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== Other prehistoric reptiles sometimes (incorrectly) called dinosaurs ==&lt;br /&gt;
=== Pterosaurs ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[File:pterodactylus_sprite.png|20px]] [[File:pterodactylus_man_sprite.png|15px]] / [[Pterodactylus]] ([[Pterodactylus man|man]])&lt;br /&gt;
*[[File:jeholopterus_sprite.png|20px]] [[File:jeholopterus_man_sprite.png|15px]] / [[Jeholopterus]] ([[Jeholopterus man|man]])&lt;br /&gt;
*[[File:rhamphorhynchus_sprite.png|20px]] [[File:rhamphorhynchus_man_sprite.png|15px]] / [[Rhamphorhynchus]] ([[Rhamphorhynchus man|man]])&lt;br /&gt;
&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[File:quetzalcoatlus_sprite.png|20px]] [[File:quetzalcoatlus_man_sprite.png|15px]] / [[Quetzalcoatlus]] ([[Quetzalcoatlus man|man]])&lt;br /&gt;
*[[File:sinopterus_sprite.png|20px]] [[File:sinopterus_man_sprite.png|15px]] / [[Sinopterus]] ([[Sinopterus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Various aquatic reptiles ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[File:ichthyosaurus_sprite.png|20px]] [[File:ichthyosaurus_man_sprite.png|12px]] / [[Ichthyosaurus|Ichthyosauru]]s ([[Ichthyosaurus man|man]])&lt;br /&gt;
*[[File:plesiosaurus_sprite.png|20px]] [[File:plesiosaurus_man_sprite.png|12px]] / [[Plesiosaurus]] ([[Plesiosaurus man|man]])&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[File:mosasaurus_sprite.png|20px]] [[File:mosasaurus_man_sprite.png|15px]] / [[Mosasaurus]] ([[Mosasaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Dimetrodon]], which is not a reptile but still erroneously called a dinosaur&lt;br /&gt;
*[[Creature|Birds]], which some human scientists suggest are dinosaurs&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=319009</id>
		<title>Dinosaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=319009"/>
		<updated>2026-08-11T22:16:19Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added respective sprites.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
[[File:dino_preview.png|right]][[Dinosaur|Dinosaurs]] are reptillian creatures with warm blood and hollow bones, introduced in the [[Dino Update]] alongside other real-world [[Extinction|extinct]] creatures. This is a list of all dinosaurs in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
=== Triassic ===&lt;br /&gt;
*[[File:eoraptor_sprite.png|20px]] / [[Eoraptor]] ([[eoraptor man|man]])&lt;br /&gt;
*[[File:procompsognathus_sprite.png|20px]] / [[Procompsognathus]] ([[Procompsognathus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Jurassic ===&lt;br /&gt;
*[[File:torvosaurus_sprite.png|20px]] / [[Torvosaurus]] ([[Torvosaurus man|man]])&lt;br /&gt;
*[[File:archaeopteryx_sprite.png|20px]] / [[Archaeopteryx]] ([[Archaeopteryx man|man]])&lt;br /&gt;
*[[File:stegosaurus_sprite.png|20px]] / [[Stegosaurus]] ([[Stegosaurus man|man]])&lt;br /&gt;
*[[File:kentrosaurus_sprite.png|20px]] / [[Kentrosaurus]] ([[Kentrosaurus man|man]])&lt;br /&gt;
*[[File:dilophosaurus_sprite.png|20px]] / [[Dilophosaurus]] ([[Dilophosaurus man|man]])&lt;br /&gt;
*[[File:ceratosaurus_sprite.png|20px]] / [[Ceratosaurus]] ([[Ceratosaurus man|man]])&lt;br /&gt;
*[[File:europasaurus_sprite.png|20px]] / [[Europasaurus]] ([[Europasaurus man|man]])&lt;br /&gt;
*[[File:brachiosaurus_sprite.png|20px]] / [[Brachiosaurus]] ([[Brachiosaurus man|man]])&lt;br /&gt;
*[[File:diplodocus_sprite.png|20px]] / [[Diplodocus]] ([[Diplodocus man|man]])&lt;br /&gt;
*[[File:brontosaurus_sprite.png|20px]] / [[Brontosaurus]] ([[Brontosaurus man|man]])&lt;br /&gt;
*[[File:allosaurus_sprite.png|20px]] / [[Allosaurus]] ([[Allosaurus man|man]])&lt;br /&gt;
*[[File:afrovenator_sprite.png|20px]] / [[Afrovenator]] ([[Afrovenator man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Cretaceous ===&lt;br /&gt;
*[[File:velociraptor_sprite.png|20px]] / [[Velociraptor]] ([[Velociraptor man|man]])&lt;br /&gt;
*[[File:Mononykus_sprite.png|20px]] / [[Mononykus]] ([[ Mononykus man|man]])&lt;br /&gt;
*[[File:linhenykus_sprite.png|20px]] / [[Linhenykus]] ([[Linhenykus man|man]])&lt;br /&gt;
*[[File:Buitreraptor_sprite.png|20px]] / [[Buitreraptor]] ([[Buitreraptor man|man]])&lt;br /&gt;
*[[File:Deinonychus_sprite.png|20px]] / [[Deinonychus]] ([[Deinonychus man|man]])&lt;br /&gt;
*[[File:Utahraptor_sprite.png|20px]] / [[Utahraptor]] ([[Utahraptor man|man]])&lt;br /&gt;
*[[File:Parasaurolophus_sprite.png|20px]] / [[Parasaurolophus]] ([[Parasaurolophus man|man]])&lt;br /&gt;
*[[File:Iguanodon_sprite.png|20px]] / [[Iguanodon]] ([[Iguanodon man|man]])&lt;br /&gt;
*[[File:Triceratops_sprite.png|20px]] / [[Triceratops]] ([[Triceratops man|man]])&lt;br /&gt;
*[[File:Kosmoceratops_sprite.png|20px]] / [[Kosmoceratops]] ([[Kosmoceratops man|man]])&lt;br /&gt;
*[[File:Microceratus_sprite.png|20px]] / [[Microceratus]] ([[Microceratus man|man]])&lt;br /&gt;
*[[File:Ankylosaurus_sprite.png|20px]] / [[Ankylosaurus]] ([[Ankylosaurus man|man]])&lt;br /&gt;
*[[File:Pachycephalosaurus_sprite.png|20px]] / [[Pachycephalosaurus]] ([[Pachycephalosaurus man|man]])&lt;br /&gt;
*[[File:Colepiocephale_sprite.png|20px]] / [[Colepiocephale]] ([[Colepiocephale man|man]])&lt;br /&gt;
*[[File:Tsintaosaurus_sprite.png|20px]] / [[Tsintaosaurus]] ([[Tsintaosaurus man|man]])&lt;br /&gt;
*[[File:Therizinosaurus_sprite.png|20px]] / [[Therizinosaurus]] ([[Therizinosaurus man|man]])&lt;br /&gt;
*[[File:Suzhousaurus_sprite.png|20px]] / [[Suzhousaurus]] ([[Suzhousaurus man|man]])&lt;br /&gt;
*[[File:nothronychus_sprite.png|20px]] / [[Nothronychus]] ([[Nothronychus man|man]])&lt;br /&gt;
*[[File:carnotaurus_sprite.png|20px]] / [[Carnotaurus]] ([[Carnotaurus man|man)]]&lt;br /&gt;
*[[File:spinosaurus_aegyptiacus_sprite.png|20px]] / [[Spinosaurus aegyptiacus]] ([[Spinosaurus aegyptiacus man|man]])&lt;br /&gt;
*[[File:spinosaurus mirabilis_sprite.png|20px]] / [[Spinosaurus mirabilis]] ([[Spinosaurus mirabilis man|man]])&lt;br /&gt;
*[[File:tyrannosaurus_sprite.png|20px]] / [[Tyrannosaurus]] ([[Tyrannosaurus man|man]])&lt;br /&gt;
*[[File:amargasaurus_sprite.png|20px]] / [[Amargasaurus]] ([[Amargasaurus man|man]])&lt;br /&gt;
*[[File:oviraptor_sprite.png|20px]] / [[Oviraptor]] ([[Oviraptor man|man]])&lt;br /&gt;
*[[File:hypsilophodon_sprite.png|20px]] / [[Hypsilophodon]] ([[Hypsilophodon man|man]])&lt;br /&gt;
*[[File:nodosaurus_sprite.png|20px]] / [[Nodosaurus]] ([[Nodosaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== Other prehistoric reptiles sometimes (incorrectly) called dinosaurs ==&lt;br /&gt;
=== Pterosaurs ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[File:pterodactylus_sprite.png|20px]] / [[Pterodactylus]] ([[Pterodactylus man|man]])&lt;br /&gt;
*[[File:jeholopterus_sprite.png|20px]] / [[Jeholopterus]] ([[Jeholopterus man|man]])&lt;br /&gt;
*[[File:rhamphorhynchus_sprite.png|20px]] / [[Rhamphorhynchus]] ([[Rhamphorhynchus man|man]])&lt;br /&gt;
&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[File:quetzalcoatlus_sprite.png|20px]] / [[Quetzalcoatlus]] ([[Quetzalcoatlus man|man]])&lt;br /&gt;
*[[File:sinopterus_sprite.png|20px]] / [[Sinopterus]] ([[Sinopterus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Various aquatic reptiles ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[File:ichthyosaurus_sprite.png|20px]] / [[Ichthyosaurus|Ichthyosauru]]s ([[Ichthyosaurus man|man]])&lt;br /&gt;
*[[File:plesiosaurus_sprite.png|20px]] / [[Plesiosaurus]] ([[Plesiosaurus man|man]])&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[File:mosasaurus_sprite.png|20px]] / [[Mosasaurus]] ([[Mosasaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Dimetrodon]], which is not a reptile but still erroneously called a dinosaur&lt;br /&gt;
*[[Creature|Birds]], which some human scientists suggest are dinosaurs&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=319008</id>
		<title>Dinosaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=319008"/>
		<updated>2026-08-11T21:38:35Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added preview image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
[[File:dino_preview.png|right]][[Dinosaur|Dinosaurs]] are reptillian creatures with warm blood and hollow bones, introduced in the [[Dino Update]] alongside other real-world [[Extinction|extinct]] creatures. This is a list of all dinosaurs in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
=== Triassic ===&lt;br /&gt;
*[[Eoraptor]] ([[eoraptor man|man]])&lt;br /&gt;
*[[Procompsognathus]] ([[Procompsognathus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Jurassic ===&lt;br /&gt;
*[[Torvosaurus]] ([[Torvosaurus man|man]])&lt;br /&gt;
*[[Archaeopteryx]] ([[Archaeopteryx man|man]])&lt;br /&gt;
*[[Stegosaurus]] ([[Stegosaurus man|man]])&lt;br /&gt;
*[[Kentrosaurus]] ([[Kentrosaurus man|man]])&lt;br /&gt;
*[[Dilophosaurus]] ([[Dilophosaurus man|man]])&lt;br /&gt;
*[[Ceratosaurus]] ([[Ceratosaurus man|man]])&lt;br /&gt;
*[[Europasaurus]] ([[Europasaurus man|man]])&lt;br /&gt;
*[[Brachiosaurus]] ([[Brachiosaurus man|man]])&lt;br /&gt;
*[[Diplodocus]] ([[Diplodocus man|man]])&lt;br /&gt;
*[[Brontosaurus]] ([[Brontosaurus man|man]])&lt;br /&gt;
*[[Allosaurus]] ([[Allosaurus man|man]])&lt;br /&gt;
*[[Afrovenator]] ([[Afrovenator man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Cretaceous ===&lt;br /&gt;
*[[Velociraptor]] ([[Velociraptor man|man]])&lt;br /&gt;
*[[Mononykus]] ([[ Mononykus man|man]])&lt;br /&gt;
*[[Linhenykus|Linhenykus]] ([[Linhenykus man|man]])&lt;br /&gt;
*[[Buitreraptor]] ([[Buitreraptor man|man]])&lt;br /&gt;
*[[Deinonychus]] ([[Deinonychus man|man]])&lt;br /&gt;
*[[Utahraptor]] ([[Utahraptor man|man]])&lt;br /&gt;
*[[Parasaurolophus]] ([[Parasaurolophus man|man]])&lt;br /&gt;
*[[Iguanodon]] ([[Iguanodon man|man]])&lt;br /&gt;
*[[Triceratops]] ([[Triceratops man|man]])&lt;br /&gt;
*[[Kosmoceratops]] ([[Kosmoceratops man|man]])&lt;br /&gt;
*[[Microceratus]] ([[Microceratus man|man]])&lt;br /&gt;
*[[Ankylosaurus]] ([[Ankylosaurus man|man]])&lt;br /&gt;
*[[Pachycephalosaurus]] ([[Pachycephalosaurus man|man]])&lt;br /&gt;
*[[Colepiocephale]] ([[Colepiocephale man|man]])&lt;br /&gt;
*[[Tsintaosaurus]] ([[Tsintaosaurus man|man]])&lt;br /&gt;
*[[Therizinosaurus]] ([[Therizinosaurus man|man]])&lt;br /&gt;
*[[Suzhousaurus]] ([[Suzhousaurus man|man]])&lt;br /&gt;
*[[Nothronychus]] ([[Nothronychus man|man]])&lt;br /&gt;
*[[Carnotaurus]] ([[Carnotaurus man|man)]]&lt;br /&gt;
*[[Spinosaurus aegyptiacus]] ([[Spinosaurus aegyptiacus man|man]])&lt;br /&gt;
*[[Spinosaurus mirabilis]] ([[Spinosaurus mirabilis man|man]])&lt;br /&gt;
*[[Tyrannosaurus]] ([[Tyrannosaurus man|man]])&lt;br /&gt;
*[[Amargasaurus]] ([[Amargasaurus man|man]])&lt;br /&gt;
*[[Oviraptor]] ([[Oviraptor man|man]])&lt;br /&gt;
*[[Hypsilophodon]] ([[Hypsilophodon man|man]])&lt;br /&gt;
*[[Nodosaurus]] ([[Nodosaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== Other prehistoric reptiles sometimes (incorrectly) called dinosaurs ==&lt;br /&gt;
=== Pterosaurs ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Pterodactylus]] ([[Pterodactylus man|man]])&lt;br /&gt;
*[[Jeholopterus]] ([[Jeholopterus man|man]])&lt;br /&gt;
*[[Rhamphorhynchus]] ([[Rhamphorhynchus man|man]])&lt;br /&gt;
&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Quetzalcoatlus]] ([[Quetzalcoatlus man|man]])&lt;br /&gt;
*[[Sinopterus]] ([[Sinopterus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Various aquatic reptiles ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Ichthyosaurus|Ichthyosauru]]s ([[Ichthyosaurus man|man]])&lt;br /&gt;
*[[Plesiosaurus]] ([[Plesiosaurus man|man]])&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Mosasaurus]] ([[Mosasaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Dimetrodon]], which is not a reptile but still erroneously called a dinosaur&lt;br /&gt;
*[[Creature|Birds]], which some human scientists suggest are dinosaurs&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dino_preview.png&amp;diff=319007</id>
		<title>File:Dino preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dino_preview.png&amp;diff=319007"/>
		<updated>2026-08-11T21:37:25Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Allosaurus_sprites.png&amp;diff=319006</id>
		<title>File:Allosaurus sprites.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Allosaurus_sprites.png&amp;diff=319006"/>
		<updated>2026-08-11T21:28:13Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Allosaurus sprites.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=318995</id>
		<title>Dinosaur</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dinosaur&amp;diff=318995"/>
		<updated>2026-08-11T00:37:27Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{disambig}}&lt;br /&gt;
[[Dinosaur|Dinosaurs]] are reptillian creatures with warm blood and hollow bones, introduced in the [[Dino Update]] alongside other real-world extinct creatures. This is a list of all dinosaurs in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Dinosaurs ==&lt;br /&gt;
&lt;br /&gt;
=== Triassic ===&lt;br /&gt;
*[[Eoraptor]] ([[eoraptor man|man]])&lt;br /&gt;
*[[Procompsognathus]] ([[Procompsognathus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Jurassic ===&lt;br /&gt;
*[[Torvosaurus]] ([[Torvosaurus man|man]])&lt;br /&gt;
*[[Archaeopteryx]] ([[Archaeopteryx man|man]])&lt;br /&gt;
*[[Stegosaurus]] ([[Stegosaurus man|man]])&lt;br /&gt;
*[[Kentrosaurus]] ([[Kentrosaurus man|man]])&lt;br /&gt;
*[[Dilophosaurus]] ([[Dilophosaurus man|man]])&lt;br /&gt;
*[[Ceratosaurus]] ([[Ceratosaurus man|man]])&lt;br /&gt;
*[[Europasaurus]] ([[Europasaurus man|man]])&lt;br /&gt;
*[[Brachiosaurus]] ([[Brachiosaurus man|man]])&lt;br /&gt;
*[[Diplodocus]] ([[Diplodocus man|man]])&lt;br /&gt;
*[[Brontosaurus]] ([[Brontosaurus man|man]])&lt;br /&gt;
*[[Allosaurus]] ([[Allosaurus man|man]])&lt;br /&gt;
*[[Afrovenator]] ([[Afrovenator man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Cretaceous ===&lt;br /&gt;
*[[Velociraptor]] ([[Velociraptor man|man]])&lt;br /&gt;
*[[Mononykus]] ([[ Mononykus man|man]])&lt;br /&gt;
*[[Linhenykus|Linhenykus]] ([[Linhenykus man|man]])&lt;br /&gt;
*[[Buitreraptor]] ([[Buitreraptor man|man]])&lt;br /&gt;
*[[Deinonychus]] ([[Deinonychus man|man]])&lt;br /&gt;
*[[Utahraptor]] ([[Utahraptor man|man]])&lt;br /&gt;
*[[Parasaurolophus]] ([[Parasaurolophus man|man]])&lt;br /&gt;
*[[Iguanodon]] ([[Iguanodon man|man]])&lt;br /&gt;
*[[Triceratops]] ([[Triceratops man|man]])&lt;br /&gt;
*[[Kosmoceratops]] ([[Kosmoceratops man|man]])&lt;br /&gt;
*[[Microceratus]] ([[Microceratus man|man]])&lt;br /&gt;
*[[Ankylosaurus]] ([[Ankylosaurus man|man]])&lt;br /&gt;
*[[Pachycephalosaurus]] ([[Pachycephalosaurus man|man]])&lt;br /&gt;
*[[Colepiocephale]] ([[Colepiocephale man|man]])&lt;br /&gt;
*[[Tsintaosaurus]] ([[Tsintaosaurus man|man]])&lt;br /&gt;
*[[Therizinosaurus]] ([[Therizinosaurus man|man]])&lt;br /&gt;
*[[Suzhousaurus]] ([[Suzhousaurus man|man]])&lt;br /&gt;
*[[Nothronychus]] ([[Nothronychus man|man]])&lt;br /&gt;
*[[Carnotaurus]] ([[Carnotaurus man|man)]]&lt;br /&gt;
*[[Spinosaurus aegyptiacus]] ([[Spinosaurus aegyptiacus man|man]])&lt;br /&gt;
*[[Spinosaurus mirabilis]] ([[Spinosaurus mirabilis man|man]])&lt;br /&gt;
*[[Tyrannosaurus]] ([[Tyrannosaurus man|man]])&lt;br /&gt;
*[[Amargasaurus]] ([[Amargasaurus man|man]])&lt;br /&gt;
*[[Oviraptor]] ([[Oviraptor man|man]])&lt;br /&gt;
*[[Hypsilophodon]] ([[Hypsilophodon man|man]])&lt;br /&gt;
*[[Nodosaurus]] ([[Nodosaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== Other prehistoric reptiles sometimes (incorrectly) called dinosaurs ==&lt;br /&gt;
=== Pterosaurs ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Pterodactylus]] ([[Pterodactylus man|man]])&lt;br /&gt;
*[[Jeholopterus]] ([[Jeholopterus man|man]])&lt;br /&gt;
*[[Rhamphorhynchus]] ([[Rhamphorhynchus man|man]])&lt;br /&gt;
&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Quetzalcoatlus]] ([[Quetzalcoatlus man|man]])&lt;br /&gt;
*[[Sinopterus]] ([[Sinopterus man|man]])&lt;br /&gt;
&lt;br /&gt;
=== Various aquatic reptiles ===&lt;br /&gt;
'''Jurassic'''&lt;br /&gt;
*[[Ichthyosaurus|Ichthyosauru]]s ([[Ichthyosaurus man|man]])&lt;br /&gt;
*[[Plesiosaurus]] ([[Plesiosaurus man|man]])&lt;br /&gt;
'''Cretaceous'''&lt;br /&gt;
*[[Mosasaurus]] ([[Mosasaurus man|man]])&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Dimetrodon]], which is not a reptile but still erroneously called a dinosaur&lt;br /&gt;
*[[Creature|Birds]], which some human scientists suggest are dinosaurs&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Amphibious&amp;diff=318975</id>
		<title>Amphibious</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Amphibious&amp;diff=318975"/>
		<updated>2026-08-10T10:04:43Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
'''Amphibious''' creatures (those with the {{token|AMPHIBIOUS}} [[token]]) can move and breathe underwater and on dry land, and can path into your fortress down any unshielded waterworks. They can spawn on flooded map edges, and, in the case of large predators like [[cave crocodile]]s, may prove quite dangerous to [[fishing|fisherdwarfs]]. Amphibious creatures that also have the {{token|MOUNT}} or {{token|MOUNT_EXOTIC}} token can be ridden by (air-breathing) [[siege]]rs into combat, which causes some hilarity when entire [[squad]]s of [[goblin]]s perish because their [[alligator]]s dove into your [[moat]]. Some procedurally-generated creatures may gain this token.&lt;br /&gt;
[[File:amphibious_preview.png|thumb|260px|center|A frog, the most &amp;quot;generic&amp;quot; amphibious thing people know about.]]&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Amphibious]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=318974</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=318974"/>
		<updated>2026-08-10T10:03:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions and gained new powers}}&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman_sprite_preview.png|right]]A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally-generated [[night creature]] which is mostly known for attacking unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night, alone, within those [[Sphere|domains of evil affiliated with shadows or nightmares]] – both fast travelling and travelling normally on the local map trigger the appearance of bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared.&lt;br /&gt;
&lt;br /&gt;
Graphically, the default sprites that bogeymen use will be of malformed, humanoid creatures that resemble the randomly-generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[demon]]s. However, given the fact that bogeymen can transform into other creatures, they can borrow other sprites as well. Their portrait will remain as the last creature they transformed into, even after transforming back.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:bogeymen_transforming_anim.gif|thumb|275px|right|Two bogeymen transforming in the [[object testing arena]].]][[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled in [[Advanced_world_generation#Number_of_Bogeyman_Types|advanced world generation]] – if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures, and reading their description will reveal the bogeyman &amp;quot;hurls vicious insults constantly&amp;quot;. Bogeymen are restricted to regions aligned with [[demon]]ic evil, particularly the [[sphere]]s of nightmares or darkness. Bogeymen can be summoned by [[necromancer]]s with the appropriate [[secret]]s, and by nightmare-aligned [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000. In previous versions, they did not exist in [[fortress mode]], but it seems like visiting necromancers can now sometimes summon them in combat.&lt;br /&gt;
&lt;br /&gt;
Bogeymen have the powers to transform into animals, as well as to 'call upon the night' and summon other creatures – including more bogeymen! They do this, presumably, by using the [[Interaction_token#I_EFFECT|Summon interaction]]. This can make even a single bogeyman quickly turn into several, which then each begin to summon wild animals such as [[tiger]]s. More research needs to be done on the exact limitations of these abilities, and exact data is difficult to extrapolate due to summon interactions being both new and difficult to reverse engineer.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up, but they, too, vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s. When attacked, they are only one of two types of beings that can bleed pink [[blood]], the other being [[nightmare]]s.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately – if you end the game in this way, you will be described in [[legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.&lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
Bogeymen can be avoided by not traveling in evil, nightmare-aligned regions, and having a companion is no longer necessary to avoid them. &lt;br /&gt;
&lt;br /&gt;
When you are [[ambush]]ed by bogeymen, you will get the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A turn after receiving this message, 4–6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in an unmodded game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.&lt;br /&gt;
&lt;br /&gt;
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However, it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well-prepared. Once your adventurer becomes skilled, this will become a usually trivial task, but don't underestimate their blows. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this was one of the reasons why townspeople encouraged you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring. They will not attack again for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
*A [[shield]] is invaluable, as getting hit can break your bones and quickly spell your death. Ditto for some [[armor]].&lt;br /&gt;
*Legendary [[weapon skill]] or near is highly recommended to help overcome their dodging. &lt;br /&gt;
*Carefully planned maneuvering is the key to survival.&lt;br /&gt;
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
&amp;lt;!--*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. &lt;br /&gt;
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them – you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
Some [[necromancer]] [[secret]]s allow the summoning of bogeymen, who will appear at a random location around the summoner. The bogeyman will still be hostile to any creature that can feel fear, which almost always includes the necromancer that summoned them. In advanced world generation, setting the [[Advanced_world_generation#Number_of_Bogeyman_Types|number of bogeymen types]] to {{tt|0}} will prevent this ability and all [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|necromancer summons]] can also be disabled.&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman2.png|thumb|300px|center|A drawing of bogeymen.&amp;lt;br /&amp;gt;''Art by kruggsmash'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference:Metallica Song &amp;quot;Enter Sandman&amp;quot;--&amp;gt;&lt;br /&gt;
Bogeymen most likely don't take their victims to a place called &amp;quot;Never-Never Land&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version [[DF2014:Release_information/0.47.04|0.47.04]])|[CREATURE:NIGHT_CREATURE_16]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small skinless humanoid.  It has a curling trunk and it hurls vicious insults constantly.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_17]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small humanoid with lidless eyes.  It has thin wings of stretched skin and it hurls vicious insults constantly.  Its slate gray skin is sleek and smooth.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
[[ru:Bogeyman]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=318973</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=318973"/>
		<updated>2026-08-10T10:03:04Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions and gained new powers}}&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman_sprite_preview.png|right]]A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally-generated [[night creature]] which is mostly known for attacking unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night, alone, within those [[Sphere|domains of evil affiliated with shadows or nightmares]] – both fast travelling and travelling normally on the local map trigger the appearance of bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared.&lt;br /&gt;
&lt;br /&gt;
Graphically, the default sprites that bogeymen use will be of malformed, humanoid creatures that resemble the randomly-generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[demon]]s. However, given the fact that bogeymen can transform into other creatures, they can borrow other sprites as well. Their portrait will remain as the last creature they transformed into, even after transforming back.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:bogeymen_transforming_anim.gif|thumb|275px|right|Two bogeymen transforming in the [[object testing arena]].]][[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled in [[Advanced_world_generation#Number_of_Bogeyman_Types|advanced world generation]] – if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures, and reading their description will reveal the bogeyman &amp;quot;hurls vicious insults constantly&amp;quot;. Bogeymen are restricted to regions aligned with [[demon]]ic evil, particularly the [[sphere]]s of nightmares or darkness. Bogeymen can be summoned by [[necromancer]]s with the appropriate [[secret]]s, and by nightmare-aligned [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000. In previous versions, they did not exist in [[fortress mode]], but it seems like visiting necromancers can now sometimes summon them in combat.&lt;br /&gt;
&lt;br /&gt;
Bogeymen have the powers to transform into animals, as well as to 'call upon the night' and summon other creatures – including more bogeymen! They do this, presumably, by using the [[Interaction_token#I_EFFECT|Summon interaction]]. This can make even a single bogeyman quickly turn into several, which then each begin to summon wild animals such as [[tiger]]s. More research needs to be done on the exact limitations of these abilities, and exact data is difficult to extrapolate due to summon interactions being both new and difficult to reverse engineer.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up, but they, too, vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s. When attacked, they are only one of two types of beings that can bleed pink blood, the other being [[nightmare]]s.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately – if you end the game in this way, you will be described in [[legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.&lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
Bogeymen can be avoided by not traveling in evil, nightmare-aligned regions, and having a companion is no longer necessary to avoid them. &lt;br /&gt;
&lt;br /&gt;
When you are [[ambush]]ed by bogeymen, you will get the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A turn after receiving this message, 4–6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in an unmodded game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.&lt;br /&gt;
&lt;br /&gt;
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However, it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well-prepared. Once your adventurer becomes skilled, this will become a usually trivial task, but don't underestimate their blows. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this was one of the reasons why townspeople encouraged you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring. They will not attack again for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
*A [[shield]] is invaluable, as getting hit can break your bones and quickly spell your death. Ditto for some [[armor]].&lt;br /&gt;
*Legendary [[weapon skill]] or near is highly recommended to help overcome their dodging. &lt;br /&gt;
*Carefully planned maneuvering is the key to survival.&lt;br /&gt;
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
&amp;lt;!--*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. &lt;br /&gt;
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them – you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
== Summoning ==&lt;br /&gt;
Some [[necromancer]] [[secret]]s allow the summoning of bogeymen, who will appear at a random location around the summoner. The bogeyman will still be hostile to any creature that can feel fear, which almost always includes the necromancer that summoned them. In advanced world generation, setting the [[Advanced_world_generation#Number_of_Bogeyman_Types|number of bogeymen types]] to {{tt|0}} will prevent this ability and all [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|necromancer summons]] can also be disabled.&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman2.png|thumb|300px|center|A drawing of bogeymen.&amp;lt;br /&amp;gt;''Art by kruggsmash'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference:Metallica Song &amp;quot;Enter Sandman&amp;quot;--&amp;gt;&lt;br /&gt;
Bogeymen most likely don't take their victims to a place called &amp;quot;Never-Never Land&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version [[DF2014:Release_information/0.47.04|0.47.04]])|[CREATURE:NIGHT_CREATURE_16]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small skinless humanoid.  It has a curling trunk and it hurls vicious insults constantly.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_17]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small humanoid with lidless eyes.  It has thin wings of stretched skin and it hurls vicious insults constantly.  Its slate gray skin is sleek and smooth.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
[[ru:Bogeyman]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Nightmare&amp;diff=318972</id>
		<title>Nightmare</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Nightmare&amp;diff=318972"/>
		<updated>2026-08-10T09:54:57Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:nightmare_sprite_preview.png|right]]'''Nightmares''' {{Tile|Ñ|0:1}} are procedurally-generated, [[fanciful]] [[night creature]]s summoned by [[necromancer]]s and [[demon]]s{{Verify}} to fight in battle, larger than [[dwarf|your]] [[human|standard]] [[elf|humanoids]], but smaller than [[titan]]s and [[forgotten beast]]s. They are short-lived, and neutral to creatures with {{token|NOFEAR|c}}. Nightmares summoned in fortress mode will be friendly. When summoned, nightmares will possess Talented [[skill]] in [[Observer|observing]], [[Fighter|fighting]], [[wrestling]], [[Biter|biting]], [[Striker|striking]], [[Kicker|kicking]] and [[dodging]].   They do not need to [[sleep]], [[eat]] or drink, feel no [[pain]] (though still have nerves that can be [[Wound|damaged]], therefore affecting motor function), cannot be stunned, feel no fear, completely avoid [[traps]], don't need to breathe, or feel dizziness, nausea, have [[Creature_token#EXTRAVISION|extravision]], and never get tired from over-exertion.&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that nightmares use will be of randomized sprites and colors that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[bogeyman|bogeymen]] and [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
Since they are procedurally-generated, their in-game appearance (which can be seen by spawning them in the [[object testing arena]]) will vary by world, but will always end with: &amp;quot;Now you will know why you fear the night.&amp;quot; This same quote is associated with [[bogeymen]] and some other night creatures. By default, there are multiple nightmare types per world, and the number can be set in [[Advanced_world_generation#Number_of_Nightmare_Types|advanced world generation]]. Like many procedurally-generated creatures in the game, not only can their appearance be randomized, but the color of their blood. They are one of two creatures that can have pink blood, with the other being bogeymen.&lt;br /&gt;
&lt;br /&gt;
As with all procedurally generated creatures how much of a threat they are varies greatly, however their large size and innate combat skills along with the possibilities of procedural generation means an adventurer can end up fighting something above a [[semi-megabeast]] in threat. A [[necromancer]]'s ability to summon them is arguably their currently most dangerous ability, though the nightmare may also end up fighting their summoner's undead minions.&lt;br /&gt;
&lt;br /&gt;
All nightmares are linked with the [[sphere]]s of misery, night, and - unsurprisingly - nightmares.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] nightmares for their ''unfathomably horrifying nature.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:nightmare_creature.jpg|thumb|310px|center|Too much for the neurons to handle.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by jlcseiles (John L C Seiles)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_23]&lt;br /&gt;
	[NAME:nightmare:nightmares:nightmare]&lt;br /&gt;
	[CASTE_NAME:nightmare:nightmares:nightmare]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:1000000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_ANTENNAE:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
	[SELECT_MATERIAL:FEATHER]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A very large feathered humanoid.  It has a pair of squat antennae and with singular purpose it seeks to destroy the living.  Its slate gray feathers are fluffed-out.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:unfathomably horrifying nature]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_30]&lt;br /&gt;
	[NAME:nightmare:nightmares:nightmare]&lt;br /&gt;
	[CASTE_NAME:nightmare:nightmares:nightmare]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:800000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_SIMPLE_FRONT_LEGS:RCP_SIMPLE_REAR_LEGS:RCP_TAIL:RCP_2_HEAD_HORNS:RCP_4_FRONT_TOES:RCP_4_REAR_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[EXTRAVISION]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:PLUM]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Gallop:225:10:3:675:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Canter:450:5:3:675:3:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Trot:675:NO_BUILD_UP:0:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A very large eyeless dimetrodon.  It has two long, curving horns and with singular purpose it seeks to destroy the living.  Its clear scales are round and close-set.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:unfathomably horrifying nature]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:nightmare:nightmares:nightmare]&lt;br /&gt;
	[CASTE_NAME:nightmare:nightmares:nightmare]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:600000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_CEPHALOTHORAX:RCP_ABDOMEN:RCP_FIRST_SIMPLE_LEGS:RCP_SECOND_SIMPLE_LEGS:RCP_THIRD_SIMPLE_LEGS:RCP_PINCERS:RCP_TAIL:RCP_4_HEAD_HORNS:RCP_2_EYES:RCP_HEART:RCP_GUTS:RCP_BRAIN:RCP_MOUTH:RCP_TAIL_STINGER]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[SELECT_MATERIAL:HAIR]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:BLACK]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:night sickness]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:NIGHT_CREATURE_32:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[SYN_CONTACT]&lt;br /&gt;
			[SYN_INHALED]&lt;br /&gt;
			[SYN_INGESTED]&lt;br /&gt;
			[CE_IMPAIR_FUNCTION:SEV:100:PROB:100:START:470:PEAK:1172:END:3988:BP:BY_CATEGORY:ALL:STOMACH]&lt;br /&gt;
			[CE_DROWSINESS:SEV:100:PROB:100:START:788:PEAK:1802:END:3774]&lt;br /&gt;
	[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:sting:stings]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
	[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:gore:gores]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Fastest Walk:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Faster Walk:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Fast Walk:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slow Walk:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Slowest Walk:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A very large hairy scorpion.  It has four broad horns and with singular purpose it seeks to destroy the living.  Its black hair is unkempt.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:unfathomably horrifying nature]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|Syndrome}}&lt;br /&gt;
[[ru:Nightmare]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=318971</id>
		<title>Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trading&amp;diff=318971"/>
		<updated>2026-08-10T09:52:06Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
[[File:trading_icon_preview.png|right]]'''Trading''' in ''Dwarf Fortress'' allows your dwarves to trade with other friendly [[civilization]]s. They can barter their excess goods for items they need, possibly even items they can't otherwise acquire for themselves. Trade can make up for the lack of [[Industry|industries]] you neglected or don't find interesting, provide resources that aren't available where your dwarves settled, replace key tools you lost or accidentally destroyed, and allow you more freedom in selecting starting gear and skills at [[embark]]. Trading generally begins in the first [[Calendar|autumn]] after establishing your fortress, with the arrival of the [[dwarf|dwarven]] [[caravan]] from your home [[civilization]].&lt;br /&gt;
&lt;br /&gt;
'''Trader''' is the generic term used at your [[trade depot]] to refer to your fortress representative (usually your [[broker]], although it can be anyone else in a pinch) when dealing with merchants in a visiting caravan. As a [[profession]], the term applies to visiting merchants and dwarves whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
To trade at all, you will need a [[trade depot]] and peaceful relations with at least one [[civilization]] that can reach your site. Appointing a citizen as a [[broker]] is not strictly necessary but is very helpful. Newly-founded fortresses begin the game at peace with their home civilization and will generally have at least that one trading partner each year, unless the parent civilization is [[Civilization#Dead and struggling civilizations|dead or dying]], or simply can't reach your site due to intervening mountains or open water. A [[civil war]] in your home civilization will also stop trade with them. Trading with your home civilization is quite important, as being visited by their caravans is part of attracting [[Immigration|immigrants]] after the first two waves. Trading can occur earlier than normal, as well as be strengthened between settlements, if the player sends a messenger to a settlement that is on peaceful terms with the player's fortress, and if that settlement is able to trade overall. Once a caravan arrives, the [[announcement]] will tell the player how good the relations are between their fortress and the one they're trading with.&lt;br /&gt;
&lt;br /&gt;
Graphically, merchants will always appear in white clothing.&lt;br /&gt;
==Trading flowchart ==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== Trade depot ==&lt;br /&gt;
&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiGraphicalTradeDepot.png&lt;br /&gt;
|classic=File:DFwikiASCIITradeDepot.png&lt;br /&gt;
|width=150px&lt;br /&gt;
|caption=A Trade Depot&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Main|Trade depot}}&lt;br /&gt;
Building a [[trade depot]] is a prerequisite for trade with caravans that arrive at your fortress. If traders can't access your trade depot when they show up, their caravans will simply bypass your fortress that year. While it may be convenient to build a depot outside at first, it is usually a good idea to move it inside, or secure it with [[wall]]s, [[bridge]]s and other fortifications, to protect incoming caravans and your goods from [[steals drink|thirsty animals]], [[thief|thieves]], and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
* the items that are on merchants' animals and wagons&lt;br /&gt;
* the items that are in the trade depot and flagged for trading (they might belong to the caravan until they are moved out of it)&lt;br /&gt;
* items worn by creatures that are not [[citizen]]s of your fortress (initially forbidden, but can be claimed via unforbidding and dumping them)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
[[File:merchant_v50_preview.png|right]]&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:DFwikiTradeScreen.png&lt;br /&gt;
|classic=File:DFwikiASCITradeScreen.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Trading screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Before you can begin trading, you need to designate what goods to trade and have the fortress's representative trader located at the [[trade depot]]. Select the trade depot and then click either &amp;quot;Broker requested at depot&amp;quot; or &amp;quot;Anyone requested at depot&amp;quot; if you have no [[broker]] [[noble]] assigned. Be aware that without an assigned [[broker]], it's likely a random, probably unskilled dwarf will volunteer to conduct the trade. Next click &amp;quot;Move goods to/from depot&amp;quot; to be presented with a list of all items in your fortress that belong to you. Mark the goods you want to sell --insert clever advice--, and your dwarves will begin moving them to the depot. If you are unsure about which goods are in which containers, clicking the bin or barrel within the menu will show every item that is stored inside, along with its perceived value (using your broker's [[Appraisal]] skill). However, individual items cannot be marked if they are in a container. Note that during this step, we are just moving the goods physically to the trade depot, and that containers like [[barrels]] and [[bins]] must be moved with all of their contents (although for bins you will have an opportunity to specify which contained items you wish to trade).&lt;br /&gt;
&lt;br /&gt;
Once the trade goods are moved to the depot and your trader has arrived, select the depot again and finally click the &amp;quot;Trade&amp;quot; button to enter the trade menu. In the trade menu, select the items to offer from the right and the desired items from the left. All caravans have a weight limit which cannot be exceeded (during trading, but it is possible to have a caravan exceed the weight limit after trading, ie. due to sold animal children growing up shortly afterwards), and the allowed additional weight is displayed in the lower left corner. If your trader has sufficient [[Appraisal]] skill, the value of all items will be displayed with reasonable accuracy. Once the proposal is ready, click the &amp;quot;Trade&amp;quot; button to propose the trade; merchants will not agree unless they make adequate profit. Clicking the &amp;quot;Offer as gift&amp;quot; button instead will make a gift of the selected items. Items from outside the embark area cannot be offered as gifts.&lt;br /&gt;
&lt;br /&gt;
The amount of acceptable profit is determined by the trader's [[Broker skills|skills]] and the merchant's mood, described below. Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the trader. A Trader Profit listed in red will always be rejected (if all items in the proposed trade are correctly appraised). If on the other hand the Trader Profit is listed in green rather than yellow or red the trade will always be accepted (unless unacceptable goods are offered in the trade). Take note that the latter is also true, if the goods traded are not properly appraised (ie. for some goods only an estimated value is given, expressed a tilde before the value), a profit shown in green will always be accepted. But if at least one item being selected (either for selling or buying) has either a preceding tilde or trailing question mark, then the displayed color of the trade will be the following:&lt;br /&gt;
: a) the color will be displayed in red, if the calculated merchant profit is negative (either according to your traders value estimate or according to the &amp;quot;real&amp;quot; value, if the trader would have appraised all items precisely),&lt;br /&gt;
: b) the color will be displayed in green, if the merchant would accept the trade and the color is not displayed in red (due to the calculated profit of your trader yielding a loss for the trader as the trader did not appraise all items in the trade precisely) and&lt;br /&gt;
: c) the color will otherwise be displayed in yellow.&lt;br /&gt;
The above means that if any selected items in a trade is only given with an estimated value, then the merchant could possibly accept a proposed trade, allthough the profit is displayed in red, as the merchant will always accept a trade (assuming the proposed trade does not contain an unacceptable item) if the merchant profit is at least 50% (according to the &amp;quot;real&amp;quot; value).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
With more experienced traders and pleased merchants, even marginally profitable trades can be successful, and counterproposals can be rejected safely, possibly offering the same trade again (but if the same trade is proposed again directly after refusing the counterproposal, then the chance of another counterproposal seems to be greatly increased). 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 year's caravan and, in the case of the dwarven caravan, immigration numbers.{{Verify}} If a high-ranking and respected leader is at your fortress, merchants arriving to trade will bring better goods.&lt;br /&gt;
&lt;br /&gt;
Note: Goods brought by caravans rarely have base quality higher than superior, and decorations on a good rarely exceed superior as well.&lt;br /&gt;
&lt;br /&gt;
Note if you give or trade away an [[Artifact|artifact]], you will receive a special notification:&lt;br /&gt;
;[[File:Treasure_Gift.PNG|750px]]&lt;br /&gt;
;[[File:Treasure_Trade.PNG|750px]]&lt;br /&gt;
&lt;br /&gt;
Note: If at the time of departure the caravan somehow ended up with a weight exceeding its capacity (ie. due to young animals being traded and some of them gaining weight before departure of the caravan), the caravan will still load everything belonging to them (and will leave nothing behind).&lt;br /&gt;
&lt;br /&gt;
=== Items cue colors ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
! {{DFtext|Brown|6:0}}&lt;br /&gt;
| Items have been created or modified (e.g. [[Decoration|decorated]]) by your fortress. They can be traded away or offered as a &amp;quot;[[Trading#Offering_items|gift]]&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Light gray|7:0}}&lt;br /&gt;
| Items were created by another source ''(e.g. items previously acquired from a previous trade, or enemy armor/weapons recovered after a siege)''. They can be traded, but ''not'' offered as a gift.  If a group of items includes any such item, the entire selection cannot be gifted.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Purple|5:0}}&lt;br /&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.&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Green|2:0}}&lt;br /&gt;
| Items have just been [[Trading#Offering_items|gifted]] to the caravan (and caravans will never trade such items back).&lt;br /&gt;
|-&lt;br /&gt;
! {{DFtext|Red|4:0}}&lt;br /&gt;
| Items have been [[Trading#Seizing_items|seized]] from another caravan and cannot be traded as is; you will need to [[Decoration|decorate]] them or turn them into other items ''(e.g. a log into a bed, or a barrel of meat into a meal, etc.)'' for them to become &amp;quot;valid&amp;quot; trading items.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that containers (barrels, bins, etc.) will be displayed according to the origin of the ''container'', not the contents. So a foreign-sourced barrel holding locally-produced beer will display as foreign (light gray). Once you view the container, the locally-made contents are displayed as local (brown) - but it's awkward (read &amp;quot;impossible&amp;quot;) to trade such contents without the container.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Clicking &amp;quot;Seize&amp;quot; from the trade menu will seize the selected items of the merchants.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;laundered&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&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.&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.&lt;br /&gt;
&lt;br /&gt;
Trying to interrogate a merchant can also cause a wagon to fall apart.  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.&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 [[ambush]] killed the traders and guards, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction, though there is not yet a clear correlation between the value of the offerings and the improvement to relations. The exact effects of offerings on trading are unknown but it is believed due to the offerings' net trade value being counted towards the merchants' 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 [[Monarch]] requires offerings to be made before their arrival. You cannot offer items that were not made at your fortress; the merchants do not want your spare [[Goblinite]] clothes.&lt;br /&gt;
&lt;br /&gt;
The value of an offering for the purpose of becoming the capital is adjusted by your current export agreement.&lt;br /&gt;
&lt;br /&gt;
=== Trading with elves ===&lt;br /&gt;
Unless you are looking for extra [[fun]], '''''under no circumstances''''' should you offer or attempt to trade [[elves]] any items which involve [[wood]], dead [[animal]]s, or wood or animal products, or which used wood or animal parts at any step in their creation*, including [[decoration]]s. If you do not respect this cultural prohibition, the elves will immediately take offense, refuse that trade, end the entire trading session, and leave, possibly damaging relations enough to provoke a war between you and the elven civilization you traded with. &lt;br /&gt;
&lt;br /&gt;
:  (* e.g. This includes [[clear glass]] and [[crystal glass]] items, which require [[pearlash]] to produce, which in turn comes from [[potash]], which itself is produced by burning a log. Similarly, yarn and wool are unwelcome. Yes, they are ''that'' picky about it.)&lt;br /&gt;
&lt;br /&gt;
However, they will accept live, caged animals, and their own &amp;quot;grown wood&amp;quot; items, products associated with milk, cheese and [[bees]], and some other exceptions without taking insult. [[Trading#Unacceptable items|See below]] and the [[elves]] article for more detailed information.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous trading advice ==&lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Create your trading depot inside your fort, preferably in the beginning. Place a 3-tile wide path (which must be free of obstructions such as stairways, traps, minecart tracks, and [[boulder]]s) to the entrance of the fort and position war-trained animals along it (chains do not block wagons); this will help to protect the traders and keep the depot close to your supplies.&lt;br /&gt;
* Avoid having multiple wagon paths to your depot. Caravan [[wagon]]s cannot move through each other, and if two wagons happen to meet at a fork they may become gridlocked against each other, resulting in the destruction of wagons and loss of trade opportunities.&lt;br /&gt;
* All caravans will bring extra food (meat and edible plants), wooden logs, and cloth/leather (for making clothes) if the supplies of your fortress are perceived to be low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of ''unforbidden'' items in your fortress, stockpiled or not; thus, it is possible to trick caravans into thinking your supplies are low by [[forbid]]ding all of your relevant stocks immediately prior to their arrival.&lt;br /&gt;
**In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following ''unforbidden'' items:&lt;br /&gt;
*** 5 pieces of food (as indicated by the &amp;quot;Food&amp;quot; item in your [[Status]] bar); due to a bug, the values of the &amp;quot;Drink&amp;quot; and &amp;quot;Seeds&amp;quot; values count '''against''' this, even though they are no longer included in it {{bug|13530}}&lt;br /&gt;
*** 1 wood log&lt;br /&gt;
*** 5 pieces of ''[[wear|undamaged]]'' cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)&lt;br /&gt;
**On top of this, caravans will also bring extra food (and not only meat and fish) for every ''carnivorous'' unit in your fortress, '''including pets''' (even though they currently don't need to eat), so immediately cooking all of your butchering yields may not be advised if you want a wide variety of trade goods.&lt;br /&gt;
* Caravans will only ever bring wooden logs if you explicitly request them via trade agreement or if the supplies of your fortress are low enough; otherwise, a caravan will never bring wooden logs.&lt;br /&gt;
* The very first caravan of every non-elven civilization will bring some cloth/leather. The following caravans of a civilization will only ever bring cloth/leather if either requested by a trade agreement (with that civilization) or if the supplies of cloth and leather (and finished untouched clothing) are low enough. Silk/Cloth threads are not covered by this, eg. caravans can bring threads even if they will not bring cloth/leather (as part of emergency supplies).&lt;br /&gt;
* Caravans will bring some food even if the fortress supplies for food are high enough. Having high food supplies only reduces the amount of food brought (not whether food is brought at all).&lt;br /&gt;
* Define your trade depot as a burrow. When traders arrive, you can add your broker or another dwarf, perhaps one you want to train in trading, to the burrow. They will head to the depot immediately, and stay there until you remove them from the burrow.&lt;br /&gt;
* Each trade you make (regardless of value) will increase your trader's skills by (about) 50, distributed among the subset of skills composed of Comedian, Judge of Intent, Negotiator, Persuader, Liar, Flatterer, and Intimdator, which can be learned by that dwarf (and depends on their personality values and personality facets). The skills Judge of Intent and Persuader (if learnable) will increase by the highest amount. The skill Negotiator will get 2/3 of the increase to Judge of Intent. And the other skills (Comedian, Flatterer, Intimidator and Liar) will get 1/3 of the amount given to the Judge of Intent skill. The sum will be at most 50, but might be slightly lower. This means a trader, who can learn Comedian and Intimidator, but cannot learn Liar, Flatterer or Persuader, will get 21 skill points in Judge of Intent, 14 skill points in Negotiator and 7 points (each) in Comedian and Intimidator, for a total of 49 skill points. A trader, who can learn Comedian, Intimdator and Persuader, but cannot learn the others, will get 15 points in Judge of Intent and Persuador, 10 points in Negotiator and 5 points in Comedian and Intimidator, for a total of 50 skill points. The skill gain occurs as soon as the &amp;quot;Trade&amp;quot; button is pressed - if the offer is rejected, the dwarf will still gain 50 points.  If the same offer is subsequently accepted, no additional skill will be gained.&lt;br /&gt;
* Selecting &amp;quot;only broker may trade&amp;quot; ensures that you will start negotiations with a decently-skilled trader, but it may require a significant delay if your broker is far away (or is busy with other tasks). Selecting &amp;quot;anyone can trade&amp;quot; will ensure that you get the trading done quickly, but at the cost of all item trade values being extremely inaccurate. Once your fortress can produce enough goods to reliably buy out the whole caravan, waiting for your broker is less important; allowing your commoners to trade spreads out the trading skill gains and eliminates the micromanagement of trying to get your broker to the depot in a timely manner.&lt;br /&gt;
* '''Any''' civilization that's at peace with you and capable of trade will send caravans. Initially and by default it's one per race (three annually, including your own civilization) but you can increase that number by making peaceful contact with other civilizations in the world. Currently and strangely, the most surefire way is to send squads to human, elf and dwarven sites from civilizations with 'no contact' and make [[tribute]] demands. While arrogant, this does not trigger an outright war even if it fails, and the site's parent civilization, simply by being aware of your existence, will automatically send caravans every year onwards. There is no apparent limit beyond the actual number of contactable friendly civilizations in the world, so you can make your fort a very crowded trading hub indeed.&lt;br /&gt;
* The caravans weight limit solely depends on the amount of wagons (capacity 15000) and amount of pack animals (variable capacity) a caravan brings (although if an item pushed the current pack animal/wagon above its capacity the item will be still packed and the weight limit increased). Furthermore, the amount of merchants - and with that the amount of wares (maximum 100 items per wagon and pack animal) - that a caravan tries to load (or bring) does depend on the status of your fortress and the overall trade sentiment (with &amp;quot;fantastic&amp;quot; being the highest trade sentiment). And the amount of merchants seems to no longer depend in any way on the amount of exports to the civilization. The &amp;quot;status&amp;quot; of your fortress mainly depends on whether your fortress does not yet have nobility (eg. pre-barony) or is a barony, a county or a duchy or is the seat of the monarch (and thus has become a mountainhome). Ie. an elven caravan should bring seven merchants (and pack animals), if the trade sentiment is &amp;quot;fantastic&amp;quot; and the fortress is a barony.&lt;br /&gt;
* High profits for the merchants (if they do successfully leave the map with the trade goods) does increase trade sentiment and low profits (or even a net-loss for the caravan, ie. due to goods seizure or not all traded goods leaving the map with the merchants) do decrease the trade sentiment with that civilization. The relative profit in relation to the total initial value of goods (the caravan brought) does matter, but not the absolute profit. (It is not yet clear, whether only last years caravan's relative profit is taken into account or the profits of a longer trade history).&lt;br /&gt;
* If your messengers have really high skill levels in negotiation and persuasion and another &amp;quot;haggle&amp;quot; skill (ie. Judge of Intent), then sending a messenger to the civilization once a year to improve trade (and ie. keep trade sentiments at &amp;quot;fantastic&amp;quot;) might be better than giving a foreign caravan a huge profit (or even any profit at all). This option is not available for the caravan from your home civilization, still even the caravans from your home civilization are affected by trade sentiment, so you will either have to give the caravans from your home civilizations are profit or employ some other strategies (like requesting every second year only cheap items and giving them a very high profit, when they bring these items, and in the other years, when you have only requested high value items, giving them a minimum profit, while still buying about everything) to not let trade sentiments deteriorate.&lt;br /&gt;
* If trade relations are strengthened by recent negotiations and the caravan uses wagons (and your fort is at least a barony), then the caravan will usually bring additional wagon(s) compared to the same trade sentiments (without strengthened trade relations). Ie. human caravans and dwarven caravans (which are not from your home civilization) will bring an additional 2 wagons, if your fortress is a barony, the trade relations are strengthened (by a &amp;quot;recent messenger&amp;quot;) and the trade relations are fantastic, resulting in three wagons and seven pack animals, whereas your home civilization will only bring one wagon and seven pack animals with fantastic trade relations (as you cannot  send messengers to your home civ to improve trade relations).&lt;br /&gt;
&lt;br /&gt;
== Types of Merchant Caravans==&lt;br /&gt;
By default, each friendly [[civilization]] (including your own) will send one merchant [[caravan]] per year. Each race always trades in a particular season: autumn for dwarves, spring for elves, and summer for humans. (No race trades in winter by default.) If you have friendly contact with multiple civilizations of the same race, you may even get multiple caravans in a single season. Each race brings different goods, and they sometimes have different trading preferences.&lt;br /&gt;
&lt;br /&gt;
If your fortress was founded in spring, it is highly unlikely that you will receive an elven caravan that spring, and it is uncommon for a human caravan your first summer, so probably your first and only caravan your first year will be the dwarven one. Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen) and &amp;quot;worth the effort&amp;quot; (as determined by the [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] tokens in the entity definition), with the exception of dwarves, who always arrive unless they are [[extinct]]. &lt;br /&gt;
&lt;br /&gt;
=== Dwarven ===&lt;br /&gt;
{{quote|&lt;br /&gt;
: ''Greetings from the mountainhome. Your efforts are legend there. Let us trade!''&lt;br /&gt;
:: (Or, if your fort ''is'' the [[Fortress|mountainhome]]...) &lt;br /&gt;
: ''Greetings from the outer lands. Your efforts are legend there. Let us trade!}}&lt;br /&gt;
&lt;br /&gt;
Typically, the first caravan you receive is the [[Dwarves|dwarven]] one from your home civilization, giving you at least 22 weeks to prepare (assuming you started mid-spring, the default). This does require that you are on the same continent as they are, and you are not isolated by mountains or bodies of water.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* carries metal bars, [[leather]], weapons and armor, food and booze, and more.  Dwarves alone may bring [[steel]] and steel goods. &lt;br /&gt;
:* If the trading civilization does not have access to [[iron]], they can still bring steel (and steel goods) and [[pig iron]] bars, but will not bring iron products.&lt;br /&gt;
* usually carries a selection of books that your civilization has access to.  This can include books written in previous forts of yours within the same civilization.  &lt;br /&gt;
* is heavily guarded.&lt;br /&gt;
&lt;br /&gt;
The dwarven caravan from your home civilization:&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]], [[Mayor]], [[Baron]], [[Count]], or [[Duke]] to negotiate an import-export agreement (unless the [[Monarch]] is present).&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is usually the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives, regardless of embark location, unless the dwarven civilization is [[extinct]].&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
* may not arrive if your civilization lacks any notable figures.&lt;br /&gt;
* cannot be offered goods if the monarch is present.&lt;br /&gt;
&lt;br /&gt;
=== Elven ===&lt;br /&gt;
{{quote|Greetings. We are enchanted by your more ethical works. We've come to trade.}}&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
Friendly [[elf|elven]] civilizations will each send a caravan sometime in [[Calendar|spring]], giving you about a full year before the first caravan arrives when starting at the default time.&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in the [[Calendar|spring]].&lt;br /&gt;
* carries [[cloth]], [[rope]]s, various above-ground seeds, [[plant]]s and their byproducts, [[log]]s, [[wood]]en goods &amp;amp; [[weapon]]s, clothing and [[armor]], and may carry tame exotic [[creature]]s.&lt;br /&gt;
* does not use [[wagon]]s, only [[Creature#Domestic animals|pack animals]]&lt;br /&gt;
* is unguarded.&lt;br /&gt;
* will become angry and immediately leave if offered &amp;quot;unethical&amp;quot; wooden or animal products; see [[Trading#Unacceptable items|below]].&lt;br /&gt;
&lt;br /&gt;
Elven caravans don't use wagons, instead bringing all of their goods on pack animals. This means that they don't need any special accommodation to get to the [[trade depot]]: any untrapped one-tile-wide path will suffice. However, this also means that elven caravans have a much lower weight limit, which means selling them heavy items like [[furniture]] or large [[stone]] goods can be problematic. Their caravans are also unguarded, and may need protection if your fortress is in a [[Surroundings|dangerous environment]] or [[Siege|under attack]].&lt;br /&gt;
&lt;br /&gt;
Elves will only ever have goods made from above-ground plants, goods made from their special &amp;quot;grown&amp;quot; wood, or various exotic [[creature]]s or [[vermin]] in grown wooden [[cage]]s. The possibility of getting a breeding pair of [[giant tiger]]s is nice, although they might just bring something useless like [[raven]]s or [[Green tree frog|tree frog]]s instead. If you trade with elves for unusual [[plant]] [[crop]]s, you may be able to [[brew]] or [[Millstone|otherwise]] [[Farmer's workshop|process]] those plants for [[seed]]s you can later grow in your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]]. Elves also wear and sell the same-sized [[clothing]] as dwarves, if you haven't gotten your [[textile industry]] going yet. Otherwise, food, logs, cloth, or miscellaneous wooden goods like [[cage]]s, [[barrel]]s, and [[bucket]]s can be useful.&lt;br /&gt;
&lt;br /&gt;
Elves don't forge [[metal]]. All of their [[weapon]]s and [[armor]] are made from [[wood]], including item types that dwarves can't normally make from wood, like [[spear]]s or different [[sword]] varieties. These are even less useful than most arms and armor sold by caravans, as wooden weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. Even metal-poor dwarves can cheaply make superior arms and armor from bone or leather. It's probably for the best that elves are so poorly armed, because offending them and damaging your [[Diplomacy|diplomatic relationship]] with their civilization is very easy.&lt;br /&gt;
&lt;br /&gt;
Be also aware that the elves also value decorations differently than dwarves. Ie. they will essentially offer nothing for spike decorations (except the flat value increase due to high quality spike decoration), but offer more for image decorations which depict nature (oddly enough images of historic events depicting one of your dwarves are also valued slightly higher by elves and would also value image decorations depicting the historical event of a unicorn visiting a butcher's shop much higher than dwarves).&lt;br /&gt;
&lt;br /&gt;
==== Unacceptable items ====&lt;br /&gt;
Elves [[Elf#Ethics|view]] living trees as sacred and dislike the killing of non-hostile animals; they're the only [[Ethic#Ethics of vanilla civilizations|unmodded civilization]] to do so. Offering them wood or animal-derived products, either as part of a trade or as a gift, will offend the merchant. The merchant will rebuke your broker and leave immediately. This offense reduces your [[civilization]]'s [[Diplomacy|diplomatic relationship]] with the elves' civilization, possibly leading to [[war]] after multiple infractions.&lt;br /&gt;
&lt;br /&gt;
Examine your items carefully! Elf traders will reject [[Storage|container]]s holding a prohibited item, otherwise-acceptable items stored in a prohibited container, and all items «[[decoration|decorated]]» with a prohibited [[material]]. If you want to sell food or liquid to elves, it's best to use a [[large pot]] or one of their own grown wood barrels.&lt;br /&gt;
&lt;br /&gt;
Note that elves only care about the items they are actually offered. It's perfectly allowable to use wooden [[bin]]s to haul items to the [[trade depot]], as long as you only offer the elves acceptable items from the bin and not the bins themselves.&lt;br /&gt;
&lt;br /&gt;
Note: If you accidently did offer an unacceptable item as a trade, even if the elven trader does not outright refuse any further trades (and the offer only reduces the merchant's mood), one effect is, that the time the caravan would stay gets shortened, ie. you might get an announcement shortly after leaving the trade interface (and after unpausing the game), that the caravan will be leaving soon.&lt;br /&gt;
&lt;br /&gt;
===== Items made from wood =====&lt;br /&gt;
{{quote|Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.}}&lt;br /&gt;
Elves do not want to be offered items you made from wood, nor do they want most items that require wood as part of their creation process.&lt;br /&gt;
* All items made of or decorated with [[wood]]. This includes wood from [[Tree#Underground trees|tree-like subterranean fungus]], such as [[tower-cap]]s. Elves make an exception for the &amp;quot;grown&amp;quot; wood items they make themselves, but items made by other races using &amp;quot;grown&amp;quot; wooden logs are still not acceptable.&lt;br /&gt;
* All items made of or decorated with wood derivatives. This includes [[ash]], [[potash]], [[pearlash]], [[charcoal]], [[lye]], and tallow [[soap]]. Note the exceptions for plant-based soap and ash-[[glaze]]d [[earthenware]] below, however.&lt;br /&gt;
* Items made from or decorated with clear or crystal [[glass]], as these items require [[pearlash]] in their creation. Again, note the exception for raw or cut glass [[gem]]s below.&lt;br /&gt;
* [[Obsidian]] [[short sword]]s. These require wood in their production, for the handle.&lt;br /&gt;
&lt;br /&gt;
===== Animal products =====&lt;br /&gt;
{{quote|I see your low race still revels in death. That poor, gentle creature...}}&lt;br /&gt;
Elves also reject the majority of animal products. (This taboo extends to items made from intelligent creatures, despite the fact that you may see elven [[historical figure]]s hypocritically wearing items made from the hair or bones of their enemies.)&lt;br /&gt;
* Items and decorations made from [[body parts]], such as [[hair]], [[bone]]/[[skull]], [[shell]], [[horn]]/hoof/antler, and [[ivory]]/[[tooth]]. It also includes items dwarves can't normally use for crafting, such as [[nail]]s, [[chitin]], and [[scale]]s.&lt;br /&gt;
* [[Leather]] or [[parchment]]/vellum, and all items made from them. These are made from [[skin]]s.&lt;br /&gt;
* [[Wool]] [[yarn]] and [[cloth]], as well as all items made from them. Elves have never heard of [[shearing]], so it doesn't matter how well you treat your [[sheep]]; they still associate animal products with death.&lt;br /&gt;
* [[Meat]] (including [[prepared organs]]), [[fish]] (both raw and prepared), [[fat]], and [[tallow]]&lt;br /&gt;
* [[Egg]]s. Elves aren't keen on keeping chickens, either.&lt;br /&gt;
* [[Prepared meals]] made using any of the above products.&lt;br /&gt;
* Tallow [[soap]]&lt;br /&gt;
* [[Corpse]]s and [[body parts]] themselves, although these are usually worthless anyway.&lt;br /&gt;
* [[Blood]], even if you somehow manage to get it into an elf-friendly container.&lt;br /&gt;
&lt;br /&gt;
A distinct retort awaits dwarves who are so tactless as to offer goods made from both wood '''and''' animal products at the same time (such as tallow soap, or an item decorated with both wood and bone):&lt;br /&gt;
{{quote|You truly despise life, don't you?  I am beside myself with grief.  Perhaps we will show you how they suffered.}}&lt;br /&gt;
&lt;br /&gt;
===== Acceptable items =====&lt;br /&gt;
Any item that isn't specifically prohibited above is acceptable to elves. A non-exhaustive list of items they accept:&lt;br /&gt;
&lt;br /&gt;
* The &amp;quot;Feather Tree Egg Yolk&amp;quot; that the elves litter your trade depot with, can be traded back to them. Useful free trade items if you're looking to level another broker.&lt;br /&gt;
* Items made from or decorated with [[stone]], as well as raw [[clay]] or raw [[sand]]. This includes items made from [[petrified wood]], [[lignite]], or [[bituminous coal]]; elves aren't concerned with items that were plants or animals in a different geological age.&lt;br /&gt;
** [[Gizzard stone]]s are acceptable. Elves can't tell them from any other object made of stone.&lt;br /&gt;
* Items made from or decorated with [[metal]] (including [[steel]]), green [[glass]], or [[ceramic]]. Elves are content to assume your dwarves fuel their craft with [[coke]] and [[magma]] rather than [[charcoal]].&lt;br /&gt;
* All rough gems and cut gems, as well as items and decorations made from [[gem]] materials. Note that clear glass and crystal glass are not gem materials and are generally not acceptable, even though they can be used for [[Gem setting|gem decoration]]s and gem [[craft]]s.&lt;br /&gt;
** Due to a long-standing bug{{bug|919}}, elves do not examine the material rough gems or cut gems are made of. You can safely sell them raw clear or crystal glass, or cut gems made from clear or crystal glass, as long as you haven't used those gems for decorations. Be careful, because clear or crystal glass [[craft]]s from the &amp;quot;cut gems&amp;quot; job, including &amp;quot;large&amp;quot; gems, are still unacceptable.&lt;br /&gt;
* [[Block]]s made of any material, including wood or clear/crystal glass (due to the same bug as above).&lt;br /&gt;
* Bars of [[coke]] are acceptable, though it's unclear why you would ever want to trade them away.&lt;br /&gt;
* [[Plant]] and fungus products in general. Unless otherwise prohibited, all of these items are acceptable either as themselves or as the material for an item or decoration:&lt;br /&gt;
** Plant [[crop]]s, [[fruit]]/pods, [[seed]]s/nuts, and [[leaf|leaves]]/bulbs/flowers. Anything that can be grown on a [[farm plot]] or harvested with [[herbalism]] is one of these four. This includes non-wooden produce from trees.&lt;br /&gt;
** [[Plant fiber]] [[thread]] and [[cloth]], and all items made from them.&lt;br /&gt;
** Processed plant products. This includes (but isn't limited to) [[booze]], [[dye]], [[flour]], [[dwarven sugar]] and [[dwarven syrup]], [[oil]], [[press cake]], and [[paper]]. [[Papyrus]] sheets seem to be a notable exception.&lt;br /&gt;
* [[Silk]] [[thread]] and [[cloth]] and items made from them. Elves don't care if you're exploiting spiders.&lt;br /&gt;
* Products of the [[beekeeping industry]], including [[honey]], [[royal jelly]], [[mead]], [[wax]], and wax [[craft]]s.&lt;br /&gt;
* [[Cheese]] and [[milk]]&lt;br /&gt;
* [[Prepared meal]]s made entirely with allowed ingredients.&lt;br /&gt;
* &amp;quot;Grown&amp;quot; wood items. These can generally only be obtained from elves, and are made in keeping with elven ethics. Note that these items can still become unacceptable if they contain unacceptable items or are later decorated with unacceptable materials.&lt;br /&gt;
* Items made from [[Adamantine|certain]] [[Divine metal|spoiler]] [[Divine fabric|materials]], if you're willing to give these up.&lt;br /&gt;
* Live [[creature]]s or [[vermin]]. Since these can only be traded when in a [[cage]] or [[animal trap]], make sure the cage or trap is also made of acceptable materials.&lt;br /&gt;
* [[Soap]] made from [[oil]]. This may be a bug{{bug|8571}}, as even plant-based soap requires [[lye]], which is made from [[ash]].&lt;br /&gt;
* Otherwise-acceptable items are not disqualified by [[ash]] [[glaze]], which may be a bug{{bug|4652}}.&lt;br /&gt;
&lt;br /&gt;
=== Human ===&lt;br /&gt;
{{quote|Greetings. The craftsdwarfship of the dwarves is unparalleled. Let's make a deal!}}&lt;br /&gt;
&lt;br /&gt;
Assuming you do have friendly contact with [[human]]s, their first caravan will arrive sometime in summer, giving you well over a full year before they arrive.&lt;br /&gt;
&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]]. (Usually your first caravan opportunity.)&lt;br /&gt;
* carries metal bars, sand, [[leather]], cloth, wood, food and booze, books, ropes, waterskins, quivers, backpacks, metal weapons and clothing and armor, cages and a few domestic animals.&lt;br /&gt;
* carries only large-sized clothing and armor, which is unusable by dwarves.&lt;br /&gt;
* is moderately guarded.&lt;br /&gt;
* sends a treasurer to negotiate import/export agreements (but only if the human civilization has the CUSTOM_OFFICIAL_3 position).&lt;br /&gt;
&lt;br /&gt;
==== Good Humor ====&lt;br /&gt;
Choosing to seize goods from a human caravan without marking anything to be taken is treated as a joke, but this essentially does nothing (ie. the merchant mood is not raised).&lt;br /&gt;
&lt;br /&gt;
=== Goblins and Kobolds ===&lt;br /&gt;
{{mod}}&lt;br /&gt;
{{main|modding#trade}}&lt;br /&gt;
&lt;br /&gt;
A [[goblin]]  caravan will only arrive if you mod the game, primarily because their entity lacks the [[entity token]]s needed to make use of pack animals and wagons - that, and that the token {{token|BABYSNATCHER|e}} makes them hostile to all non-goblin civilizations. The same caveats apply to [[kobold]]s (whose {{token|UTTERANCES|c}} and {{token|ITEM_THIEF|e}} tags, similarly, make them hostile to every civilization).&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*is 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;
== Merchant mood ==&lt;br /&gt;
If your trader has Novice or better [[Judge of intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude in the trade window.  Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. A merchant will never accept a deal that causes a loss for them regardless of their mood, but they do consider deals that provide them with exactly zero profit and may accept them under ideal conditions.&lt;br /&gt;
&lt;br /&gt;
Internally, a merchant's mood is an integer with a range of 0–100. This value always starts at 50 in any given visit from a merchant and is unrelated to overall trade sentiments.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Mood !! Value&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems ecstatic with the trading.|2:1}} || 100&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems very happy about the trading.|3:1}} || 80–99&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems pleased with the trading.|1:1}} || 60–79&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems willing to trade.|7:1}} || 40–59&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) seems to be rapidly losing patience.|6:1}} || 20–39&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) is not going to take much more of this.|4:1}} || 1–19&lt;br /&gt;
|-&lt;br /&gt;
| {{DFtext|(trader) is unwilling to trade.|5:1}} || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A merchant's mood is not affected when they decline a proposed deal that provides them with a negative profit.&lt;br /&gt;
&lt;br /&gt;
=== Haggling ===&lt;br /&gt;
&lt;br /&gt;
Merchants have an internal counter to track how many times haggling has failed in a row based on how many counteroffers they have made. If a proposed deal provides a merchant with a profit and they do not accept it outright, the merchant will always propose a counteroffer, and when they do so their mood will be decreased by a value equal to 10 * their current haggle failure count — this means that the first counteroffer a merchant makes (either after a successful trade or before any deal has yet been proposed) does not affect their mood, but every counteroffer made afterwards reduces their mood by a value 10 more than the previous. This means that a merchant's mood decays quadratically during haggling and they will run out of patience (and refuse to trade) extremely quickly after the first couple counteroffers. &lt;br /&gt;
&lt;br /&gt;
When a successful deal is made, the haggle failure count is reset to 0. Additionally, the merchant's mood is raised by a value proportional to the percentage profit margin they received on that deal. A deal with a 0% profit for the merchant does not raise their mood, and a deal with at least a 1% profit for them raises their mood by at least 1.&lt;br /&gt;
&lt;br /&gt;
The likelihood that a merchant does not accept a considered deal and instead proposes a counteroffer is affected primarily by their merchant's mood and the difference in a broker's [[Social_skill#Broker_skills|haggle]] skills over their own. These factors also influence how much a merchant might demand in a counteroffer, although this process is somewhat randomized (i.e. an ecstatic merchant may still propose a counteroffer that provides more than 50% profit for them).&lt;br /&gt;
&lt;br /&gt;
=== Raising mood ===&lt;br /&gt;
Capitalizing on the mood system can allow a fortress to import more goods from a merchant for the same amount of goods sold to them, meaning the fortress experiences a lesser loss in value on the trade. A simple way to do so is by first raising a merchant's mood by proposing and completing cheap deals that have provide them with at least a 50% profit, after which the final 'main' trade deal can be made with a significantly smaller profit margin for the merchant (and therefore the fortress concedes a smaller value loss). It is beneficial to keep the haggle fail count at 0 during this, which can be reset by declining a counteroffer and then buying any item — presumably the cheapest item the merchant offers — at a 50% profit for the merchant to guarantee acceptance.&lt;br /&gt;
&lt;br /&gt;
However, the amount of profit a merchant experiences in a given year directly influences the amount of goods they bring to a fortress in the next year in the form of trade sentiment, so it may be more beneficial overall for a fortress to close deals at a higher value loss in order to increase trade sentiment and consequently increase the total volume of traded goods in the future. Trade relations — and therefore trade volume — can also be raised by sending a [[messenger]] on a mission to the applicable civilization, which can be used to counteract the consequences of manipulating traders into smaller profits.&lt;br /&gt;
&lt;br /&gt;
== Trade Agreements and Liaisons ==&lt;br /&gt;
[[Outpost liaison]]s (from your own civilization) and foreign Merchant Nobles (if added with the [[Position token#TRADE|TRADE responsibility]]) will arrive with the caravan to speak to your [[noble]] dwarves (and they ''will'' speak to those dwarves, even if they have to wait at their bedside in the hospital for months after the caravan has left), appearing on the map edge at the same time as the caravan (though in a different location). Meeting with them allows you to request specific items for the next caravan to bring (at a premium price) or take requests for production for the next caravan (for which the merchants will pay a premium).&lt;br /&gt;
&lt;br /&gt;
Current [[Trade agreement|trade agreements]] can be viewed through the {{menu icon|Y}} [[Civilization and World Info|World screen]], Civilizations tab. 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;
In the event that your leader is replaced, killed, or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]].{{bug|576}} Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and they will wait years to attend the meeting your noble is constantly conducting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|8947}} &lt;br /&gt;
&lt;br /&gt;
Whether having successfully met with your leader or given up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Merchants who are attacked by enemies or even wild animals will sometimes become disconnected from the trade depot and refuse to pack of their things to leave the map, and these items will remain 'stuck' in the depot. Deconstructing the trade depot usually forces them to leave, presumably with the downside of causing those goods to be considered seized by the player.&lt;br /&gt;
* Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.&lt;br /&gt;
* When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast.&lt;br /&gt;
* If a merchant's chosen map edge exit is guarded by a hostile creature (including those on a [[restraint]]), the merchant will wander back and forth repeatedly and eventually go insane rather than path to an alternate exit.&lt;br /&gt;
* Animals bought from merchants don't always become available for use.{{bug|10162}}&lt;br /&gt;
&lt;br /&gt;
== Loyalty cascade ==&lt;br /&gt;
{{main|Faction#Loyalty cascade|l1=Faction}}&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but remain members of your fort's government (dwarves of this [[faction]] are referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them, somehow.&lt;br /&gt;
&lt;br /&gt;
== Exploits ==&lt;br /&gt;
*Deconstructing the depot will cause merchants to leave your fortress and abandon any goods in the Depot, though any animals they had caged will still belong to the merchants and only become Friendly (i.e. you won't actually own them). However, the merchant visit will be reported in history as having experienced &amp;quot;irregularities with their goods&amp;quot;, harming trade relations exactly the same as if you had Seized them directly (though without the items themselves being marked as Stolen).&lt;br /&gt;
*If you wait until the merchants leave the map, you can &amp;quot;claim&amp;quot; caged animals by linking a lever to the cage and opening it, the animals will be released in a tamed state. Check the {{k|u}}nit screen before releasing them; if the creatures still show as Merchant creatures, they will wander off the map when released; if they show as Tame creatures, they will stay once released.&lt;br /&gt;
*If you lock them in your fortress for a minute or two (real time), the merchants '''may''' drop items and leave behind pack animals (both of which are yours for the taking!) Note: Results are not consistent.&lt;br /&gt;
* If [[Caravan#Destruction|spooked or attacked]] the merchants' caravan could leave their stuff behind as they attempt to flee the map, leaving the items free for the taking.&lt;br /&gt;
&lt;br /&gt;
[[File:Bullock_Team_Wool_Wagon.jpg|thumb|400px|center|An old trading wagon from the 1880's.]]&lt;br /&gt;
&lt;br /&gt;
== World level trade ==&lt;br /&gt;
During world generation, trade is established between sites. This probably determines growth. Trade is carried out by [[Company|trading companies]], and if their trade goes successful, they build offices, called [[counting house]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nish | elvish = lathì | goblin = otsmor | human = batow}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Trade| }}&lt;br /&gt;
[[ru:Trading]][[zh:Trading]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extracts&amp;diff=318952</id>
		<title>Extracts</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extracts&amp;diff=318952"/>
		<updated>2026-08-09T19:55:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Added preview image; page consistency.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:extract_preview.png|right]]'''&amp;quot;Extracts&amp;quot;''' is a general term used to classify various types of substances derived from animals or plants. Non-food extracts do not have a purpose in the current build except as export goods.&lt;br /&gt;
&lt;br /&gt;
==Producing extracts==&lt;br /&gt;
A variety of buildings allow you to produce extracts:&lt;br /&gt;
&lt;br /&gt;
===Butcher's shop===&lt;br /&gt;
{{main|Butcher's shop}}&lt;br /&gt;
Certain [[vermin]] will yield extracts at the butcher's shop by using the {{k|e}}xtract from a dead animal task, requiring a living caged animal, a glass [[vial]] (metal flasks will not work), and a dwarf with the [[Animal dissector|small animal dissection]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
*[[Fire snake]]s create [[liquid fire]]&lt;br /&gt;
*[[Phantom spider]]s create [[venom]]&lt;br /&gt;
*[[Cave spider]]s create venom&lt;br /&gt;
*[[Bark scorpion]]s create bark scorpion venom&lt;br /&gt;
&lt;br /&gt;
===Farmer's workshop===&lt;br /&gt;
{{main|Farmer's workshop}}&lt;br /&gt;
With the appropriate caged animal and a [[milker]], [[barrel]]s, and [[bucket]]s you can produce milk at the farmer's workshop.&lt;br /&gt;
* Live (untamed) [[purring maggot]]s create [[Dwarven milk]], worth 2☼ per unit&lt;br /&gt;
* Milk can be cooked to make food, or turned into [[cheese]].&lt;br /&gt;
&lt;br /&gt;
[[Golden salve]] can be created from [[valley herb]]s, requiring a [[vial]] and a dwarf with the [[plant processing]] labor enabled:&lt;br /&gt;
* 1 valley herb makes 5 units of golden salve, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
[[Dwarven syrup]] is created via &amp;quot;Process plants (barrel)&amp;quot;&lt;br /&gt;
* 1 [[Sweet pod]] makes 5 dwarven syrup, worth 20☼ per unit. &lt;br /&gt;
* Syrup can be cooked to make food.&lt;br /&gt;
&lt;br /&gt;
[[Milk]] is created via &amp;quot;Milk Creature,&amp;quot; requiring an empty bucket, an empty barrel (or available space in an existing milk barrel), a mature, non-pet, milkable animal, and a dwarf with the [[milker]] labor enabled. See the [[milk]] and [[cheese]] pages for more details.&lt;br /&gt;
&lt;br /&gt;
===Still===&lt;br /&gt;
{{main|Still}}&lt;br /&gt;
[[Gnomeblight]] can be created from [[Kobold bulb]]s at a still via &amp;quot;Extract from plant&amp;quot;, requiring a [[vial]] and a dwarf with the [[Plant gathering]] labor enabled:&lt;br /&gt;
* 1 Kobold bulb makes 5 units of Gnomeblight, worth 100☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Fishery===&lt;br /&gt;
{{main|Fishery}}&lt;br /&gt;
With a living caged fish and a [[fish dissector]], you can get extracts from our aquatic neighbors.&lt;br /&gt;
* 1 [[Moghopper]] makes five units of [[Mog juice]], worth 50☼ per unit&lt;br /&gt;
&lt;br /&gt;
===Import only===&lt;br /&gt;
Currently, there are some extracts that cannot be produced on-site and need to be imported.&lt;br /&gt;
&lt;br /&gt;
Various types of [[venom]] can also be purchased, but currently have no use:&lt;br /&gt;
*[[Snakeman]] Venom&lt;br /&gt;
*[[Giant cave spider]] Venom&lt;br /&gt;
&lt;br /&gt;
Occasionally caravans will bring a barrel filled with some creature's [[blood]].&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
The blood should be purchased in large quantities to offer to Armok in case you are unable to produce it in times of hardship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Birdmen [[Scholars]] have theorized a way of extracting from elves, possibly using [[gem|gems]] and a source of power. Though this would be a great service to the world, (plus all that tasty [[elf]] juice to sell for aforementioned [[Armok]][[emotion|-pleasing]] blood [[barrel|barrels]]) unfortunately no such machine has been devised.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Milk]]&lt;br /&gt;
*[[Venom]]&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{industry}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Extracts| }}&lt;br /&gt;
[[ru:Extracts]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Extract_preview.png&amp;diff=318951</id>
		<title>File:Extract preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Extract_preview.png&amp;diff=318951"/>
		<updated>2026-08-09T19:53:54Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Dragonfly_man_sprite.png&amp;diff=318935</id>
		<title>File:Dragonfly man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Dragonfly_man_sprite.png&amp;diff=318935"/>
		<updated>2026-08-09T02:13:29Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Dragonfly man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Duplicate of the 'damselfly man' sprite. I'm uploading this so the template catches the images easier. The game files also semi-separate the sprites.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Damselfly_man_sprite.png&amp;diff=318934</id>
		<title>File:Damselfly man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Damselfly_man_sprite.png&amp;diff=318934"/>
		<updated>2026-08-09T02:12:41Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Damselfly man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Axolotl_man_sprite.png&amp;diff=318933</id>
		<title>File:Axolotl man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Axolotl_man_sprite.png&amp;diff=318933"/>
		<updated>2026-08-09T02:10:53Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Axolotl man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
premium version sprite of an axolotl man&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Albatross_man&amp;diff=318932</id>
		<title>Albatross man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Albatross_man&amp;diff=318932"/>
		<updated>2026-08-09T02:09:56Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=albatross_man_sprite.png&lt;br /&gt;
|portrait=albatross_man_portrait.png&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Albatross men''' are [[animal people]] variants of the common [[albatross]], who inhabit [[savage]] [[ocean]]s. They spawn in groups of anywhere between 1-10 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]]. All albatross men are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, albatross men can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] albatross men for their ''large wings''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Albatross_Man.png&amp;diff=318931</id>
		<title>File:Albatross Man.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Albatross_Man.png&amp;diff=318931"/>
		<updated>2026-08-09T02:09:38Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|Duplicate}}&lt;br /&gt;
== Summary ==&lt;br /&gt;
New Steam/Itch.IO sprite of an Albatross Man&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Elephant_seal_man_sprite.png&amp;diff=318930</id>
		<title>File:Elephant seal man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Elephant_seal_man_sprite.png&amp;diff=318930"/>
		<updated>2026-08-09T02:07:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Elephant seal man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Albatross_man_sprite.png&amp;diff=318929</id>
		<title>File:Albatross man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Albatross_man_sprite.png&amp;diff=318929"/>
		<updated>2026-08-09T02:03:57Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Albatross man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Beaver_man_sprite.png&amp;diff=318928</id>
		<title>File:Beaver man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Beaver_man_sprite.png&amp;diff=318928"/>
		<updated>2026-08-09T01:58:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Beaver man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
premium version sprite of a beaver&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=318924</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=318924"/>
		<updated>2026-08-08T13:36:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Special variations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.&lt;br /&gt;
&lt;br /&gt;
: (* No &amp;quot;wooden handle&amp;quot; is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)&lt;br /&gt;
Graphically, each weapon's color palette will change according to the material used to make them.&lt;br /&gt;
&lt;br /&gt;
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons. [[Civilization|Civilized]] creatures and animal people have sprites showing them wielding the weapon; weapons can otherwise be seen in the creature's &amp;quot;items&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
[[File:weapon_prev1.png|right]]In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note that due to size several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods, and may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
Mechanically, all weapon attacks are separated into &amp;quot;edge&amp;quot; and &amp;quot;blunt&amp;quot; types, although these can be further split into four practical categories:&lt;br /&gt;
*Slashing&lt;br /&gt;
*Piercing&lt;br /&gt;
*Crushing&lt;br /&gt;
*Ranged&lt;br /&gt;
&lt;br /&gt;
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)&lt;br /&gt;
&lt;br /&gt;
====Slashing weapons====&lt;br /&gt;
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targeted again, allowing dwarves to better focus on more vital parts.&lt;br /&gt;
&lt;br /&gt;
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a &amp;quot;slashing&amp;quot; weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the &amp;quot;Jack of all trades, master of none&amp;quot; weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that.  Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.&lt;br /&gt;
&lt;br /&gt;
====Crushing weapons====&lt;br /&gt;
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also  [[flail]]s, [[maul]]s, [[whip]]s)''&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;blunt&amp;quot; or &amp;quot;bludgeoning&amp;quot; weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often &amp;quot;give in&amp;quot; to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.&lt;br /&gt;
&lt;br /&gt;
====Piercing weapons====&lt;br /&gt;
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. &lt;br /&gt;
&lt;br /&gt;
====Ranged weapons====&lt;br /&gt;
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''&lt;br /&gt;
&lt;br /&gt;
[[File:weapon_prev2.png|right]]These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Ranged weapons depend on shoot force and the material composition of the ammunition to deal damage. Best used against light to medium armored targets. All ranged ammunition deals &amp;quot;edged&amp;quot; damage. Wielding any of these as melee weapons is not recommended.&lt;br /&gt;
&lt;br /&gt;
====Training weapons====&lt;br /&gt;
There exists one more umbrella category of weapon: the so-called &amp;quot;'''training weapon'''&amp;quot;. Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They will love fighting and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills.&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them).  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].&lt;br /&gt;
&lt;br /&gt;
{{:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons.  Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[Strange mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.&lt;br /&gt;
&lt;br /&gt;
==== Moods and other metals ====&lt;br /&gt;
Some (old, 2011) [http://www.bay12forums.com/smf/index.php?topic=92852.msg2601760#msg2601760 dwarven science] has also been conducted on the slashing value, using picks made from non-weapons-grade materials. These (somewhat limited) results seem to indicate the following ''rough'' order of preference in terms of ''slashing'' weapon properties (but take note of the artifact To-Hit multiplier as well) ([[weapons-grade]] metals are &amp;lt;u&amp;gt;underlined&amp;lt;/u&amp;gt;): &amp;lt;u&amp;gt;Adamantine&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;Steel&amp;lt;/u&amp;gt;, &amp;lt;u&amp;gt;Iron&amp;lt;/u&amp;gt;/Pig Iron*, &amp;lt;u&amp;gt;Bronze/Bismuth Bronze&amp;lt;/u&amp;gt;*, Platinum, Brass, Black Bronze, Billon, Rose Gold, Electrum, Bismuth, Aluminum, Gold, &amp;lt;u&amp;gt;Copper&amp;lt;/u&amp;gt;, Tin, Sterling Silver, &amp;lt;u&amp;gt;Silver&amp;lt;/u&amp;gt;, Nickel, Zinc, Lead, Nickel Silver, Trifle Pewter, Fine Pewter, Lay Pewter.&lt;br /&gt;
: (* The [[RAW]]s show identical values for for [[Bronze]] and [[Bismuth Bronze]]. ''At the time of this testing'' (2011), [[Iron]] and [[Pig Iron]] were likewise identical, but pig iron has since become noticeably inferior to iron.)&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s, and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword &amp;quot;just in case&amp;quot; doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; weapon choices ===&lt;br /&gt;
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''&amp;quot;What is the weapon with the biggest number?&amp;quot;'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work &amp;quot;best&amp;quot; against certain targets, and what don't, and (basically) why.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' combat is rarely &amp;quot;one-shot&amp;quot;, nor is it a long process of whittling away a huge pile of &amp;quot;hit points&amp;quot; (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.&lt;br /&gt;
&lt;br /&gt;
==== Superior metal rule ====&lt;br /&gt;
As a general rule, if a weapon slashes or pierces, it wants to be made from a &amp;quot;better&amp;quot; metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.&lt;br /&gt;
&lt;br /&gt;
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.&lt;br /&gt;
&lt;br /&gt;
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison. Bronze and Bismuth Bronze are identical for all combat values.)&lt;br /&gt;
&lt;br /&gt;
* [[steel]], the clear best*&lt;br /&gt;
* ([[bronze]]/[[bismuth bronze]] or [[iron]]), very respectable, roughly equivalent** to each other&lt;br /&gt;
* [[copper]], a distant third&lt;br /&gt;
* [[silver]], for slashing/piercing, a ''very'' distant last. For bludgeoning (hammers/maces), a rough equivalent to steel, but also much heavier, quickly tiring any but the [[strength|strongest]] and/or most [[Attribute#Endurance|enduring]] dwarves. Note that silver ''cannot'' be used for crossbows (which use the Hammerdwarf skill in melee). &lt;br /&gt;
&lt;br /&gt;
:: (* There are also [[adamantine]] and [[divine metal]]s, which are late game only, and a league above steel. These are not the subject of a &amp;quot;basic&amp;quot; discussion.)&lt;br /&gt;
:: (** There are some &amp;quot;X weapon vs Y armor&amp;quot; situations where iron is slightly better than bronzes, but also a couple situations where bronze is actually slightly better than iron - but each is a very specific case. &amp;quot;Roughly equivalent&amp;quot; is a good rule of thumb.)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the &amp;quot;superior metal&amp;quot; rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.&lt;br /&gt;
&lt;br /&gt;
Note that [[Attack_types#Blunt_weapons|blunt]] weapons, such as [[mace]]s or [[war hammer]]s, do '''''not''''' follow this rule. For them, generally speaking, &amp;quot;heavier is better&amp;quot;, so [[density|denser]] metals, such as silver, perform well, although the hardness of steel makes it another strong performer. In terms of which is actually better, it depends on the skill level of the dwarf swinging the weapon. Unskilled dwarves are much better off using steel because of its lower weight; silver tires them out far too quickly. This means blunt weapons made of steel are good for militias, or any squad that doesn't do much dedicated training. For more skilled dwarves, however, silver's weight tends to tire the wielder out much slower now, and the extra damage per hit makes it better than steel in this case. This means that if you have a squad that trains for most of the year, they will make much better use of a silver blunt weapon than a steel one. For the other weapons-grade metals, they are all a close third to these and are perfectly serviceable, as the small differences in density do not matter that much. Rare heavy artifact blunt weapons from [[gold]] or, better, [[platinum]], do only slightly more damage (despite being 273% the density of steel, platinum only gets about 1% more momentum), but with the greater weight comes a greater risk of tiring out the wielder in a long fight.[http://www.bay12forums.com/smf/index.php?topic=181479]&lt;br /&gt;
&lt;br /&gt;
====Shields and Crossbows====&lt;br /&gt;
[[File:shield_crossbow_preview.png|right]]Two atypical &amp;quot;blunt weapons&amp;quot; are of particular note - both [[shield]]s and (once engaged in melee) [[crossbow]]s are used to bash enemies, using the basic principles outlined above.  Heavier metal shields and crossbows are superior to wooden versions for bashing damage; &amp;quot;typical&amp;quot; Wood has a [[density]] of ~500, vs. Iron (and Steel) 7850, vs. Bronze/Bismuth Bronze 8250, so metal is simply more effective. Also metal is harder when striking, adding slightly more to the damage, and making it far more durable - wooden versions will take XX[[wear]]XX more quickly and eventually break (which is always awkward in the middle of combat, and annoying to replace either way). Note that Silver weighs in at 10,490, but is not available for Shields or Crossbows outside of rare [[mood]]s.  &lt;br /&gt;
&lt;br /&gt;
Note also that the Shield skill not only increases both offensive and defensive effectiveness but also reduces effective Encumbrance of an equipped shield. While for a Novice a lighter weight wooden Shield is highly recommended to avoid fatigue, skilled shield wielders can reduce effective metal shield weight down close to wooden values without cause for concern.&lt;br /&gt;
&lt;br /&gt;
==== vs. unarmored ====&lt;br /&gt;
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.&lt;br /&gt;
&lt;br /&gt;
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any sharp weapon&lt;br /&gt;
&lt;br /&gt;
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the &amp;quot;superior metal&amp;quot; rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver!  (However, see &amp;quot;vs. undead&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.&lt;br /&gt;
&lt;br /&gt;
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.&lt;br /&gt;
&lt;br /&gt;
And the bonus lesson here is... armor your military.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[armor]]ed ====&lt;br /&gt;
&lt;br /&gt;
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: steel spear&lt;br /&gt;
* other choices: any steel sharp weapon, any warhammer or pick&lt;br /&gt;
&lt;br /&gt;
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.&lt;br /&gt;
&lt;br /&gt;
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.&lt;br /&gt;
&lt;br /&gt;
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having &amp;quot;superior metal&amp;quot; will make the battle much like removing enemy armor.  &lt;br /&gt;
&lt;br /&gt;
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything &amp;quot;not chain&amp;quot;) to land a killing blow. Warhammers are superior to maces in penetrating solid, &amp;quot;non-chain&amp;quot; armor and breaking bones.&lt;br /&gt;
&lt;br /&gt;
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: mace or war hammer if you want to have a single corpse, axe if you want efficiency.&lt;br /&gt;
* other choices: sword will do a fine job.&lt;br /&gt;
&lt;br /&gt;
u/MrNorrelDoesHisPart:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.&lt;br /&gt;
&lt;br /&gt;
War hammers can be preferable to maces when fighting living enemies that you don't want to resurrect. Killing a living enemy with a war hammer will usually result in a mangled corpse just like in the case of maces, but a war hammer will deal more damage due to its superior ability to penetrate outer layers and damage internal organs and bones, as well as better ability to stun enemies. An axe can still kill unarmored living creatures faster, but it will cut off limbs and head which can later resurrect. Resurrected body parts are often easy to kill, even for unarmed dwarves (although sometimes they are significantly stronger, such as a resurrected neck killing multiple dwarves), but can generate job cancellation spam and unhappy thoughts from being attacked by the dead. Also, resurrected body parts may need to be killed many times before they are mangled, even when using maces or war hammers.&lt;br /&gt;
&lt;br /&gt;
==== vs. Undead megabeast and other large fleshy creatures ====&lt;br /&gt;
&lt;br /&gt;
** recommended weapon if has access to steel: large army with steel spears.&lt;br /&gt;
** recommended weapon if has access to adamantine: adamantine axe.&lt;br /&gt;
** unrecomended weapon: anything inferior than steel.&lt;br /&gt;
&lt;br /&gt;
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armed with steel spears have a chance of winning. The squads with axe, mace and sword stand no fighting chance.&lt;br /&gt;
&lt;br /&gt;
With an adamantine weapon, however, axe and sword outperforms spear. Even one grandmaster axedwarf with an adamantine axe stands a chance to defeat the undead cyclops.&lt;br /&gt;
&lt;br /&gt;
==== vs. others ====&lt;br /&gt;
This category consists of the rare &amp;quot;not like anything else&amp;quot; creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention.   &lt;br /&gt;
&lt;br /&gt;
* recommended weapon: (varies) &lt;br /&gt;
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip&lt;br /&gt;
&lt;br /&gt;
There are many different types here, and no one approach works for all.  Some are merely gigantic but (more or less) &amp;quot;normal&amp;quot;, but many are non-organic, and most enjoy the &amp;quot;[[No Pain|don't feel pain]]&amp;quot; tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron man|iron men]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.&lt;br /&gt;
&lt;br /&gt;
(* although a forgotten beast made of, for instance, &amp;quot;mud&amp;quot; is laughably easy to kill)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;least worst&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;steel short sword&amp;lt;/u&amp;gt;. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossuses and big beasts, and maces and hammers will always be effective no matter what they're made of.&lt;br /&gt;
&lt;br /&gt;
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-&amp;quot;unusual&amp;quot; targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel &amp;gt; iron &amp;gt; bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, steel being quite a bit better for untrained dwarves, and silver being the best for trained dwarves. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and speculative inferences and conclusions.&lt;br /&gt;
&lt;br /&gt;
Insert obligatory &amp;quot;math warning&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands&amp;lt;br&amp;gt;Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:battle_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| [[File:crossbow_sprite.png]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Hammer&lt;br /&gt;
| two&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| [[File:mace_sprite.png]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0×&lt;br /&gt;
| Mace&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| [[File:pickaxe_sprite.png]]&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0×&lt;br /&gt;
| Mining&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:short_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:spear_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| [[File:war_hammer_sprite.png]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their inventory screen (click on the dwarf -&amp;gt; Items tab -&amp;gt; choose the item on [[File:Mag glass icon.png]] -&amp;gt; [[File:Button dump.png]] or [[File:Button_forbid.png]]). This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between &amp;quot;piercing&amp;quot; and &amp;quot;slashing&amp;quot; attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.&lt;br /&gt;
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:training_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:training_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:training_spear_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) without being of the proper size/broadness (which dwarves in Fortress Mode almost never are), gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.&lt;br /&gt;
&lt;br /&gt;
In Adventurer Mode, however, if your character passes the one-handed check for single-handing a multi-grasp weapon, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield). For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used (average human)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Two-handed sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:two_handed_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| [[File:blowgun_sprite.png]]&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean [[animal people]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| [[File:bow_sprite.png]]&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| [[File:flail_sprite.png]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5×&lt;br /&gt;
| Mace&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:great_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:halberd_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:dagger_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Kobold]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[FIle:long_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Elf]], [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| [[File:maul_sprite.png]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Multi-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:morningstar_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:pike_weapon_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:scimitar_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| [[File:scourge_sprite.png]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| [[File:whip_sprite.png]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Stone axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:stone_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Player in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Slap|| Blunt || 800|| 400 || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20|| 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:carving_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15|| 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:boning_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 10 || 200 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:slicing_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700|| 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15 || 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:meat_cleaver_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack|| Edge || 800 || 400 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Clap || Blunt || 800 || 400 || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20 || 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:carving_fork_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab|| Edge || 1 || 100 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 15 || 400 || 1.0×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special variations===&lt;br /&gt;
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the &amp;quot;base&amp;quot; weapon, and adding an adjective (&amp;quot;bulky&amp;quot;, &amp;quot;large-headed&amp;quot;, &amp;quot;branching&amp;quot;, etc.) or renaming the weapon altogether (&amp;quot;blade&amp;quot;, &amp;quot;curved sword&amp;quot;). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type. As of yet, some of these weapons have no sprites.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33,750 and 93,750 (average 60,000) based on their height and broadness.  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Note that there are other factors (such as fat and muscle mass) affecting dwarf size, and e.g. [[DFHack]] {{k|Alt}}+{{k|I}} will take them into account, but (at least in adventure mode) only base height and broadness appear to determine weapon wieldability.&lt;br /&gt;
&lt;br /&gt;
Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free.&lt;br /&gt;
&lt;br /&gt;
Where the size check affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
As a general rule, weapons and armor can only be forged from weapon-grade metals: copper, bronze/bismuth bronze, iron, steel, adamantine, and divine metal. Most weapons (not crossbows) can also be made from silver, and [[training weapon]]s ''(axe, sword and spear only)'' can be made from wood (though these are ''not'' needed nor recommended).  Leather, wood, shell or bone can be used to make a very light form of standard armor pieces. Other exceptions include obsidian [[short sword]]s, [[trap weapon]]s (which can also be forged from any wood or any [[glass]]), and items created during a [[strange mood]].&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=&amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|notes= &amp;lt;br/&amp;gt;|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (from Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat formulae ==&lt;br /&gt;
&lt;br /&gt;
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep a blade may go through layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go through layers.&lt;br /&gt;
&lt;br /&gt;
First, you need to calculate your weapon's momentum.&lt;br /&gt;
&lt;br /&gt;
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) ))&lt;br /&gt;
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5&lt;br /&gt;
* Attacking a prone opponent in melee doubles momentum.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Momentum: M = (w_density*w_size)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)&lt;br /&gt;
* Bow and Crossbow Momentum: M = (w_density*150)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*3), 20)&lt;br /&gt;
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03&lt;br /&gt;
** If 20 is larger because the ammunition is density 1667 or larger, M = 50&lt;br /&gt;
* Blowgun Momentum: M = (w_density*20)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*4), 100)&lt;br /&gt;
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02&lt;br /&gt;
** If 100 is larger because the ammunition is density 251 or more, M = 5&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.&lt;br /&gt;
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons&lt;br /&gt;
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons&lt;br /&gt;
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.&lt;br /&gt;
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.&lt;br /&gt;
&lt;br /&gt;
An edged weapon undergoes the following comparison:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''A''' is attack [[Material science#Contact_Area|contact area]]&lt;br /&gt;
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''w_quality''' is weapon [[quality]] sharpness multiplier (0.5x for normal quality, 0.7x for fine, 1x for masterwork, etc.)&lt;br /&gt;
* '''a_quality''' is armor [[quality]] multiplier&lt;br /&gt;
&lt;br /&gt;
Expressed in the above terms,&lt;br /&gt;
&lt;br /&gt;
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) &amp;gt;= aSY/wSY + (A+1)*aSF/wSF&lt;br /&gt;
&lt;br /&gt;
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield.  In both cases, higher is better on both weapons and armor, as is quality.  Sharpness only matters to the weapon, and smaller contact area is better for the attacker.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body.  If the test is failed, the attack becomes blunt for this layer.&lt;br /&gt;
&lt;br /&gt;
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:&lt;br /&gt;
&lt;br /&gt;
2 * w_size * wIY &amp;gt; A * a_density&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''a_density''' is the armor material's density&lt;br /&gt;
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;). {{verify}}&lt;br /&gt;
&lt;br /&gt;
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.&lt;br /&gt;
&lt;br /&gt;
On success, the following test is applied:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that the armor wants as high impact fracture as possible to make this test fail.  The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.&lt;br /&gt;
&lt;br /&gt;
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that, given how unbelievably complicated this system is, very little should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum, Slade&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}&lt;br /&gt;
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.&lt;br /&gt;
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=318920</id>
		<title>Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=318920"/>
		<updated>2026-08-07T19:56:56Z</updated>

		<summary type="html">&lt;p&gt;Zippy: I made an image with all extinct statue sprites. That. Took. Forever.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{v50_furniture&lt;br /&gt;
|name=Statue&lt;br /&gt;
|graphic=[[File:statue_covered_sprite.png|31px]]&lt;br /&gt;
|tile=Ω&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|ceramic=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Sculpture garden]]&lt;br /&gt;
|value=25&lt;br /&gt;
|size=60,000&lt;br /&gt;
}}&lt;br /&gt;
'''Statues''' are decorative buildings which can be built from the build furniture menu under statue ({{menu icon|b|f|u}}). They can be created from one [[stone]] at the [[stoneworker's workshop]], 3 [[metal]] at a [[metalsmith's forge]], [[sand]] or [[rock crystal]]s at a [[glass furnace]], or [[clay]] at a [[kiln]]. Graphically, statues will display as a sprite of the statue's subject only if the subject is a sentient race, animal, simple monster, or animal person. The statue will appear as a cube if it is any other type of subject. The color will match that of the material used to craft it.&lt;br /&gt;
&lt;br /&gt;
Statues, like [[engraving]]s, depict people, places, things and events drawn from the game's generated history. Unlike engravings they do not display random geometric shapes, such as diamonds. Statues will often depict creatures that the artisan [[preferences|likes or loathes]], or other dwarves surrounded by the creatures they like or loathe. &lt;br /&gt;
&lt;br /&gt;
Because of their high base [[value]], statues can be quite valuable when crafted from valuable [[material]]s, such as precious [[metal]]s, or when crafted by a highly [[skill]]ed dwarf.  This makes them a good choice for raising the value of a [[zone]] to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.&lt;br /&gt;
&lt;br /&gt;
A meeting area with statues inside is considered a [[sculpture garden]]. Dwarves with no job will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]). In addition to normal [[decoration]]s, a stone or ceramic statue can be glazed by a [[glazer]].&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot normally move into the tile they occupy. (This also prevents dwarves from smoothing or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress. One can place a statue instead of a wall on a built floor, which leads to another possible use of statues: you may build a statue on a tile you don't want your dwarves to stand at. That makes an intentional [[cave-in]] much safer to carry out. Statues do not impede the flow of liquids ([[water]], [[magma]]). Creatures can see past statues as they do not completely block line of sight.&lt;br /&gt;
&lt;br /&gt;
During combat, [[dodging]] creatures can move into a statue tile. Dwarves will immediately step out of the statue tile once they recover their bearings. This detail can make statues useful in a [[danger room]], by providing more space for training dwarves to practice dodging without requiring massive numbers of [[spear|training spear]]s and [[mechanism]]s. Statues may also prove useful in archer emplacements to control where your dwarves normally stand, but still allow them a chance to dodge incoming fire.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s will topple statues (deconstructing them, but not destroying them). This can make statues a useful delaying tactic while your crack military dwarves are finally collecting the [[weapon|arms]] and [[armor]] assigned to them months ago. Note that creatures that topple statues located in [[temple]]s, in either [[fortress mode]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}} or [[adventurer mode]], will be cursed (e.g. as a [[werebeast]] or [[vampire]]). In adventurer mode, this can be done by pressing {{k|u}}.&lt;br /&gt;
&lt;br /&gt;
A killed [[iron man]] or [[bronze colossus]] will transform into a masterwork statue of itself upon death (made of [[iron]] or [[bronze]] respectively).&lt;br /&gt;
&lt;br /&gt;
Dwarves, left to their own devices, will generally make statues of sentient races and their own limited pool of [[Preference|preferred]] creatures. Most available sprites will require you to specify an image to ever appear in the game. While somewhat tedious, this is among the best ways to personalize your fort. &lt;br /&gt;
&lt;br /&gt;
To specify an image, create a statue job, then inspect details ([[File:Mag glass icon.png]]) -&amp;gt; Specify image -&amp;gt; Specify a new image -&amp;gt; Creature. You can queue up multiples of the same image via [[work order]]. For rock statues, you may select the stone as well, allowing control of the statue's color. Note that clay and [[porcelain]] statues currently do not allow image specification.&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
In the [[premium]] version of the game, statues of creatures will display as a sprite of that creature once placed, the color of which is based on the material used to create the statue. You can specify the creature to be used by inspecting the job. Only images of non-werebeast single-sprite creatures will be shown in statuary. Creatures assembled from multiple sprites such as [[demon]]s, [[forgotten beast]]s, or [[experiment]]s will display as the default cube. [[Werebeast]]s will display as a cube as well. Plants, items, objects, or any other category of subject will also display as a cube. Dwarves, humans, elves, goblins, and kobolds each use a single sprite-- individual clothing and features will not be reflected in statues. These limitations aside, there are 778 different creature sprites to choose from: megabeasts, animal people, and the incredible variety of animals and monsters (including vermin) in the game are all available to decorate your halls. There are also 16 more sprites that statues can have, including the default cube.&lt;br /&gt;
&lt;br /&gt;
Some creatures have different sprites for male and female versions of that creature: chickens, sheep, and deer to name a few. These default to female. To get a male version, creatures are listed in the menu by their &amp;quot;caste name&amp;quot;-- this means to create a male [[sheep]], for example, you will need to search for &amp;quot;ram&amp;quot; instead of &amp;quot;sheep&amp;quot;, for a [[blue peafowl]] search &amp;quot;Blue peacock&amp;quot; instead of &amp;quot;blue peafowl&amp;quot;. Some creatures have no distinct caste names but '''do''' have visually distinct sprites: [[lion]]s are one such example. To make a male lion with a majestic mane, select &amp;quot;Lion ♂&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Notable sprites include the [[fire snake]] with sculpted flames, the [[tigerfish]], which hovers eerily above its plinth, and the [[deer man]], which comes in visually distinct male and female flavors. Animal people that were always part of the game will appear clothed, despite their default sprites having no clothing. [[Extinction|Extinct]] animal people statues will appear without clothing.&lt;br /&gt;
&lt;br /&gt;
A large image containing every possible non-extinct creature statue sprite alongside the name (including special male names as described above) needed to create it can be found '''[[Media:All_statue_sprites.PNG|here]]''', and every extinct creature sprite can be found '''[[Media:All_extinct_statue_sprites.png|here]]'''.&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;packed&amp;quot; widths=&amp;quot;524px&amp;quot;&amp;gt;&lt;br /&gt;
statues_preview.png|Various [[Art|motifs]].&lt;br /&gt;
statue_extra_sprites.png|The 16 default motifs, many of them used for [[Legends|historical events]].&lt;br /&gt;
All statue sprites.PNG|All non-extinct creature statues, organized by h4rdycor3.&lt;br /&gt;
All extinct statue sprites.png|All extinct creature statues, organized by Zippy.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:All_extinct_statue_sprites.png&amp;diff=318919</id>
		<title>File:All extinct statue sprites.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:All_extinct_statue_sprites.png&amp;diff=318919"/>
		<updated>2026-08-07T19:48:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=318653</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=318653"/>
		<updated>2026-08-04T19:10:06Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
: ''This is a detailed reference guide. For a beginner tutorial, see [[Quickstart guide]], see further [[tutorials]].''&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the most popular of three modes in ''Dwarf Fortress'', with the other two being [[Adventurer mode]] and [[Legends mode]], often the mode implied when one talks about ''Dwarf Fortress''. Fortress mode is a construction and management simulation of a colony of dwarves. In fortress mode, you pick an [[embark]] location, and then assign your seven initial [[dwarves]] some starting [[Skill|skills]], equipment, provisions, and perhaps, [[animals]] to bring along (possibly including [[Creature#Extinct|extinct]] ones). After preparations are complete and your hardy explorers embark, they'll be faced with the fortress site you picked down to every little detail; from geologically appropriate stone types, to roaring waterfalls, to, for example, ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything, and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king/queen of your civilization. Therefore, players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't delve too greedily and too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
To play ''Dwarf Fortress'' in fortress mode, you must generate a world that includes a dwarven civilization - see [[World generation]] for detailed instructions. After at least one world has been generated, you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic features / Inhabitants / History ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.  There are also [[cavern]]s and [[magma sea]]s everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]], historical events showing up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|dwarven calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress, and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves, or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
{{Main|Embark}}&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|250px|right|[[From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress, you must choose the embark location in the world, then assign skills and supplies to the seven dwarves on the expedition team you will embark with into that environment. This is the embarking process, and is a major subject on its own - see the [[Embark]] guide for all the details. Also see [[Starting build]] for more information on outfitting your expedition. After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay user interface ==&lt;br /&gt;
{{Main|Interface}}&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out('['and ']' must be set manually in the key bindings) &lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Save and return to title menu}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. See [[saved game folder]].&lt;br /&gt;
*{{DFtext|Save and continue playing}} &amp;amp;ndash; Saves the game to a new folder, useful for backups.&lt;br /&gt;
*{{DFtext|Retire the fortress (for the time being)}} &amp;amp;ndash; Saves and ends your control of the fort, giving limited control to the game. Most of the fortress remains as is, with citizens, livestock, and most items continuing to exist. Not always available, such as during [[siege]]s. After it saves and returns to the main menu you may start a new game in any mode including to [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
*{{DFtext|Abandon the fortress to ruin}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;ndash; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Quit without saving}}&lt;br /&gt;
*{{DFtext|Settings}} &amp;amp;ndash; [[Settings]] for video, audio, game, keybindings, [[announcement]]s, and [[difficulty]] options.&lt;br /&gt;
*{{DFtext|Return to game}} &amp;amp;ndash; Exits the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
=== Main map ===&lt;br /&gt;
[[File:v50_interface_preview.png|thumb|300px|Main view with interface buttons on the game, in the premium version.]]&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right, in the classic version of the game.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|1}} {{k|2}} {{k|3}} {{k|4}} {{k|6}} {{k|7}} {{k|8}} {{k|9}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at for the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status indicators ===&lt;br /&gt;
In the upper left corner of the screen, you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. Some common flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[Reports#Combat|reports screen]]. Once you do so, the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are one of the creature types who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
For a comprehensive reference, Reddit user DarxusC has done research on the minimum requirements to keep dwarves alive for long periods of time [https://www.reddit.com/r/dwarffortress/comments/cvdssa/a_video_showing_how_little_is_needed_to_survive/ here].&lt;br /&gt;
&lt;br /&gt;
=== Eating, drinking, and sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s, depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one such event occurs to them. If they become too unhappy, they may throw [[tantrum]]s, or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and immigration ===&lt;br /&gt;
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]], if they are [[Marriage|married]] to a male dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Jobs, labors and skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do, but, with practice, dwarves will acquire skill, and become faster and better at their jobs. Lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your fort. Some of these are appointed, such as your [[broker]] and [[bookkeeper]], but others, such as the [[mayor]], are essentially forced on you by conditions in the game. See the main article on [[noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately, they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around can also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
{{Main|Mining}}&lt;br /&gt;
&lt;br /&gt;
Digging is an essential part of building a fort. There are several reasons you might want to dig, such as searching for various stone types, ores and gems, or simply to create the basic tunnels and rooms in your fort.&lt;br /&gt;
&lt;br /&gt;
All of the digging operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
{{Main|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Rooms, furniture, and portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, Click on the furniture Item, the press the remove build icon . This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|b|sep=-}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|r|sep=-}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|t|sep=-}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|h|sep=-}}&lt;br /&gt;
| place Chest or Container&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|n|sep=-}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|x|sep=-}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|l|sep=-}}&lt;br /&gt;
| place Memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|u|sep=-}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|T|sep=-}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|o|sep=-}}&lt;br /&gt;
| place Book Case&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|y|sep=-}}&lt;br /&gt;
| place Display (Pedestal)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|p|sep=-}}&lt;br /&gt;
| place Offering Place (Altar)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|i|sep=-}}&lt;br /&gt;
| place Instrument &lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining rooms ===&lt;br /&gt;
{{Main|Zone}}&lt;br /&gt;
&lt;br /&gt;
Areas can be defined as a [[zone|room]] using {{Menu icon|z|sep=-}} (zones), some rooms may require specific pieces of furniture to function properly. The zones menu can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|p|r|sep=-}}&lt;br /&gt;
| place door&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|p|h|sep=-}}&lt;br /&gt;
| place floor hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[door]]s and [[hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
{{Main|Construction}}&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are features that are built in place, rather than carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[stone]] or [[wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s. Some constructions may also require to be created in a workshop first before being able to place them down, such as [[Grate]].&lt;br /&gt;
&lt;br /&gt;
=== Walls, floors, and stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|sep=-}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|l|sep=-}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|f|sep=-}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|r|sep=-}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|t|sep=-}}&lt;br /&gt;
| build Constructed [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|b|sep=-}}&lt;br /&gt;
| build a [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|o|sep=-}}&lt;br /&gt;
| build Paved [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|O|sep=-}}&lt;br /&gt;
| build Dirt road  &lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|F|sep=-}}&lt;br /&gt;
| build a [[Fortification]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|G|sep=-}}&lt;br /&gt;
| build a Wall [[grate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|g|sep=-}}&lt;br /&gt;
| build a Floor grate&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|M|sep=-}}&lt;br /&gt;
| build a Vertical bar&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|m|sep=-}}&lt;br /&gt;
| build a Floor bar&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|y|sep=-}}&lt;br /&gt;
| build a Glass [[window]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|Y|sep=-}}&lt;br /&gt;
| build a Gem window&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|p|sep=-}}&lt;br /&gt;
| build a [[Support]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|k|sep=-}}&lt;br /&gt;
| build a [[Track]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|K|sep=-}}&lt;br /&gt;
| build a Track stop&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with the {{Key|m}}ining menu and selecting {{Key|x}} Remove Construction. Bridges and roads are removed by selecting them and clicking the button in the top right corner.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
=== Grates and Bars ===&lt;br /&gt;
[[Grates]] and bars are used to stop creatures for passing through, while still allowing liquids such as water and magma to. Bars are similar to grates, but they are made of metal instead of rock or wood and don't have to be built in a workshop first.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{Main|Trading}}&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and combat ==&lt;br /&gt;
{{Main|Military}}&lt;br /&gt;
:''See also: [[Military interface]]''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and healthcare ==&lt;br /&gt;
{{Main|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
{{Main|Burrow}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
{{Main|Macros and Keymaps}}&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference sheet ==&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Dwarf fortress mode]]&lt;br /&gt;
[[zh:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=318652</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=318652"/>
		<updated>2026-08-04T19:03:09Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
: ''This is a detailed reference guide. For a beginner tutorial, see [[Quickstart guide]], see further [[tutorials]].''&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the most popular of three modes in ''Dwarf Fortress'', with the other two being [[Adventurer mode]] and [[Legends mode]], often the mode implied when one talks about ''Dwarf Fortress''. Fortress mode is a construction and management simulation of a colony of dwarves. In fortress mode, you pick an [[embark]] location, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and perhaps, [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail; from geologically appropriate stone types, to roaring waterfalls, to, for example, ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything, and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king/queen of your civilization. Therefore, players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't delve too greedily and too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
To play ''Dwarf Fortress'' in fortress mode, you must generate a world that includes a dwarven civilization - see [[World generation]] for detailed instructions. After at least one world has been generated, you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic features / Inhabitants / History ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.  There are also [[cavern]]s and [[magma sea]]s everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]], historical events showing up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|dwarven calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress, and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves, or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
{{Main|Embark}}&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|250px|right|[[From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress, you must choose the embark location in the world, then assign skills and supplies to the seven dwarves on the expedition team you will embark with into that environment. This is the embarking process, and is a major subject on its own - see the [[Embark]] guide for all the details. Also see [[Starting build]] for more information on outfitting your expedition. After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay user interface ==&lt;br /&gt;
{{Main|Interface}}&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out('['and ']' must be set manually in the key bindings) &lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Save and return to title menu}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. See [[saved game folder]].&lt;br /&gt;
*{{DFtext|Save and continue playing}} &amp;amp;ndash; Saves the game to a new folder, useful for backups.&lt;br /&gt;
*{{DFtext|Retire the fortress (for the time being)}} &amp;amp;ndash; Saves and ends your control of the fort, giving limited control to the game. Most of the fortress remains as is, with citizens, livestock, and most items continuing to exist. Not always available, such as during [[siege]]s. After it saves and returns to the main menu you may start a new game in any mode including to [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
*{{DFtext|Abandon the fortress to ruin}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;ndash; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Quit without saving}}&lt;br /&gt;
*{{DFtext|Settings}} &amp;amp;ndash; [[Settings]] for video, audio, game, keybindings, [[announcement]]s, and [[difficulty]] options.&lt;br /&gt;
*{{DFtext|Return to game}} &amp;amp;ndash; Exits the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
=== Main map ===&lt;br /&gt;
[[File:v50_interface_preview.png|thumb|300px|Main view with interface buttons on the game, in the premium version.]]&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right, in the classic version of the game.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|1}} {{k|2}} {{k|3}} {{k|4}} {{k|6}} {{k|7}} {{k|8}} {{k|9}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at for the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status indicators ===&lt;br /&gt;
In the upper left corner of the screen, you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. Some common flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[Reports#Combat|reports screen]]. Once you do so, the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are one of the creature types who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
For a comprehensive reference, Reddit user DarxusC has done research on the minimum requirements to keep dwarves alive for long periods of time [https://www.reddit.com/r/dwarffortress/comments/cvdssa/a_video_showing_how_little_is_needed_to_survive/ here].&lt;br /&gt;
&lt;br /&gt;
=== Eating, drinking, and sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s, depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one such event occurs to them. If they become too unhappy, they may throw [[tantrum]]s, or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and immigration ===&lt;br /&gt;
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]], if they are [[Marriage|married]] to a male dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Jobs, labors and skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do, but, with practice, dwarves will acquire skill, and become faster and better at their jobs. Lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your fort. Some of these are appointed, such as your [[broker]] and [[bookkeeper]], but others, such as the [[mayor]], are essentially forced on you by conditions in the game. See the main article on [[noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately, they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around can also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
{{Main|Mining}}&lt;br /&gt;
&lt;br /&gt;
Digging is an essential part of building a fort. There are several reasons you might want to dig, such as searching for various stone types, ores and gems, or simply to create the basic tunnels and rooms in your fort.&lt;br /&gt;
&lt;br /&gt;
All of the digging operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
{{Main|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Rooms, furniture, and portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, Click on the furniture Item, the press the remove build icon . This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|b|sep=-}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|r|sep=-}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|t|sep=-}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|h|sep=-}}&lt;br /&gt;
| place Chest or Container&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|n|sep=-}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|x|sep=-}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|l|sep=-}}&lt;br /&gt;
| place Memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|u|sep=-}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|T|sep=-}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|o|sep=-}}&lt;br /&gt;
| place Book Case&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|y|sep=-}}&lt;br /&gt;
| place Display (Pedestal)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|p|sep=-}}&lt;br /&gt;
| place Offering Place (Altar)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|i|sep=-}}&lt;br /&gt;
| place Instrument &lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining rooms ===&lt;br /&gt;
{{Main|Zone}}&lt;br /&gt;
&lt;br /&gt;
Areas can be defined as a [[zone|room]] using {{Menu icon|z|sep=-}} (zones), some rooms may require specific pieces of furniture to function properly. The zones menu can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|p|r|sep=-}}&lt;br /&gt;
| place door&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|p|h|sep=-}}&lt;br /&gt;
| place floor hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[door]]s and [[hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
{{Main|Construction}}&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are features that are built in place, rather than carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[stone]] or [[wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s. Some constructions may also require to be created in a workshop first before being able to place them down, such as [[Grate]].&lt;br /&gt;
&lt;br /&gt;
=== Walls, floors, and stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|sep=-}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|l|sep=-}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|f|sep=-}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|r|sep=-}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|t|sep=-}}&lt;br /&gt;
| build Constructed [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|b|sep=-}}&lt;br /&gt;
| build a [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|o|sep=-}}&lt;br /&gt;
| build Paved [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|O|sep=-}}&lt;br /&gt;
| build Dirt road  &lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|F|sep=-}}&lt;br /&gt;
| build a [[Fortification]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|G|sep=-}}&lt;br /&gt;
| build a Wall [[grate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|g|sep=-}}&lt;br /&gt;
| build a Floor grate&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|M|sep=-}}&lt;br /&gt;
| build a Vertical bar&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|m|sep=-}}&lt;br /&gt;
| build a Floor bar&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|y|sep=-}}&lt;br /&gt;
| build a Glass [[window]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|Y|sep=-}}&lt;br /&gt;
| build a Gem window&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|p|sep=-}}&lt;br /&gt;
| build a [[Support]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|k|sep=-}}&lt;br /&gt;
| build a [[Track]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|K|sep=-}}&lt;br /&gt;
| build a Track stop&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with the {{Key|m}}ining menu and selecting {{Key|x}} Remove Construction. Bridges and roads are removed by selecting them and clicking the button in the top right corner.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
=== Grates and Bars ===&lt;br /&gt;
[[Grates]] and bars are used to stop creatures for passing through, while still allowing liquids such as water and magma to. Bars are similar to grates, but they are made of metal instead of rock or wood and don't have to be built in a workshop first.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{Main|Trading}}&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and combat ==&lt;br /&gt;
{{Main|Military}}&lt;br /&gt;
:''See also: [[Military interface]]''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and healthcare ==&lt;br /&gt;
{{Main|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
{{Main|Burrow}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
{{Main|Macros and Keymaps}}&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference sheet ==&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Dwarf fortress mode]]&lt;br /&gt;
[[zh:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=318651</id>
		<title>Dwarf fortress mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dwarf_fortress_mode&amp;diff=318651"/>
		<updated>2026-08-04T18:58:30Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
: ''This is a detailed reference guide. For a beginner tutorial, see [[Quickstart guide]], see further [[tutorials]].''&lt;br /&gt;
:''[[Modding guide|Modding]] is not covered on this page.''&lt;br /&gt;
&lt;br /&gt;
'''Fortress mode''' is the most popular of three modes in ''Dwarf Fortress'', with the other two being [[Adventurer mode]] and [[Legends mode]], often the mode implied when one talks about ''Dwarf Fortress''. Fortress mode is a construction and management simulation of a colony of dwarves. In fortress mode, you pick an [[embark]] location, and then assign your seven initial [[dwarves]] some starting [[Skill | skills]], equipment, provisions, and perhaps, [[animals]] to bring along. After preparations are complete and your hardy explorers [[embark]], they'll be faced with the fortress site you picked down to every little detail; from geologically appropriate stone types, to roaring waterfalls, to, for example, ornery [[Hippo | hippopotami]]. Rather than control individual dwarves, you design everything, and your dwarves will go about implementing your designs on their own.&lt;br /&gt;
&lt;br /&gt;
== Goals ==&lt;br /&gt;
Fortress mode is considered a [[wikipedia:Construction_and_management_simulation_games|construction and management simulation game]]. This entails that few goals are imposed upon the player by the game. &lt;br /&gt;
&lt;br /&gt;
The most apparent goal is survival, as your endeavors at the chosen site will, [[Reclaim fortress mode|for the moment]], end if the last dwarf dies. With this comes the need to keep your dwarves happy, as unhappy dwarves will cultivate some very unhealthy (yet surprisingly [[Losing|Fun]]) habits like murdering their colleagues.&lt;br /&gt;
&lt;br /&gt;
Another goal of sorts, programmed into the game, is creating a fortress that attracts the king/queen of your civilization. Therefore, players typically, but by no means necessarily, choose to expand into a thriving community with skilled [[Labor|workers]], [[military|battle-ready warriors]] and [[nobles]], creating ridiculous amounts of [[wealth|wealth]] like fine [[finished goods|crafts]], excellent armor, valuable [[furniture]], decorated with precious [[gem]]s, all the while protecting them from [[siege|foes]] with deadly [[trap]]s and a trained [[military]]. Avoiding imminent death also requires providing the dwarves with plenty of [[food]] and [[alcohol]], by way of [[farming|farms]] above and below ground, while [[clothing]] from [[leather]] or [[cloth]] will keep them happy.&lt;br /&gt;
&lt;br /&gt;
Of course, every dwarf loves precious [[metal]]s, but the only way to find them is to [[mining|dig]]. Make sure you don't delve too greedily and too deep, for many creatures dwell in the [[caverns]] below...&lt;br /&gt;
&lt;br /&gt;
== The world ==&lt;br /&gt;
To play ''Dwarf Fortress'' in fortress mode, you must generate a world that includes a dwarven civilization - see [[World generation]] for detailed instructions. After at least one world has been generated, you will be able to start the game. Only one game may be going on in a world at the same time.&lt;br /&gt;
&lt;br /&gt;
=== Geographic features / Inhabitants / History ===&lt;br /&gt;
The main features of a world are [[biome]]s on the surface and [[stone layer]]s underground, some of which may contain [[aquifer]]s. Other surface features that are significant, but which aren't biomes, strictly speaking, are [[river]]s, [[volcano]]es, and [[cave]]s.  There are also [[cavern]]s and [[magma sea]]s everywhere underground which your dwarves will most likely encounter, but you can't see these on the world map, or on the local map, for that matter, until you dig into them. There may also be other [[Fun]] things underground that you can't see. You will have to find these on your own, if they exist.&lt;br /&gt;
&lt;br /&gt;
Every playable world will be inhabited by various [[creature]]s, [[civilization]]s, [[night creature]]s, and [[megabeast]]s (including [[titan]]s and [[forgotten beast]]s) in addition to your dwarves. You may encounter all of these types of inhabitants at some point in the form of wildlife, invaders, or rampaging forces of nature.&lt;br /&gt;
&lt;br /&gt;
Given that your world includes creatures and civilizations capable of independent action, it also has a history that is viewable in [[legends mode]], historical events showing up in [[engraving]]s and other artwork created by your dwarves. Historical dates are expressed in terms of the [[Calendar|dwarven calendar]].&lt;br /&gt;
&lt;br /&gt;
You will also be making history as events occur in your fortress, and these events will be recorded for all time in the annals of your world, even if you'd rather that they not be. These events may later become the subject of various [[engraving]]s and [[decoration]]s created by your dwarves, or those in a later fortress.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
{{Main|Embark}}&lt;br /&gt;
:''See also: [[Reclaim fortress mode]]''&lt;br /&gt;
&lt;br /&gt;
[[File:FlowchartDF.png|thumb|250px|right|[[From Caravan to Happy Dwarves|From Caravan to Happy Dwarves]] &amp;amp;ndash; a flowchart showing approximately what sequence of actions most people will take after embarking.]]&lt;br /&gt;
&lt;br /&gt;
Before starting to build a fortress, you must choose the embark location in the world, then assign skills and supplies to the seven dwarves on the expedition team you will embark with into that environment. This is the embarking process, and is a major subject on its own - see the [[Embark]] guide for all the details. Also see [[Starting build]] for more information on outfitting your expedition. After you embark, the real game begins.&lt;br /&gt;
&lt;br /&gt;
== Gameplay user interface ==&lt;br /&gt;
{{Main|Interface}}&lt;br /&gt;
Your main view of the in-game world is a top-down view of a multi-layered environment.  You can move your view in the four main cardinal directions as well as up and down [[Z-level]]s (elevation) to see different layers. There is also a command menu that lets you issue commands that your dutiful dwarves will attempt to follow.&lt;br /&gt;
&lt;br /&gt;
This section covers most of the screens and user interface elements used after embarking, at least in brief. It does not necessarily tell you how to accomplish every task you might need to, but instead just describes what you see on the screen and what various keystrokes do.&lt;br /&gt;
&lt;br /&gt;
Later sections in this document and ''many'' other articles on this wiki help you tie all of this together by describing the sequence of actions needed to accomplish various things in the game; see [[Menu]] for a more detailed reference for the UI itself.&lt;br /&gt;
&lt;br /&gt;
=== Common UI concepts ===&lt;br /&gt;
{{KeyConventions|4}}&lt;br /&gt;
&lt;br /&gt;
=== Pausing and resuming ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Space}}&lt;br /&gt;
| Pause/Unpause the game&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering all menus (except the {{K|s}}quads menu) will automatically pause the game, but if you want to pause or unpause the game without entering a menu use {{K|Space}}. You will see {{DFtext|*PAUSED*|3:3:1}} appear in the upper left corner of the window when the game is paused. Certain [[announcement]]s will also pause the game automatically and you will have to unpause it manually to proceed.&lt;br /&gt;
&lt;br /&gt;
=== Main screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Image:Mouse-wheeldown.png|20px|Scroll mouse wheel down.]][[Image:Mouse-wheelup.png|20px|Scroll mouse wheel up.]] or {{K|[}} {{K|]}}&lt;br /&gt;
| Zoom in and out('['and ']' must be set manually in the key bindings) &lt;br /&gt;
|-&lt;br /&gt;
| {{k|Tab}}&lt;br /&gt;
| Toggle mini-map and command menu.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F11}}&lt;br /&gt;
| Toggle fullscreen mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The screen at the top level of the user interface hierarchy consists of the '''main map''', a '''command window''', and an '''overview mini-map''' area along with a few '''status indicators''' around the edge. While the main map is always visible at the top level of the UI, you can use the {{K|Tab}} key to show and hide the command window and overview map areas, giving you more space to view the main map if desired.&lt;br /&gt;
&lt;br /&gt;
=== Options screen ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{K|Esc}}&lt;br /&gt;
|&lt;br /&gt;
* Enter options menu (if at top level)&lt;br /&gt;
* Move back up one UI level (if not at top level)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Assuming you are at the top level of the user interface looking at the map, you can hit {{K|Esc}} to enter the options menu.&lt;br /&gt;
&lt;br /&gt;
*{{DFtext|Save and return to title menu}} &amp;amp;ndash; Saves the game, unloads the fortress, and returns to the main menu screen. See [[saved game folder]].&lt;br /&gt;
*{{DFtext|Save and continue playing}} &amp;amp;ndash; Saves the game to a new folder, useful for backups.&lt;br /&gt;
*{{DFtext|Retire the fortress (for the time being)}} &amp;amp;ndash; Saves and ends your control of the fort, giving limited control to the game. Most of the fortress remains as is, with citizens, livestock, and most items continuing to exist. Not always available, such as during [[siege]]s. After it saves and returns to the main menu you may start a new game in any mode including to [[Reclaim fortress mode|unretire]] the fortress.&lt;br /&gt;
*{{DFtext|Abandon the fortress to ruin}} (or {{DFtext|Succumb to Invasion}}) &amp;amp;ndash; This permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all of your dwarves leave the site, all of your livestock dies, and all items including corpses will be scattered around the map before it is saved. This is how you &amp;quot;give up&amp;quot; on a fortress. You might later [[Reclaim fortress mode|reclaim]] the fortress with a new group of dwarves or visit it with an adventurer in [[Adventurer mode]].&lt;br /&gt;
*{{DFtext|Quit without saving}}&lt;br /&gt;
*{{DFtext|Settings}} &amp;amp;ndash; [[Settings]] for video, audio, game, keybindings, [[announcement]]s, and [[difficulty]] options.&lt;br /&gt;
*{{DFtext|Return to game}} &amp;amp;ndash; Exits the options menu. You can also just press {{K|Esc}}.&lt;br /&gt;
&lt;br /&gt;
=== Main map ===&lt;br /&gt;
[[File:bentgirder-embark.png|thumb|300px|Main map on the left, command window on the right.]]&lt;br /&gt;
[[Image:3_dimensions.png|right|300px]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} ( + {{k|Shift}})&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|1}} {{k|2}} {{k|3}} {{k|4}} {{k|6}} {{k|7}} {{k|8}} {{k|9}} (keypad)&lt;br /&gt;
| Move map view around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} {{k|&amp;gt;}}&lt;br /&gt;
| Move one [[Z-level]] up or down.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|F1}}&lt;br /&gt;
| Zoom to starting location (default [[#Hotkeys|hotkey]])&lt;br /&gt;
|}&lt;br /&gt;
The main map window is what you will be looking at for the majority of the time. This is where all of the action happens.&lt;br /&gt;
&lt;br /&gt;
While the play area itself is three-dimensional, the window is not; you can only view one [[Z-level]] at a time. You can change which Z-Level is currently displayed using {{k|&amp;lt;}} and {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
On the far right side of the screen is the '''depth bar''' showing you the approximate depth, below or above ground, of the current [[Z-level]] that the map is displaying. This indicator is relative to the surface, so it will change if you move the map around an area with a non-flat surface, even if you don't press {{K|&amp;lt;}} or {{K|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
==== Map cursor ====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}} (keypad)&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move map cursor 1 tile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Shift}} + direction key&lt;br /&gt;
| Move map cursor 10 tiles&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
After entering a command that involves the map cursor ({{Raw Tile|X|6:0:1}}), you can use {{k|↑}} {{k|↓}} {{k|←}} {{k|→}} as well as the numeric keypad keys to move the cursor around in all eight directions. If you hold {{k|Shift}} while pressing one of these, the cursor will move 10 tiles instead of one, enabling you to move it more quickly.&lt;br /&gt;
&lt;br /&gt;
=== Overview map ===&lt;br /&gt;
The overview mini-map shows a compact version of the entire available map area. This can be useful especially if your embark zone is very large. After the fortress has settled into certain areas of the map, its utility decreases and it can be hidden with {{K|Tab}} to provide more space for the main map.&lt;br /&gt;
&lt;br /&gt;
A cursor that looks like {{Raw Tile|X|6:0:1}} on the overview map shows approximately what part of the map you are viewing in the main map window. Parts of the map inhabited by dwarves will be highlighted in blue.&lt;br /&gt;
&lt;br /&gt;
=== Status indicators ===&lt;br /&gt;
In the upper left corner of the screen, you may see some '''report flags''' indicating that new combat-related [[Reports]] have been generated. Some common flags are:&lt;br /&gt;
&lt;br /&gt;
:{{Tile|C|4:7:1}}: new [[combat]] report available&lt;br /&gt;
:{{Tile|H|2:7:1}}: new [[Ambusher#Hunting|hunting]] report available&lt;br /&gt;
:{{Tile|S|3:7:1}}: new [[sparring]] report available&lt;br /&gt;
&lt;br /&gt;
Press {{K|r}} to view the new reports in the [[Reports#Combat|reports screen]]. Once you do so, the flags will be reset.&lt;br /&gt;
&lt;br /&gt;
There is also an '''idle counter''', usually in the upper right, indicating how many dwarves are milling around uselessly, in need of something productive to do.&lt;br /&gt;
&lt;br /&gt;
An '''[[FPS]] (Frames Per Second) counter''' may also be present on the screen if it has been enabled. It is disabled by default. See [[Frames per second]] for more information on what this counter means, as well as how to enable/disable it.&lt;br /&gt;
&lt;br /&gt;
=== Command window ===&lt;br /&gt;
[[File:MainMenu.png|The command window.|frame]]&lt;br /&gt;
This is where key menus and most of the textual information about tiles and buildings is displayed. You can toggle it between single width, double width, and hidden using {{K|Tab}}. The double-width option is particularly useful when lines of text are too long to fit. Once you become familiar with the UI you may want to hide it completely; it will reappear as needed when you activate a command.&lt;br /&gt;
&lt;br /&gt;
The most important interfaces that use the command window are listed below. Many of these encompass a wide variety of functionality so they will not be fully described here. See the linked articles for more details on how they are used.&lt;br /&gt;
&lt;br /&gt;
== Your dwarves ==&lt;br /&gt;
&lt;br /&gt;
Your [[Dwarf|dwarves]] are one of the creature types who implement your designs in-between periods of drinking, eating, partying, drinking again, sleeping, and entertaining themselves. While you do not have full control of your dwarves, you have more control over them than any other creatures. Be aware that it is not necessarily always the case that a dwarf is friendly; [[Insanity|insane]] dwarves, [[Werebeast|weredwarves]] or [[Vampire|vampires]] are anything but.&lt;br /&gt;
&lt;br /&gt;
For a comprehensive reference, Reddit user DarxusC has done research on the minimum requirements to keep dwarves alive for long periods of time [https://www.reddit.com/r/dwarffortress/comments/cvdssa/a_video_showing_how_little_is_needed_to_survive/ here].&lt;br /&gt;
&lt;br /&gt;
=== Eating, drinking, and sleeping ===&lt;br /&gt;
Dwarves need [[food]] to eat, [[alcohol]] to drink (water is a poor substitute), and time to [[sleep]]. If only one of these is available, it better be [[alcohol]]; while water will keep dwarves alive, they will actually work more slowly and get unhappy thoughts (see below) if they don't get much alcohol to drink.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also get unhappy thoughts if forced to eat a single type of food or drink a single type of alcohol all the time, so variety is also important. Dwarves will also get unhappy thoughts if forced to sleep on the floor.&lt;br /&gt;
&lt;br /&gt;
=== Happiness ===&lt;br /&gt;
While going about their day, dwarves will get happy and unhappy [[thought]]s, depending on what sorts of things happen to them. This will nudge their happiness levels up or down each time one such event occurs to them. If they become too unhappy, they may throw [[tantrum]]s, or go completely [[Insanity|berserk]], killing and destroying things.&lt;br /&gt;
&lt;br /&gt;
=== Children and immigration ===&lt;br /&gt;
Periodically, new dwarves from the outside world will [[Immigration|migrate]] to your fortress, drawn by tales of, and looking to share in, your wealth and success. Female dwarves will also get pregnant and have [[children]], if they are [[Marriage|married]] to a male dwarf.&lt;br /&gt;
&lt;br /&gt;
=== Jobs, labors and skills ===&lt;br /&gt;
Any adult dwarf can perform any [[labor]] even if they have no [[skill]] in that area. Unskilled dwarves will simply be slow and not very good at what they are trying to do, but, with practice, dwarves will acquire skill, and become faster and better at their jobs. Lack of practice for long periods leads to skill &amp;quot;rust&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nobles ===&lt;br /&gt;
[[Noble]]s are dwarves who have special positions within your fort. Some of these are appointed, such as your [[broker]] and [[bookkeeper]], but others, such as the [[mayor]], are essentially forced on you by conditions in the game. See the main article on [[noble]]s for more information.&lt;br /&gt;
&lt;br /&gt;
=== Death ===&lt;br /&gt;
&lt;br /&gt;
Assuming they somehow manage to avoid starving, dehydrating, freezing, drowning, burning, falling, being crushed, or otherwise suffering fatal [[wound]]s or [[soap|infections]], your dwarves will inevitably [[Death|die]] of old age. Unfortunately, they are a bit picky about how they are [[Coffin|buried]] or otherwise [[Memorial|memorialized]], and they will [[Ghost|cause trouble]] if they are unsatisfied with their remembrance. Corpses lying around can also pose a hazard if there are [[Necromancer|necromancers]] in the area.&lt;br /&gt;
&lt;br /&gt;
A [[Healthcare]] industry might help your wounded dwarves postpone death.&lt;br /&gt;
&lt;br /&gt;
== Digging ==&lt;br /&gt;
{{Main|Mining}}&lt;br /&gt;
&lt;br /&gt;
Digging is an essential part of building a fort. There are several reasons you might want to dig, such as searching for various stone types, ores and gems, or simply to create the basic tunnels and rooms in your fort.&lt;br /&gt;
&lt;br /&gt;
All of the digging operations are considered [[Mining]]. Even if your goal is simply to dig out a passage and you don't care about extracting ore, your miners will be generating [[stone]] as a byproduct unless they are digging through [[soil]]. See [[Stone management]] for ways to deal with all the unwanted stone.&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
{{Main|Stockpile}}&lt;br /&gt;
&lt;br /&gt;
'''Stockpiles''' are where [[dwarf|dwarves]] will store items of various types. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job on will seek out items that aren't already on a stockpile that accepts them and carry them to the appropriate stockpile. See the main [[Stockpile]] article for detailed information on setting up stockpiles.&lt;br /&gt;
&lt;br /&gt;
== Rooms, furniture, and portals ==&lt;br /&gt;
&lt;br /&gt;
To remove one of these, Click on the furniture Item, the press the remove build icon . This will mark the item for removal and a hauling job will be queued. Eventually a dwarf will show up and haul the item off to a [[stockpile]] if one exists.&lt;br /&gt;
&lt;br /&gt;
=== Furniture ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|b|sep=-}}&lt;br /&gt;
| place Bed&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|r|sep=-}}&lt;br /&gt;
| place Chair or Throne (seat)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|t|sep=-}}&lt;br /&gt;
| place Table&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|h|sep=-}}&lt;br /&gt;
| place Chest or Container&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|n|sep=-}}&lt;br /&gt;
| place Cabinet&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|x|sep=-}}&lt;br /&gt;
| place Burial Receptacle (coffin)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|l|sep=-}}&lt;br /&gt;
| place Memorial Slab&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|u|sep=-}}&lt;br /&gt;
| place Statue&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|T|sep=-}}&lt;br /&gt;
| place Traction Bench&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|o|sep=-}}&lt;br /&gt;
| place Book Case&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|y|sep=-}}&lt;br /&gt;
| place Display (Pedestal)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|p|sep=-}}&lt;br /&gt;
| place Offering Place (Altar)&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|f|i|sep=-}}&lt;br /&gt;
| place Instrument &lt;br /&gt;
|}&lt;br /&gt;
Assuming that dwarves have already made a piece of [[furniture]], they can install it somewhere using one of these commands.&lt;br /&gt;
&lt;br /&gt;
=== Defining rooms ===&lt;br /&gt;
{{Main|Zone}}&lt;br /&gt;
&lt;br /&gt;
Areas can be defined as a [[zone|room]] using {{Menu icon|z|sep=-}} (zones), some rooms may require specific pieces of furniture to function properly. The zones menu can also be used to undefine rooms, with or without removing the associated furniture.&lt;br /&gt;
&lt;br /&gt;
=== Doors and hatches ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|p|r|sep=-}}&lt;br /&gt;
| place door&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|p|h|sep=-}}&lt;br /&gt;
| place floor hatch&lt;br /&gt;
|}&lt;br /&gt;
These commands allow you to place already created [[door]]s and [[hatch cover]]s assuming that you have an adjacent wall.&lt;br /&gt;
&lt;br /&gt;
== Constructions ==&lt;br /&gt;
{{Main|Construction}}&lt;br /&gt;
&lt;br /&gt;
[[Construction]]s are features that are built in place, rather than carved out of existing rock. Constructions are how you build above-ground structures or structures in any other place where there's no rock or soil to carve them out of.&lt;br /&gt;
&lt;br /&gt;
Constructions are usually built out of, and thus require, [[stone]] or [[wood]], but you can also use a variety of materials (such as metal) to build them. Possible constructions include [[Floor]]s, [[Wall]]s, [[Stair]]s, [[Ramp]]s, and [[Fortification]]s. Some constructions may also require to be created in a workshop first before being able to place them down, such as [[Grate]].&lt;br /&gt;
&lt;br /&gt;
=== Walls, floors, and stairs ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|sep=-}}&lt;br /&gt;
| build Constructions submenu&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|l|sep=-}}&lt;br /&gt;
| build Constructed [[Wall]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|f|sep=-}}&lt;br /&gt;
| build Constructed [[Floor]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|r|sep=-}}&lt;br /&gt;
| build Constructed upward [[Ramp]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|t|sep=-}}&lt;br /&gt;
| build Constructed [[Stair]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|b|sep=-}}&lt;br /&gt;
| build a [[bridge]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|o|sep=-}}&lt;br /&gt;
| build Paved [[road]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|O|sep=-}}&lt;br /&gt;
| build Dirt road  &lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|F|sep=-}}&lt;br /&gt;
| build a [[Fortification]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|G|sep=-}}&lt;br /&gt;
| build a Wall [[grate]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|g|sep=-}}&lt;br /&gt;
| build a Floor grate&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|M|sep=-}}&lt;br /&gt;
| build a Vertical bar&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|m|sep=-}}&lt;br /&gt;
| build a Floor bar&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|y|sep=-}}&lt;br /&gt;
| build a Glass [[window]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|Y|sep=-}}&lt;br /&gt;
| build a Gem window&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|p|sep=-}}&lt;br /&gt;
| build a [[Support]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|k|sep=-}}&lt;br /&gt;
| build a [[Track]]&lt;br /&gt;
|-&lt;br /&gt;
| {{Menu icon|b|n|K|sep=-}}&lt;br /&gt;
| build a Track stop&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Walls, Floors, and Stairs are removed with the {{Key|m}}ining menu and selecting {{Key|x}} Remove Construction. Bridges and roads are removed by selecting them and clicking the button in the top right corner.&lt;br /&gt;
&lt;br /&gt;
=== Bridges ===&lt;br /&gt;
&lt;br /&gt;
A [[Bridge]] is not only used to cross rivers or chasms, but can also be used as a large door when built as a drawbridge. Such use requires that a [[Lever]] be linked to it in order for dwarves to control its open or closed state.&lt;br /&gt;
&lt;br /&gt;
=== Roads ===&lt;br /&gt;
&lt;br /&gt;
[[Road]]s are most commonly used to give [[caravan|caravans]] a reliable path to your fortress from the map's edge, though they don't really require one. A paved road is much like a [[floor]] except that it requires fewer raw materials per tile to build. A dirt road requires no materials to build, but deteriorates over time.&lt;br /&gt;
&lt;br /&gt;
=== Grates and Bars ===&lt;br /&gt;
[[Grates]] and bars are used to stop creatures for passing through, while still allowing liquids such as water and magma to. Bars are similar to grates, but they are made of metal instead of rock or wood and don't have to be built in a workshop first.&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
{{Main|Trading}}&lt;br /&gt;
&lt;br /&gt;
When you want to obtain things not available on your map, and you don't want to just kill people to get them, [[Trading]] is the way to go about it. See the main article for everything you ever wanted to know about legitimately and non-violently obtaining things from other creatures.&lt;br /&gt;
&lt;br /&gt;
== Military and combat ==&lt;br /&gt;
{{Main|Military}}&lt;br /&gt;
:''See also: [[Military interface]]''&lt;br /&gt;
&lt;br /&gt;
The '''military''' is one of the most important aspects of a successful fortress. Even with many [[trap]]s, [[bridge|drawbridges]] and [[magma|other defenses]], your military will still need to fend off [[goblin]] [[siege]]s, [[megabeast]]s, [[titan]]s, and fiendish [[Giant cave spider|underground]] [[Forgotten beast|beasties]]. Using a combination of [[squads|squad orders]] and [[scheduling]], you can set up an elaborate offensive, defensive, or balanced military structure for your [[equipment|well-equipped]] [[soldier]]s to follow. Turning your dwarves from [[immigration|useless migrants]] into bloodthirsty killing machines never hurts (unless you're the enemy).&lt;br /&gt;
&lt;br /&gt;
Setting up a military is a huge subject in and of itself, so check out the [[Military|main article]] on it and the [[military interface]] guide.&lt;br /&gt;
&lt;br /&gt;
== Hospitals and healthcare ==&lt;br /&gt;
{{Main|Healthcare}}&lt;br /&gt;
&lt;br /&gt;
Normally your dwarves do just fine assuming they get enough food and alcohol, but sometimes they get wounded. When this happens they can benefit from an efficient [[Healthcare]] system.&lt;br /&gt;
&lt;br /&gt;
== Burrows ==&lt;br /&gt;
{{Main|Burrow}}&lt;br /&gt;
&lt;br /&gt;
'''Burrows''' are optional user-defined areas in your fort where selected dwarves live and work. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Burrows are by no means required, but are useful when you want to restrict certain dwarves to certain areas of the map.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
{{Main|Macros and Keymaps}}&lt;br /&gt;
&lt;br /&gt;
'''Macros''' allow recording sequences of keystrokes and &amp;quot;playing&amp;quot; them back into the user interface as desired. Since the game often requires using a lot of repetitive keystrokes, this can sometimes make life much easier. See the main article for full information.&lt;br /&gt;
&lt;br /&gt;
== Reference sheet ==&lt;br /&gt;
A quick reference guide on fortress mode in DF can be found [https://www.dropbox.com/sh/8akafeuqfsxth7t/U-zOsO7pNr here.] '''Credit to spongemandan on reddit.com'''&lt;br /&gt;
&lt;br /&gt;
It includes a reference sheet on the military, stone, agriculture and a summary reference sheet. &lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Dwarf fortress mode]]&lt;br /&gt;
[[zh:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:V50_interface_preview.png&amp;diff=318650</id>
		<title>File:V50 interface preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:V50_interface_preview.png&amp;diff=318650"/>
		<updated>2026-08-04T18:58:02Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=318574</id>
		<title>Embark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Embark&amp;diff=318574"/>
		<updated>2026-08-04T00:11:14Z</updated>

		<summary type="html">&lt;p&gt;Zippy: I think they fixed this?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:The embarking-of-the-caravan..png|frameless|right]]&lt;br /&gt;
[[File:embark_prev.jpg|301px|right]]'''Embark''' is the time at the very beginning of [[Fortress mode]] before actual gameplay begins (but after [[World generation|generating a world]]), when you and your initial [http://en.wikipedia.org/wiki/Seven_Dwarfs 7 dwarves]:&lt;br /&gt;
# Choose a site.&lt;br /&gt;
# Assign starting [[skill]]s to each dwarf.&lt;br /&gt;
# Select an initial load of [[Embark#Supplies|supplies and equipment]].&lt;br /&gt;
# Arrive at the site with your wagonful of supplies.&lt;br /&gt;
&lt;br /&gt;
==Choosing a Site==&lt;br /&gt;
{{Dual image&lt;br /&gt;
|premium=File:Embark_region.png&lt;br /&gt;
|classic=File:Embark_region_classic.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Region View screen (v50.09)&lt;br /&gt;
}}&lt;br /&gt;
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The main considerations to keep in mind when choosing a site are: the presence of aquifers, availability of wood, ores, and soil, the climate, and your neighbors. There is just ONE BIG RULE: when your home civilization is too small or inaccessible, after the second winter you won't get any more [[Immigration|immigrants]], which can be [[Fun|extremely fun]]. To avoid this situation, select a home civilization with ''at least'' two dwarven sites on the map on the same land mass as your embark location.&lt;br /&gt;
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The Choose Fortress Location screen has two different zoom levels: Region and Local. In the region view, you can [[Site finder|search for an embark location]], [[Reclaim fortress mode|reclaim or unretire a site]], and choose your origin civilization. Each tile on the region view encompasses a 16×16 grid of local view tiles. In the local view, you can select your embark location and view the elevation and grade of the terrain. Additionally, you will see the location of other sites in red, or white (magenta in ASCII mode) for the currently selected dwarven civilization if that menu is open.&lt;br /&gt;
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{{Dual image&lt;br /&gt;
|premium=File:Embark_local.png&lt;br /&gt;
|classic=File:Embark_local_classic.png&lt;br /&gt;
|width=300px&lt;br /&gt;
|caption=Local View screen (v50.09)&lt;br /&gt;
}}&lt;br /&gt;
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Once you select embark, the embark area is shown at the mouse cursor. It can be resized by clicking the arrows in the top-left corner. The size of the embark location directly affects how much data about a map the game will have to store in your computer's memory and the size of your save files. This may [[Frames per second|slow your game down]], and have an effect on the save and load times for your map. As such, smaller maps are recommended, especially for less powerful computers, though 1×1 is not since it is too restricting. Each embark tile on the local view is 48×48 tiles large once you embark.&lt;br /&gt;
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Before you confirm your embark, you will be presented with any notable dangers present in that location. Once you confirm, you'll set up your settlers and equipment.&lt;br /&gt;
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===Your Civilization===&lt;br /&gt;
Selecting '''Choose origin civilization''' will show all dwarven civilizations in the world. When you select a civilization in the region view, it shows the civilization's population, the number of sites, your [[monarch]] and scrolls the map to highlight which sites belong to that civilization. Zooming to the local view will show you exactly which tiles are claimed by that civilization. Civilization choice will affect who is at war with you and what goods are available for trade and at embark. If your civilization is dying or dead (low population, low number of sites), you will receive few [[immigration]] waves and may eventually stop getting [[Trading#Caravans|trade caravans]]. If this is the case, it is recommended you change to a still-existent civilization, unless you want the challenge of having no support from the Mountainhome.&lt;br /&gt;
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===Biomes===&lt;br /&gt;
{{Main|Biome}}&lt;br /&gt;
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A '''biome''' is a biotic area with homogeneous features, characterized by distinctive [[plant]]s, [[creature|animal species]] and [[climate]].&lt;br /&gt;
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In the example map, the biome is a &amp;quot;Tropical Shrubland&amp;quot;. The [[region]] that contains the biome is named &amp;quot;The Hill of Breeds&amp;quot;, and it is part of the continent &amp;quot;The Continent of Hushing&amp;quot;.&lt;br /&gt;
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Biomes will also contain only one set of stone layers, though these usually expand beyond a single biome. Your [[dwarf|dwarves]] will find different resources depending on which biomes they select when starting a fort.&lt;br /&gt;
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It's important to check the different tiles when choosing a fortress location, in order to understand your [[surroundings]]. Each tile on the local view may have its own biome, which you can check by hovering the mouse over each tile.&lt;br /&gt;
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====Climate====&lt;br /&gt;
{{Main|Climate}}&lt;br /&gt;
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Climate determines the temperature range of the region, which in turn impacts the severity of exposure to the outside, whether water will freeze in winter, and how quickly water evaporates. &lt;br /&gt;
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The climate is displayed as &amp;quot;Temperature: Hot&amp;quot; in the example map.&lt;br /&gt;
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Very hot and very cold biomes bring their own challenges, which may be further compounded with overlapping features, such as a glacier being frozen for half the year, being devoid of trees, and lacking a river. Very hot climates may see all their surface water quickly evaporate, making finding a water supply more dangerous, as underground caves filled with hostile creatures may be the only supply of water.&lt;br /&gt;
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====Plant Life====&lt;br /&gt;
{{Main|Tree|Shrub}}&lt;br /&gt;
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Seen in the example map as &amp;quot;Trees: Woodland&amp;quot; and &amp;quot;Other Vegetation: Moderate&amp;quot;.&lt;br /&gt;
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Trees are useful for the [[wood]] they provide, and wood is a basic building material, important for being the only material that can be used to create beds. Also, because creating bins and barrels from metal is an involved process involving more steps, less common resources, and fuel, wood is often preferred for making these items as well. Wood is also a source of [[fuel|charcoal]], one possible [[fuel]] used to make metal products in standard smelters and forges and required for making steel even when you have magma forges. Wood is also useful in making [[lye]] for soap or [[potash]] for fertilizing farms.&lt;br /&gt;
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Despite wood's many uses, it is entirely possible to play without any trees in your biomes. Due to the inexpensive nature of wood, it is possible to simply embark with a large quantity and rely on trade caravans from the elves, humans, and dwarves for your wood needs. Also, at a certain point, trees can be farmed in muddied underground areas regardless of how barren the surface is.&lt;br /&gt;
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Shrubs can provide some quick food through the [[herbalist]] skill, [[still|brewable materials]], and [[seed]]s for some very helpful above-ground [[crops]] which are generally only available through [[trading]] with Elves.&lt;br /&gt;
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====Surroundings====&lt;br /&gt;
{{Main|Surroundings}}&lt;br /&gt;
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[[File:non_embark_area.png|thumb|300px|right|A red overlay, showing an area a player can't embark on.]]&lt;br /&gt;
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Surroundings affect how powerful and hostile local wildlife will be, and some forms of plants are available only in specific types of surroundings.&lt;br /&gt;
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The surroundings of the example map are listed as &amp;quot;Surroundings: Wilderness&amp;quot;.&lt;br /&gt;
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There are two components for surroundings: savagery and spirit. Savagery is notated as Benign, Neutral, or Savage. Spirit is notated as Good, Normal, and Evil. These components overlap to form the nine different surroundings. Any biome can have any set of surroundings; for example a glacier could be haunted, wilderness or mirthful. However, a named region (which is a contiguous area of one category of biomes, such as forests or wetlands) will be either good, normal, or evil.&lt;br /&gt;
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Benign and neutral savagery are functionally identical. Savage lands are like neutral lands, except they will frequently have [[giant animal|giant]] or [[animal person|humanoid]] versions of normal animals. In a savage jungle, for example, you might have a [[tiger man]] instead of a mere [[tiger]].&lt;br /&gt;
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Surroundings with good spirit are generally no more dangerous than their normal spirit counterparts, and have more fanciful (and generally benign) creatures like [[pixie]]s, [[fluffy wambler]]s, or [[unicorn]]s. Evil spirit, however, is far more dangerous to settle. The surface is often scarred with dead vegetation, and rain can inflict [[syndrome|disease]] on your dwarves. It also hosts dangerous creatures, including [[undead]] animals, and many evil surroundings will reanimate ''anything'' that dies in it. These factors make for a much more hostile environment, specifically for players who want to face a greater challenge.&lt;br /&gt;
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It is possible to start a fortress that overlaps multiple alignment types (for example good, evil, savage, and benign). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
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====Layers====&lt;br /&gt;
{{Main|Layer|Ore|Stone}}&lt;br /&gt;
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At the bottom of the information box, some of the main features of the site are reported. You will be told if the biome has soil, whether that soil includes [[clay]], [[sand]], or both, and the depth of the soil layers. Deep soil layers make underground farming extremely quick to set up, as no [[irrigation]] will be needed. However, unfertilized topsoil farms are not as productive as farms made on muddy stone. Additionally, any metal ores available underground are directly named. [[Flux]] stone layers are also reported if present; you can now guarantee yourself the raw materials for a [[steel]] industry if you embark on an area with both flux and [[iron]]. &lt;br /&gt;
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====Aquifer====&lt;br /&gt;
{{Main|Aquifer}}&lt;br /&gt;
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An aquifer is a layer of soil or stone saturated with water, and an area may contain up to 3 aquifer layers (theoretically more are possible, but extremely rare). These aquifers come in light and heavy varieties, both behaving slightly differently. Both can raise the difficulty of starting a fort, but heavy aquifers are much harder to deal with. For specific tactics on managing aquifers, see ''[[Aquifer]]''.&lt;br /&gt;
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===Neighbors===&lt;br /&gt;
Neighbors lists other civilizations that are close to your current location. Proximity increases the chance of interaction, but any civilization listed is close enough to interact with you. If any race is not represented on this page, it means that race cannot reach you. Embarking on an [[island]], or a location completely surrounded by mountains will make it impossible for any civilization but your own dwarven civilization to reach you, as world map travel across oceans or mountains is impossible. Races that are hostile to you are noted as either &amp;quot;Hostile&amp;quot; or &amp;quot;War&amp;quot;. The latter means you will get [[siege]]d by that race, but &amp;quot;hostile&amp;quot; stands only for diplomatic hostility (usually from baby snatching in worldgen). They'll still siege (eventually), and the first time they do will constitute a declaration of war{{verify}}. In vanilla DF, goblins are always hostile, but humans or elves may also be at war with particular dwarven civilizations.&lt;br /&gt;
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It is important to note that [[necromancer tower]]s are not listed as neighbors. The [[undead]] sieges sent by a tower are many times more dangerous than those sent by other civilizations, so be careful. The embark confirmation will warn you if you are too close to a tower.&lt;br /&gt;
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==Creating Your Settlers==&lt;br /&gt;
After confirming the embark site, you then choose how the starting dwarves' skills, equipment, and animals are determined, as well as some difficulty options. This is where previously saved or downloaded [[Embark profile repository|embark profiles]] can be used.&lt;br /&gt;
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===Difficulty===&lt;br /&gt;
{{Main|Difficulty}}&lt;br /&gt;
On the right hand side, you can modify the difficulty settings for this fortress. These settings can also be changed at any time after embark, '''except''' for the (siege) invasion caps. The two categories, &amp;quot;Enemies&amp;quot; and &amp;quot;Economy&amp;quot; are presets for those in &amp;quot;Custom settings&amp;quot;.&lt;br /&gt;
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The enemies settings affects how attacks against your fortress can occur. The &amp;quot;Off&amp;quot; preset prevents [[siege]]s, [[megabeast]] attacks, [[werebeast]] attacks, and [[Creature#agitated|agitated wildlife]], although on site hostile [[undead|wildlife]] and [[evil|environments]] will be unaffected. &amp;quot;Hard&amp;quot; allows these attacks to occur at roughly half the [[population]] and [[wealth]] of a fortress set to &amp;quot;Normal&amp;quot;.&lt;br /&gt;
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The economy settings affect how much [[population]] and [[wealth]] is needed to unlock [[Noble#Triggers|landholders]] and [[Fortress#Nomenclature|fortress ranks]], how much [[Zone#Quality_and_value|value]] is required to increase the quality of zones, and how often nobles can make [[demand]]s and [[mandate]]s. With &amp;quot;Hard&amp;quot;, the wealth needed is five times, the zone value is triple, and the noble period is half that of the &amp;quot;Normal&amp;quot; difficulty.&lt;br /&gt;
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===Play Now!===&lt;br /&gt;
[[File:Embark krugg2.jpg|thumb|Venture forth]] &lt;br /&gt;
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You can forgo the process of assigning skills and supplies and instead select '''Play Now!''' This option will give you a selection of dwarves, with the following profiles:&lt;br /&gt;
&amp;lt;!--Note: the profession data below was Last checked for v50.09--&amp;gt;&lt;br /&gt;
* [[Miner]]: Proficient Miner, Skilled Appraiser, and Novice Judge of Intent&lt;br /&gt;
* [[Woodworker]]: Proficient Carpenter, Competent Woodcutter, Novice Bowyer, and Novice Wood Burner&lt;br /&gt;
* [[Stoneworker]]: Proficient Mason, Adequate Stonecutter, Adequate Stone Carver, and Novice Engraver&lt;br /&gt;
* [[Metalcrafter]]: Proficient Metal Crafter, and either Proficient Stone Crafter or Competent Gem Cutter and Adequate Gem Setter&lt;br /&gt;
* [[Fisherdwarf]]: Proficient Fisherdwarf, and Proficient Fighter&lt;br /&gt;
* [[Planter]]: Proficient Planter, and Proficient Record Keeper&lt;br /&gt;
* [[Expedition leader|Expedition Leader]]: Adequate Organizer, Adequate Persuader, Adequate Negotiator, Adequate Conversationalist, Novice Liar, and Novice Intimidator&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Note: the point data below was last updated for v50.09--&amp;gt;&lt;br /&gt;
The default embark value for a custom embark is 1504 embark points. Usually, 1040 points are spent in [[#Supplies|pre-chosen goods]] (although more can be spent if your civilization lacks iron or copper), 54 points in [[dog]]s and [[cat]]s, and the remainder is allocated towards assorted animals and copper weaponry. The Play Now! embark can even run over the default 1504 points. Generally though, it is better to Prepare Carefully once you know what you're doing with the set up of an early fort.&lt;br /&gt;
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===Prepare Carefully===&lt;br /&gt;
[[File:embark_list_preview.png|thumb|200px|right|Small list of custom-chosen embark items.]]&lt;br /&gt;
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Preparing allows the player to customize their embarking party and supplies by applying 10 skill picks to each dwarf and spending points on items and animals. The total value of embarking is set at 1,504 points, though all but 544 of these are pre-spent on an array of [[#Supplies|basic equipment]] (mostly the same equipment that Play Now! uses). It stands to reason that one should try to maximize the value of their embark by spending all available points. Remember that raw materials cost less embark points than their pre-made counterparts. By preparing carefully it is also possible to [[Fortress name|name]] your fortress and your embark group, as well as choose a custom [[group symbol]].&lt;br /&gt;
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It is possible to change the amount of available embark points when playing via [[advanced world generation]], where presets can be created and/or customized. The maximum amount of embark points a generation setting can have is 10,000.&lt;br /&gt;
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====Skills====&lt;br /&gt;
{{Main|Skill}}&lt;br /&gt;
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At embark, all seven settlers begin without ranks in any skill except [[performance]] skills. Each dwarf can be assigned 10 additional ranks to be allocated however you please among the entire Dwarven skill list &amp;amp;ndash; including military &amp;amp;ndash; with the restriction that no skill can be increased more than 5 ranks. Therefore, you can trade off specialisation against versatility: each dwarf may be 'proficient' in two skills, or minimally skilled (rank 1, 'Novice') across 10 skills, or anything in between. Not all ranks need be allocated. The current skill rank is shown to the left of the skill (e.g. Novice). Skills do not cost embark points, so all 1504 embark points can be allocated to items and animals.&lt;br /&gt;
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The value of a rank is subject to further scrutiny given the early-game value, or lack thereof, of certain skills as well as the relative ease or difficulty of training ranks in a given skill. Many skills are performed just as well by a Novice (skill level 1) or even a Dabbler (level 0) as they are by a Legendary (level 15+). A Novice Furnace Operator won't produce Coke as fast as a Legendary Furnace Operator, but they will produce it fast enough to keep their neighbor smelting hematite until the cows come home. Additionally, embarking with Novice or higher skill will automatically enable the corresponding labor, avoiding manual labor assignments upon arrival.&lt;br /&gt;
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For a more complex example, there is much overlap between what can be produced out of wood and what can be produced out of metal, but wood is plentiful in the early game (often throughout, if a tree farm is established, and caravans will bring in several pages worth of wood if you request it) while metalworking can take much longer to establish, or would take several times longer to produce a given product in the early game due to the multiple steps required. Metalworking skills also train slower than woodworking, and metal products have a longer base production time than wood products.&lt;br /&gt;
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From one point of view, the Woodworking skills would be of more immediate use in producing quick goods of higher value in the early game, especially given the high volume needed; however furniture quality is of little concern in the early game, and the high volume of value-independent goods (such as barrels which you won't be trading away on their own or using to furnish chambers) will cause your carpenter to train his skills fairly quickly. Even on a strictly functional level, a Novice carpenter can produce beds, barrels, and bins fast enough to keep up with a fledgling base. Lastly, once metal production is up and running, it can be agonizingly slow if a Farmer or Peasant has to be reassigned to learn from scratch, thus a proficient Metalsmith stands to pay off much more in time than starting with a proficient Carpenter. Consider as well that you may receive a highly skilled Metalsmith during an [[immigration]] wave, if you care to take that chance.&lt;br /&gt;
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====Supplies====&lt;br /&gt;
The default array of supplies covers a broad range of foodstuffs, seeds, drink, tools, and medical equipment, and is reasonable, though extra food and drink never hurt anyone. &lt;br /&gt;
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:* 2(3)&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; Copper [[pick]]s (or bronze picks if your home civilization has no access to copper)&lt;br /&gt;
:* 2 Copper [[battle axe]]s (or bronze battle axes if your home civilization has no access to copper)&lt;br /&gt;
:* 1 Iron [[anvil]] (or steel anvil if your home civilization has no access to iron)&lt;br /&gt;
:* 1 [[Wheelbarrow]] (if possible)&lt;br /&gt;
:* 1 [[Stepladder]]&lt;br /&gt;
:* 60 units dwarven [[alcohol]] (at least 20 each of up to 3 random types, in 12 barrels)&lt;br /&gt;
:* 6 bags containing 5 [[seed]]s of each of [[dimple cup]], [[cave wheat]], [[plump helmet]], [[sweet pod]], [[pig tail]], and [[quarry bush]].&lt;br /&gt;
:* 15 units of [[meat]] (one random type, 3 stacks of 5 units in 1 barrel)&lt;br /&gt;
:* 15 units of [[fish]] (one random type, 3 stacks of 5 units in 1 barrel) &lt;br /&gt;
:* 15(30)&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; units of [[plump helmet]]s (in stacks of 5 units in 1 barrel)&lt;br /&gt;
:* 5 pig tail fiber [[thread]]&lt;br /&gt;
:* 5 pig tail fiber [[cloth]]&lt;br /&gt;
:* 5 pig tail fiber [[bag]]s&lt;br /&gt;
:* 3 pig tail fiber [[rope]]s&lt;br /&gt;
:* 3 leather [[quiver]]s&lt;br /&gt;
:* 3 wooden [[bucket]]s&lt;br /&gt;
:* 3 wooden [[splint]]s&lt;br /&gt;
:* 3 wooden [[crutch]]es&lt;br /&gt;
:* 2 female [[dog]]s&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* 2 female [[cat]]s&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* up to 5 assorted [[domestic animal]]s&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
:* copper [[battle axe]]s, [[mace]]s, [[short sword]]s, [[spear]]s, and [[war hammer]]s&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; (or bronze if your home civilization has no access to copper)&lt;br /&gt;
:* 2 random domesticated [[Creature_token#PACK_ANIMAL|pack animals]] (These 2 pack animals are always given and don't cost embark points for players &amp;quot;preparing carefully&amp;quot;.)&lt;br /&gt;
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† These are only included by default in the Play Now! package. To start with them when you &amp;quot;Prepare Carefully&amp;quot;, you will need to add them in.&lt;br /&gt;
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'''Considering Metals'''&lt;br /&gt;
* If your civilization lacks copper or iron (or both), the increased costs for standard-issue metal equipment can eat up the embark point advantage that Prepare Carefully has over Play Now!, but the option to customise point allocation still gives careful preparation an edge.&lt;br /&gt;
* If your home civilization does not have access to copper, you will start with bronze picks and bronze battle axes instead.&lt;br /&gt;
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'''Considering Materials'''&lt;br /&gt;
* When settling on a site with few trees, one should definitely consider bringing extra logs to cover the early demand for beds and such.&lt;br /&gt;
* You may also want to consider replacing the pig tail fiber items with much cheaper cave spider silk items (regular, not giant).&lt;br /&gt;
* Note that the types of supplies available can vary depending on what materials are available at the nearest capital of your civilization.  For example, certain types of stone or bars may not be listed at all, if they are not available at your Mountainhome. &lt;br /&gt;
*Pre-made items (weapons, armor, furniture, etc.) cost more embark points than their constituent raw materials, consider this when maximizing embark efficiency.&lt;br /&gt;
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'''Considering Animals'''&lt;br /&gt;
* Do not overlook the value of bringing animals. Dogs in particular can provide an excellent early warning system, good fighters against [[kobold]]s and other thieves, and a healthy supply of meat and bones. Cats are useful for controlling the vermin population, but beware the [[Fun|dangers]] of a [[catsplosion]].&lt;br /&gt;
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'''Those Parentheses'''&lt;br /&gt;
* All the items (not animals or dwarves) that you are bringing with you from embark will appear with between [[Item_designations#Provenance_.2F_Ownership|parentheses]]. Example: {{dftext|(copper pick)|7:1}}&lt;br /&gt;
* Items you manufacture (or obtain by mining/farming/foraging/scavenging) will not have the parentheses.&lt;br /&gt;
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====Saving a starting mix====&lt;br /&gt;
Once you have the mix of items and skills that you like, you can save it to a template with a custom name. In a later game, you can pick that profile when you embark. If your selected civilization does not have some of the desired items in your template, this is announced clearly, and a different civilization can be tried as described above, or you can continue and change your mix.&lt;br /&gt;
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If you match skills to the [[preferences]] and [[personality|personalities]] of your dwarves, it may be an idea not to include any skills in such a template, as they will simply be applied in the original order to the current dwarves as they appear on the list.&lt;br /&gt;
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If you find additional items that you wish to add (perhaps another type of cheap meat, or an ore not previously available), you can overwrite your old template by using the same name. You can also go into the [[embark_profiles.txt]] and edit in the SKILLS or ITEMS as you want - the syntax is fairly straightforward. [[Embark profile repository]] contains examples of different profiles you can experiment with.&lt;br /&gt;
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==Embark Strategies==&lt;br /&gt;
{{Main|Starting build}}&lt;br /&gt;
[[File:Embark krugg.jpg|thumb|Prepare carefully for the hardship ahead.]]&lt;br /&gt;
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The strategies below are suggestions. They are not universal, and many are even contradictory. This is because there is no one true way to play ''Dwarf Fortress''. Some may not work for you because of unstated assumptions about priority, value, fun, or procedure. However, since Losing is Fun, it's always worth it to try something out, even if it doesn't go well.&lt;br /&gt;
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===Picking the Right Location===&lt;br /&gt;
'''Need More Dirt''' - three layers of soil before the stone layers begin provides a very large area that can be used to quickly carve out efficient storage rooms, as well as easy construction of large farms and tree farms without the need to flood/muddy large areas of stone.&lt;br /&gt;
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'''Flowing Water (and its inverse)''' - Flowing water (river or stream) is a must-have for the infinite power it supplies for working machinery, and because underground water supplies are too dangerous to tap into. There is no guarantee of infinite water underground, you could embark on a map with completely dry caverns. However, rainier climates will always have murky pools, which, with careful management, can be refilled from the rain. Infinite power for working machinery can be created using a limited amount of water in a perpetual motion machine, although, being limited in quantity, murky pools simply do not have the capacity to permanently flood your fortress, while a single mistake with an infinite source can easily do so.&lt;br /&gt;
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'''FPS''' - often overlooked, this is perhaps the most consequential decision you will make during embark. FPS drops slowly as fortresses get more people, and create more stuff (the game has to simulate all of these people and the stuff they are making). Having a site that takes little resources to simulate can go a long way to mitigating this problem. The major FPS-eaters to look out for are trees (deciduous trees especially, as they shed their leaves annually), and flowing and/or falling water (the latter being worse on FPS). See the article on [[Maximizing framerate]] for considerations. Of all the things you can ignore to help with FPS, picking a new site is not one of them. Planning for this early on will save you a lot of headaches if you manage to keep a fort alive for more than a decade.&lt;br /&gt;
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===Preparation Strategies===&lt;br /&gt;
'''Free Barrels''' - many products are stored in bins, barrels, or bags and do not stack with other items even if they're in the same broad classification. Plump Helmets and Horse Meat come in separate barrels even though they're both food. Purchasing a single item of food will also produce a free barrel for it to be stored in. As barrels have a cost of 10 to buy empty, buying a single unit of cost 2 foodstuffs gets you a value of 5. Anything above cost 2 bought for the express purpose of getting barrels would be better off just buying barrels empty or raw logs. This concept can be extended to many different goods, and for any stored good you were &amp;quot;going to buy anyway&amp;quot;.  [[Alcohol]] will come in a new barrel after every 5th unit.&lt;br /&gt;
* Note that meat products from the same animal will store in the same barrel, thus 1 unit of Horse Meat and 1 unit of Horse Tripe will only get you one barrel, not two.&lt;br /&gt;
* Upon arrival you can build a kitchen and prepare lavish meals out of all those single units of meat. This will &amp;quot;compress&amp;quot; your food, and free up some barrels for brewing. Size of stacks of food from cooking is equal to sum of stack sizes of ingredients, so you lose nothing.&lt;br /&gt;
&lt;br /&gt;
'''Cheaper food''' - you can bring lots of [[milk]] (worth 1 embark point each), build a [[farmer's workshop]], and make [[cheese]] out of that milk. Combine this with the trick for free barrels, cook lavish meals out of that cheese and meat, and you will get some free barrels, and good quality food for cheap. Making milk into cheese is very fast and requires no skill, you just need to enable cheese making on your cook or brewer.  Pick 1 unit of milk from each species and each one will come with a free barrel.&lt;br /&gt;
* To save on alcohol (you should probably still bring some of it, though) get plump helmets for 4 embark points each. Remember to disable cooking them in z -&amp;gt; Kitchen menu. Build a still, and brew them all, each will make 5 units of alcohol. You can supplement this with gathering and brewing local plants.&lt;br /&gt;
* Cooking lavish meals out of 1 unit of meat, and full barrels of alcohol made on the spot from plump helmets (known as booze cooking) can produce even more food, but only if one knows how to do it.&lt;br /&gt;
* When choosing all that different food, be smart. Press &amp;quot;n&amp;quot; Go to &amp;quot;Meat&amp;quot; section, press &amp;quot;e&amp;quot;, and search for one particular kind of food, &amp;quot;meat&amp;quot;, for example. Press enter, rinse and repeat. This way, you can quickly add food from different animals and be sure you don't have any 2 foods from the same species. Also, it's good to make a template so you won't have to do the whole thing all over again when you start another fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cheap Bags''' - while even the cheapest bags (made from cave spider silk and low-value leather) cost 10 points each, you can instead simply bring several units of [[sand]] costing 1 point each, as each unit of sand will be stored in its own bag made from a randomly selected material (including giant cave spider silk and valuable creature leather). The sand can be dumped at a [[garbage dump]] to free up the bags, or turned into [[glass]].&lt;br /&gt;
&lt;br /&gt;
'''Don't Really Need That''' - unless you have tailored your embark for metal production quick and early, an anvil is typically unnecessary and the 100 points you get from refunding it can be better spent on skills or additional foodstuffs (can't really have enough foodstuffs). By the time the Dwarven caravan arrives in the fall, a 100☼ iron anvil, or even a 300☼ steel anvil, should be little more than an inconvenience. This can sometimes be &amp;lt;s&amp;gt;problematic&amp;lt;/s&amp;gt; [[Fun]] if you are unlucky and the caravan does not bring an anvil.&lt;br /&gt;
&lt;br /&gt;
'''REALLY Don't Need That''' - For players more familiar with the game. Bring no pre-constructed goods (weapons, buckets, etc.), just the materials to make them with. This requires several (3-10, though you're likely to bring way more) logs, some fire-safe stone (ores are fine if you don't mind some micromanagement), a few nuggets of copper ore, and an anvil. Upon arrival, build a Wood Furnace and a Forge, make charcoal, then picks for the [[miner]]s and an axe for [[wood cutter]]s.&lt;br /&gt;
&lt;br /&gt;
Medical supplies should be unnecessary to start with, because if you need them &amp;lt;s&amp;gt;you're screwed&amp;lt;/s&amp;gt; you'll have [[Fun]]. You may want to bring some [[rope]] (or just [[thread]]) along though.&lt;br /&gt;
&lt;br /&gt;
'''Yes, I Do Need That''' - DON'T EVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or a safe water source (preferably flowing). Be sure to bring multiple types of alcohol, as your dwarves will be happier this way, because the different types will encompass their numerous preferences.&lt;br /&gt;
&lt;br /&gt;
'''More Means Better... Right?''' - Perhaps you once thought that the default amount of embark points aren't enough for you, and that you could give your fortress a serious leg up in getting started if you embark with ''much'' more animals and supplies. This can be done in a few ways: The first way is entering the &amp;quot;advanced world generation&amp;quot; screen and creating a custom world generation preset with higher embark points. Note that only a maximum of 10,000 points can be entered without cheating or hacking. The second way is to repeat the first step, but modify the world_gen.txt file found in the [game dir]\data\init\ directory - modifying the [EMBARK_POINTS:#] line with any custom number and saving, which '''can''' be set above 10,000. The third way is to simply use the &amp;quot;points&amp;quot; command if using [[DFHack]], once a world is generated.&lt;br /&gt;
&lt;br /&gt;
Back to the original question, does more mean &amp;quot;better&amp;quot;? The answer: yes and no. Starting with way more supplies and animals can give you a huge starting advantage in already having the materials and then some to get your fortress going, and having the extra animals can be useful for early breeding and butchering. The extra supplies/animals can also provide a huge advantage in trading. However, having extra supplies can also hurt gameplay, as having too much of something can hamper the chance for a dwarf to make something themselves, giving them less opportunities to increase their skill levels. And having too many animals can be a pain to manage, especially once they start breeding and make this task harder. However, this can be rectified by butchering some of them. Also, bringing too many supplies with you can have dwarves putting things away from the wagon for a much longer time than normal. This can be a massive nuisance if starting out in harder embark locations where early attacks are likely, or if thieving creatures come by.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*New players may find the [[Quickstart guide]] useful.&lt;br /&gt;
*The [[Starting build]] article has more detailed embark strategies.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[Ru:Embark]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Memorial&amp;diff=318306</id>
		<title>Memorial</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Memorial&amp;diff=318306"/>
		<updated>2026-07-30T01:32:23Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{Merge|Slab|date=November 2017}}&lt;br /&gt;
&lt;br /&gt;
{{V50_furniture&lt;br /&gt;
|graphic=[[File:Memorial_Premium.png]]&lt;br /&gt;
|name=Memorial&lt;br /&gt;
|tile=∩&lt;br /&gt;
|stone=n&lt;br /&gt;
|metal=n&lt;br /&gt;
|glass=n&lt;br /&gt;
|slabv50=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[memorial hall|Memorial Hall]]&lt;br /&gt;
}}'''Memorials''' are buildings which can be built from the {{k|b}}uild menu under {{k|Alt}}+{{k|s}}. To create one, you first need to order a blank [[slab]] at a [[stoneworker's workshop]] ({{k|a}}, {{k|Alt}}+{{k|s}}), then order an [[engraver]] to make the unengraved slab into a memorial at a [[stoneworker's workshop]] ({{k|a}}, {{k|Alt}}+{{k|s}}). When placing the memorial (listed under 'slab' in the build menu), hitting 'x' on the materials menu will expand the list and let you pick which specific memorial you want. Once engraved, they can be built as an alternative to [[coffin]]s - failure to memorialize or entomb a deceased dwarf may lead to [[ghost|unexpected consequences]]. If you're having trouble finding which slab you want to place, use {{k|x}} to expand the list and find named or blank slabs.&lt;br /&gt;
&lt;br /&gt;
Examining the memorial will show a short description of the deceased:  the year when they died or went missing, their cause of death, who or what killed them (if applicable), any [[nobility]] position they held, and may also mention one or more of their [[preference]]s.  It will also note if they were a mother or a father. &lt;br /&gt;
&lt;br /&gt;
You can create a [[memorial hall]] from a memorial's {{k|q}}uery menu. Memorial halls appear to serve as additional [[meeting hall]]s: free dwarves will congregate in the area and receive happy [[thought]]s from the decorations.&lt;br /&gt;
&lt;br /&gt;
Oddly, it is also possible to engrave memorials to [[goblin|invaders]], [[forgotten beast]]s, and even ''merchant [[wagon]]s'' (not just the merchants, but the wagon itself!). This can be used to create trophy halls full of goblin skeletons and weapons, or to memorialize a deceased warrior's [[kill list]] inside of his tomb.&lt;br /&gt;
&lt;br /&gt;
Memorials work inconsistently for merchants' escorts--some deceased caravan guards are not included in the list of potential memorial subjects. This behavior is presumably a bug, but you can avoid problems by placing dead caravan guards into coffins whenever possible.&lt;br /&gt;
&lt;br /&gt;
[[File:City of London Cemetery collapsed grave slab ledger stone 2.jpg|thumb|370px|center|A collapsed memorial in London.]]&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mannerism&amp;diff=318305</id>
		<title>Mannerism</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mannerism&amp;diff=318305"/>
		<updated>2026-07-30T01:31:16Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{merge|Creature_mannerism_token|target=Mannerism|date={{CURRENTDATE}}}}&lt;br /&gt;
Mannerisms show up in the dwarves' status screens. For example: &amp;quot;When greeting others, she always smiles nervously.&amp;quot; It is not apparent whether these mannerisms have any concrete effect.&lt;br /&gt;
&lt;br /&gt;
==Mannerism Tokens==&lt;br /&gt;
From the [[string dump]].&lt;br /&gt;
&lt;br /&gt;
* MANNERISM_LAUGH&lt;br /&gt;
* MANNERISM_SMILE&lt;br /&gt;
* MANNERISM_WALK&lt;br /&gt;
* MANNERISM_SIT&lt;br /&gt;
* MANNERISM_BREATH&lt;br /&gt;
* MANNERISM_POSTURE&lt;br /&gt;
* MANNERISM_STRETCH&lt;br /&gt;
* MANNERISM_EYELIDS&lt;br /&gt;
* MANNERISM_FINGERS&lt;br /&gt;
* MANNERISM_NOSE&lt;br /&gt;
* MANNERISM_EAR&lt;br /&gt;
* MANNERISM_HEAD&lt;br /&gt;
* MANNERISM_EYES&lt;br /&gt;
* MANNERISM_MOUTH&lt;br /&gt;
* MANNERISM_HAIR&lt;br /&gt;
* MANNERISM_KNUCKLES&lt;br /&gt;
* MANNERISM_LIPS&lt;br /&gt;
* MANNERISM_CHEEK&lt;br /&gt;
* MANNERISM_NAILS&lt;br /&gt;
* MANNERISM_FEET&lt;br /&gt;
* MANNERISM_ARMS&lt;br /&gt;
* MANNERISM_HANDS&lt;br /&gt;
* MANNERISM_TONGUE&lt;br /&gt;
* MANNERISM_LEG&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Profile&amp;diff=318304</id>
		<title>Profile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Profile&amp;diff=318304"/>
		<updated>2026-07-30T01:22:17Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(For workshop profiles, see [[Manager#Setting_workshop_profiles|Manager]].)''&lt;br /&gt;
&lt;br /&gt;
The '''profile''' (or character sheet) is an important part of the [[interface]], giving all information you can ever need (or better get by normal means)&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; on a particular dwarf. The profile is accessible by clicking on a dwarf, and consists of several screens (or tabs): Relations, Groups, Military, Thoughts, Personality, Overview, Items, Health, Skills, Rooms, Labor.&lt;br /&gt;
&lt;br /&gt;
After clicking the dwarf the overview screen (tab) is shown giving you an overview of their&lt;br /&gt;
:* upper left box: gender, age, most important family relations and pets (if any)&lt;br /&gt;
:* upper right box: notable characteristics&lt;br /&gt;
:* second row box (left): (current) health status&lt;br /&gt;
:* second row box (right): current positions (administrativ and noble)&lt;br /&gt;
:* third row box (left): hauled (job) item, only one is shown, if multiple are hauled. Might be ie. wheelbarrow, if one is currently used by the dwarf.&lt;br /&gt;
:* third row box (right): current assigned squad (if any) and highest combat related skills&lt;br /&gt;
:* fourth row box (left): highest labor/job related skills&lt;br /&gt;
:* last row box: a quote from the dwarf (ie. about their most recent activity or their general view on life or how they are feeling) and their most recent thoughts and memories. This can give an overview of some of the most recent activities of the dwarf.&lt;br /&gt;
&lt;br /&gt;
Also on the top right side of the profile their are some buttons to view the dwarf's (recent) combat history, customize the dwarf's name and profession (ie. give the dwarf a nickname), set the camera to follow the dwarf around and a button to send the dwarf somewhere else (ie. send the dwarf to a linked site, if any, or outright expel the dwarf).&lt;br /&gt;
&lt;br /&gt;
The other tabs of the profile can be accessed by clicking a tab (above the boxes) in the profile.&lt;br /&gt;
&lt;br /&gt;
''Note:'' &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;): Some stats (ie. concrete current attribute values, raw skill level, amount of skill experience etc.) are either not acessible by normal means (except ie. using utilities like gui/gm-editor of dfhack) or only acessible (shown), if df is run with dfhack.&lt;br /&gt;
&lt;br /&gt;
==Breakdown of (other) tabs==&lt;br /&gt;
===Relations===&lt;br /&gt;
{{main|Relationships}}&lt;br /&gt;
This section is accesible by clicking the &amp;quot;Relations&amp;quot; tab. It lists the relations with other dwarves, worshipped deities (and/or religions), pets and bonded animals. Close family relations are listed first, then any worshipped deities, followed by pets and bonded animals and at last the non-kin relationships to other dwarves (and sentient beings) are listed. The more relationships, generally, the happier they are, but also the more impacted they will be by potential deaths.&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
This lists the current and former groups (also known as entities) the dwarf does (and did) belong to, their ties to that group and the positions the dwarf holds (or did hold) in that group. Every entry gives the name of the group, the type of the group/entity (ie. civilization, site government or guild) and the tie the dwarf has to the group (ie. citizen, in case of a civilization). Groups, where the dwarf holds (or did held) a position, will be listed multiple times as each position is also a link/tie to a group. Also note for each unique position (like manager or mayor) of a group only one entry is added, ie. if a dwarf was previously a manager and is again serving as a manager, it is only mentioned that the dwarf is currently the manager (and not that the dwarf is also the ex-manager), but for each squad the dwarf was (or is) part of the list will have an entry, also for each different militia captain (squad leader) position the dwarf holds (or did hold) an entry is listed (as each squad has its own unique leader).&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Has three sub-tabs: squads (opened after clicking on the military tab), uniform and kills. If the dwarf is in a squad the name of the squad and the current orders are listed (in the first tab, opened upon clicking the military tab). The second tab gives an overview of the assigned uniform (if any) and the third tab shows the kill list.&lt;br /&gt;
&lt;br /&gt;
====Kill list====&lt;br /&gt;
A dwarf's [[kill_list|kill list]] is a record of what creatures they have killed ([[meat industry|slaughtering]] aside). Only dwarves that have actually killed things in hostile combat get kill lists. Some dwarves arrive at your fortress with a few kills already under their belt. Although vampires draining others of blood count as kills, in practice their true kill lists are hidden and usually empty as part of their disguise.&lt;br /&gt;
&lt;br /&gt;
===Thoughts===&lt;br /&gt;
[[File:Thoughts_v50_preview.png|right|258px]]&lt;br /&gt;
''See also: [[Thought]] and [[Memory (thought)|Memory]]''&lt;br /&gt;
&lt;br /&gt;
This screen is accessible by clicking on the &amp;quot;Thoughts&amp;quot; tab. It has two sub-tabs: Recent thoughts and Memories.&lt;br /&gt;
&lt;br /&gt;
The Recent thoughts (sub-)tab gives you a list of the recent thoughts of the dwarf (see [[Thought|thoughts]]), with the most recent thoughts (and remembered memories) listed first (in comparison to the list on the overview tab this list is much longer).&lt;br /&gt;
&lt;br /&gt;
The Memories tab gives a lists of seasons and the memories the dwarf has gained in that season (see [[Memory_(thought)|memories]]), if a listed memory (upon becoming a core memory) did change a personality facet (and/or value) it is mentioned here (but is not generally mentioned, whether a listed memory has become a core memory or not).&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
[[File:Personality v50 preview.png|right|thumb|A miner's mind.]]&lt;br /&gt;
This tab consists of four sub-tabs (Traits, Values, Preferences, Needs) and gives an overview over the personality of the dwarf.&lt;br /&gt;
When the personality tab is clicked by default the Traits tab is shown.&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
This tab gives a detailed description of the dwarf's (or character's) traits. &lt;br /&gt;
&lt;br /&gt;
If any of the mental attributes (see [[Attribute#Soul_attributes| mental attributes]]) are above or below the racial average attribute range, then all of these attributes are listed in the first paragraph (the paragraph is missing if all mental attributes are within the average mental attribute ranges). Instead of just listing the name of the attribute and the concrete value of the attribute a verbose description of the attribute (and the corresponding value range the attribute's value belongs to) is given instead. All attributes above the average attribute range are listed first and in green (with the attributes more tiers above the average listed before attributes with less tiers above the average) and all attributes below are listed (afterwards and) in red (with the attributes with more tiers below the average listed after the attributes with less tiers below the average, so that the worst mental attributes are listed last).&lt;br /&gt;
&lt;br /&gt;
Afterwards the [[Personality_facet| personality facets]] of the creature, which are not in the default range, are listed. As usually every creature will have a personality facet, which is not in the default range, this paragraph will usually not be empty. Again the facets, with the higher deviation from the default range are listed first. If any of the personality facets were changed due to the memory of an event becoming a core memory, for each personality facet changed, the last such event with the change is also mentioned here. Also not that temporary personality facet changes (eg. due to recent alcohol consumption) are also mentioned (and highlighted by using yellow text color).&lt;br /&gt;
&lt;br /&gt;
In the next paragraph the [[Mannerisms|mannerisms]] of the character are mentioned, which might be empty (if the character does not have any).&lt;br /&gt;
&lt;br /&gt;
And afterwards the alcohol addiction of dwarves is mentioned and it is also mentioned if the character likes working outdoors - it is not mentioned, if a character does not like working outdoors.&lt;br /&gt;
&lt;br /&gt;
====Values====&lt;br /&gt;
This subtab lists first (in one very long sentence) the general [[Personality_value|personality values]] shared by all members of that civilization. The personality values are ordered by the higher tier differences from the middle personality value tier listed before personality value with lower tier deviation. Any personality values, which belong to the middle tier, are omitted. Also all personality values, which differ from the normal personality value of that civilization are not mentioned in the first sentence.&lt;br /&gt;
Afterwards in light blue (?) text color the personality values, which differ from the cultural values (of that civilization) are mentioned.&lt;br /&gt;
And lastly, if the character has [[Personality_goal| personality goals]], these are listed afterwards (in vanilla, without adding any more personality goals ie. via dfhack, a character will have at most one personality goal).&lt;br /&gt;
&lt;br /&gt;
====Preferences====&lt;br /&gt;
This sub-tab lists the [[Preferences|preferences]] of the dwarf as well as the hateable vermin, the creature hates (or dislikes) the most.&lt;br /&gt;
&lt;br /&gt;
====Needs====&lt;br /&gt;
This sub-tab lists gives an (detailed) overview of the characters [[Need|needs]] and to which degree the need is currently met.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
This tab lists the items the character is currently wearing or hauling. Any (worn) items, which are part of the regular clothing (which includes any crafts or even large gems), are marked as such (with the letter 'c' before the button at the right side of the entry) and are considered to be owned by that dwarf. Any item worn (and not hauled), which is not considered part of the regular clothing, is not considered to be owned by that dwarf. All items (ie. to view, dump or forbid the item) can be accessed via a button on the right side of the entry.&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
This tab has five sub-tabs, which are status, wounds, treatment, history and description. Upon clicking on the Health tab the status sub-tab is shown. If the character has any health problems, they are listed here. If the character has any (evaluated) wounds, they are listed in the wounds sub-tab. Any treatments are listed in the treatment sub-tab. The medical history (if any) of the character are given in the history sub-tab. The Description sub-tab gives a description of the dwarf (and an overview of the dwarfs physical attributes).&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
This tab gives a detailed description of the creatures (appearance and physical capabilities).&lt;br /&gt;
&lt;br /&gt;
First (in grey text color) a short description of the race (or species) the character belongs to is given.&lt;br /&gt;
&lt;br /&gt;
If there are any physical attributes, which deviate from the average value range of that attribute for that creature, another paragraph is added listing all physical attributes, which deviate from the average value range. The ordering of the attributes is the same as the ordering for the mental attributes (and again the attributes above the default/average value range are listed in green text and the attributes below the default/average value range are listed in red text).&lt;br /&gt;
&lt;br /&gt;
Afterwards a detailed description of the characters appearance is given. Also any missing or deformed extremeties (and organs) are listed (if there are any).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
This tab has five sub-tabs, which are Labor, Combat, Social, Other skills and knowledge. Upon clicking on the Skills tab the Labor sub-tab is opened. In all sub-tabs (except the Knowledge sub-tab) different skills the character has are listed. In each category the skills with the higher skill levels are listed above the skills with lower skill levels. For skills with the legendary rank, the skills with higher raw skill level are listed above other legendary skills with lower raw skill level. If a skill is considered to be rusty (or very rusty) it is mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Labor sub-tab lists all skills (with at least 1 experience point), which are associated with any labor (including organizer, for administrative jobs, and appraiser, for the broker position, but not ie. ambusher). For each skill the color associated with the corresponding profession is used as text color.&lt;br /&gt;
&lt;br /&gt;
The Combat sub-tab lists all combat related skills (including Observer and Discipline, but not ie. Mining, allthough that skill is used for characters using a pick-axe as a weapon, or ambusher).&lt;br /&gt;
&lt;br /&gt;
The Social sub-tab lists all social skills of the character (including ie. leader, speaker and teacher, but not student).&lt;br /&gt;
&lt;br /&gt;
In the Other skills sub-tab all remaining skills are listed, which ie. includes all skills (except speaker), which are associated with any performance, Concentration, Student, Ambusher, Swimmer and Climber.&lt;br /&gt;
&lt;br /&gt;
The Knowledge sub-tab lists all knowledge of ie. art forms, with known poetic forms listed before known musical forms, which in turn are listed before known dance forms.&lt;br /&gt;
&lt;br /&gt;
===Rooms===&lt;br /&gt;
This tab lists all rooms (Study, Quarters, Dining Room and Tomb) which are assigned to the dwarf. If no room of a type is assigned to the character (or the character's spouse) then this is also mentioned, ie. by saying &amp;quot;No Study&amp;quot; or &amp;quot;No Dining Room&amp;quot;. If multiple rooms of a type are assigned to a character (including rooms assigned to the character's spouse) each such room is listed. Each entry has first an icon, donating the type of room, then the name of the room (or default name of that room, if the room was not named) and the type of the room (including quality) is mentioned. If any of the character's positions (noble or administrative) need a room of a certain quality, then the entry also mentions for any assigned room of that type, whether that room satisfies the requirement (and also the icon color is then changed from ie. grey, no requirement, to either green or yellow, depending on whether the room meets the requirement) - and in general all rooms, which do not satisfy the needed room quality should be removed (as the character might use the sub-standard room and thus get a bad thought from that). Also each room entry has a button on the right side to directly go to the location of that room (but this does not open the corresponding zone menu).&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
This tab has four sub-tabs, which are work details (shown, after clicking the labor tab), workshops, locations and work animals. At the top of each sub-tab it is mentioned, whether the character is specialized or not (and can be changed by clicking the corresponding button).&lt;br /&gt;
&lt;br /&gt;
====Work details====&lt;br /&gt;
If the character's profession is not a baby (nor a child), then an overview of the character's work details is given here, with the possiblity to reassign the characters work details. &lt;br /&gt;
&lt;br /&gt;
====Workshops====&lt;br /&gt;
Lists the name of the workshop (if any name was given) the character is assigned to. Each list entry also has three buttons on the right side, allowing to navigate to the location of the workshop, to view the workshop's screen (and thereby exiting the character sheet) and to remove character from an assigned workshop. All build levers are considered workshops, too, so if the character is assigned to a lever (or multiple levers), the levers are also listed here.&lt;br /&gt;
&lt;br /&gt;
If the character's profession is either baby or child, then it is only stated: &amp;quot;No dedicated workshop assignments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Locations====&lt;br /&gt;
Lists the name of the location with the type of occupation and the name of the location. The entry also has the possibility to open the corresponding location menu (or more precise to the zone assigned to a location with the lowest id) via a button or to remove the character from the assignment via a button.&lt;br /&gt;
&lt;br /&gt;
If the character's profession is either baby or child, then it is only stated: &amp;quot;No dedicated location assignments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Work animals====&lt;br /&gt;
Lists all work animals, which are all animals trained for either hunting or war (including work animals currently assigned to other characters), and gives the possibility to assign or remove an assigned work animal from that character (note: the first time a work animal is assigned to a character the work animal is given a name) - it should also be noted that an assigned work animal cannot be removed via the list entry in the Pet/livestock tab of the unit list. It is also possible for all listed work animals to either view the current location of the work animal or to view the corresponding character sheet (profile) of that work animal.&lt;br /&gt;
&lt;br /&gt;
It should also be noted, that it is possible to assign work animals to children and babies(!) via the Pets/Lifestock tab of the unit list, but it is not possible to remove these assigned animals (before the character did come of age), because, if the character's profession is either baby or child, then it is only stated: &amp;quot;Cannot assign work animals&amp;quot; (eventhough the assignment of work animals is clearly possible, via the Pets/Lifestock tab of the unit list).&lt;br /&gt;
&lt;br /&gt;
{{category|Interface}}&lt;br /&gt;
[[ru:Profile]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=318303</id>
		<title>Extinction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Extinction&amp;diff=318303"/>
		<updated>2026-07-29T23:34:55Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Included vermin.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:extinct_preview.png|right]]'''Extinction''' means one of three things in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
== Extinct creatures ==&lt;br /&gt;
With the release of the [[Release_information/53.15|Dino Update]], [[Creature#Extinct|extinct creatures]] and [[Vermin#Extinct|vermin]] from the real world were added to the game, including [[animal person]] variants of them. Depending on the options chosen when [[World generation#Real world extinct creatures|generating a world]], these extinct creatures can be removed entirely, made to only exist in certain circumstances, or to exist as domesticated animals. They are classified by the prehistoric era they existed in, but this currently has no effect on how or where they appear. These creatures aren't inherently related to the concept of extinction as defined on the rest of this page, though it is possible for them to become locally extinct in an area they initially existed in.&lt;br /&gt;
&lt;br /&gt;
== Sapient extinction ==&lt;br /&gt;
The first meaning of the word pertains to [[world generation]]: fighting between different sapient species may be so intense that a particular sapient species is wiped out entirely, going extinct in the process. Extinction events are exceedingly rare in larger worlds, but surprisingly common in pocket ones, where inter-species competition is at its fiercest.  Sapient species that go extinct will obviously no longer [[caravan|trade]] with your dwarves, nor threaten them with [[ambush]]es or [[siege]]s. You can somehow still start a fortress mode game in a map vacated of any dwarves, but will not receive any [[migrant]]s beyond the first two (hard-coded) waves, nor any [[noble]] appointments (including the [[monarch]]). Conversely, if your fortress receives a third migrant wave, a dwarf trade caravan, or a monarch, then your civilization was not truly extinct, only &amp;quot;dying&amp;quot;. Civilizations can remain &amp;quot;dying&amp;quot; for hundreds of years{{bug|9503}}, and the game won't allow you to embark from an extinct civilization if any non-extinct civilizations are available, so a truly extinct civilization embark is fairly difficult to obtain, but not impossible.{{cite_forum|154368.msg6754648#msg6754648}}&lt;br /&gt;
&lt;br /&gt;
On a smaller scale, landmass-specific extinctions can also occur, and although they are not nearly so dramatic as ''mass'' extinctions and are in fact quite common, they can still affect your game. This usually happens on separated landmasses, and [[island]]s inhabited by more than one sapient species below a certain area. Since [[civilization]]s cannot yet cross bodies of water that don't freeze over, such extinctions will affect your gameplay should you chose to settle on such a landmass. The effect of settling someplace inaccessible to dwarves is the same as starting a fortress when they are extinct: only two hard-coded migrant waves.&lt;br /&gt;
&lt;br /&gt;
[[Calendar#Ages|Calendar ages]] are greatly influenced by the relative lack - or abundance - of sapient life in your world, and so provide an at-a-glance view of the state of civilization on your lonely planet (if you know what they stand for, of course). Two calendar ages are more directly associated with extinction: the ''Age of Death'' and the ''Age of Emptiness'', in which all civilizations have been wiped out. Actually getting these to happen can be difficult - the latter can only be achieved by killing every civilized creature in a world in Adventurer mode, then committing suicide, then [[embark]]ing on the same map in fortress mode, then committing suicide with all of ''those'' dwarves. Once all of this is done, you will finally get an [[announcement]] telling you of the passing of the age. [http://www.bay12forums.com/smf/index.php?topic=46033.0 It's been done before].&lt;br /&gt;
&lt;br /&gt;
== Site extinction ==&lt;br /&gt;
The second, more nuanced form of extinction has to do with the wildlife in your [[surroundings]]. Every [[site]] can have a certain number of [[creature]]s appear in it; ''which'' creatures depends on the site's [[biome]]s, ''how often'' depends on the &amp;lt;tt&amp;gt;[FREQUENCY]&amp;lt;/tt&amp;gt; [[creature token]] in their [[raw file]]s,  ''how many'' depends on the number of biomes you abridge and on the creature's &amp;lt;tt&amp;gt;[CLUSTER_NUMBER:#]&amp;lt;/tt&amp;gt;, and ''how many before none will ever appear in the wild again'' depends on a somewhat randomized token in specific creatures' definitions, the &amp;lt;tt&amp;gt;[POPULATION_NUMBER:#:#]&amp;lt;/tt&amp;gt; tag. That is, if as many (wild, non-[[mount|siege mount]]) creatures die or are [[cage trap|captured]] and kept upon visiting your fortress as &amp;lt;tt&amp;gt;[POPULATION_NUMBER]&amp;lt;/tt&amp;gt; is set to, they will be considered locally extinct, and will have their range clipped from your fortress surroundings.&lt;br /&gt;
&lt;br /&gt;
This cap will not limit any [[breeding]] you do once you have captured the creature, and will obviously not affect any creatures visiting your [[site]] that are allowed to leave. It ''will'' affect the maximum number of non-breeding creatures that you can have at your fortress, however, and will not allow the appearance of creatures in clusters larger than are allowed by the cap. Note that the cap is biome-specific: even though [[sea serpent]]s are capped at one serpent per site, it is possible to get multiples, and even [http://www.bay12forums.com/smf/index.php?topic=75780.0 start a breeding program], if your fortress abridges multiple valid biomes - note that such a breeding program wouldn't work in the current version, as sea serpents are now egg-laying and aquatic egg-layers don't breed due to a bug)&lt;br /&gt;
&lt;br /&gt;
Every time a species becomes locally extinct it is (obviously) taken out of the wildlife visitation rotation. Rendering a policy of mass genocide on the countryside can thus eventually force the appearance of a sought-after species of wildlife, if you push hard enough. However, for the most part the number of creatures that can appear in the biome is so large, and the population caps are set so high, that it doesn't seriously affect gameplay. Aggressively hunting the local wildlife ''will'' eventually restrict its variety, however, and eventually you can prevent ''any'' wildlife from spawning at all on your map.&lt;br /&gt;
&lt;br /&gt;
The cap does have important ramifications for a few specific species, however. Wildlife appearances on [[glacier]]s are heavily restricted, for instance, so the particularly aggressive [[yeti]], which only appears five to ten times, is often made extinct very quickly. Because of a bug, aquatic vermin do not restock when fished, resulting in guaranteed eventual extinction.{{bug|2780}} [http://www.bay12forums.com/smf/index.php?topic=84112.msg2252463#msg2252463 A certain nuance] of the tag's implementation allows maintained hunting of certain species, with some micromanagement: if a cluster (or pack) of animals appears on the map, as long as at least one animal in that cluster is allowed to leave, the species will not have been considered depleted. This obviously does not work on solitary creatures. Another option is to capture a [[breed]]ing pair and release their (untamed) young back into the wild; doing so can even raise the site population past its starting value.&lt;br /&gt;
&lt;br /&gt;
===Natural regeneration===&lt;br /&gt;
Supposedly, wildlife populations very slowly naturally repopulate due to continuous world-gen/[[world activities]].{{cite mantis|2780/c36019}} Whether this can happen if they are locally extinct is unknown.&lt;br /&gt;
&lt;br /&gt;
== Repopulating site extinction with DFHack ==&lt;br /&gt;
&lt;br /&gt;
To fully bring back creatures from permanent extinction, the DFHack [https://dfhack.readthedocs.io/en/stable/docs/_auto/base.html#region-pops region-pops] can help. The script is versatile, and when used correctly, can selectively weed out creatures a player does not want to bring back. This tool is not perfect, and with time, creatures you have weeded out may return. This may be due to a range limit, and does not take very long range migration into account.&lt;br /&gt;
&lt;br /&gt;
To view which animals may spawn in your embark, use 'region-pops list-all'.&lt;br /&gt;
&lt;br /&gt;
=== Repopulation ===&lt;br /&gt;
To get started, first download the template [https://github.com/EldrickWT/eld-dfhack-scripts here] named 'region-pops.list' (credits to EldrickWT), and open it up with any text editor. The finished file should be structured like a .bat (all commands are stated before the options). By default, this scriptlet will remove every creature, which is not what we want. All we have to do is flip (or replace) the value into a positive number. Once done, save, copy and paste it in to the dfhack terminal. This script will restock all creatures with the value you inserted.&lt;br /&gt;
&lt;br /&gt;
=== Fine tuning ===&lt;br /&gt;
With the basic repopulation done, you can fine-tune which creatures you don't want out with this part. Since a negative value removes creatures from the region, you can add below the last line, 'region-pops incr-all BIRD -X' to remove X from all creatures with 'BIRD' in its name. This also includes giant and animal person variants. Just remember to have the removing part at least larger than the repopulation part, to play it safe. Flying creatures often have a big impact on FPS, and removing them from your embark will definitely help. After saving the file, you can easily copy and paste your preferred region populations on every new playthrough.&lt;br /&gt;
&lt;br /&gt;
There is (currently) no known script to repopulate civilizations.&lt;br /&gt;
&lt;br /&gt;
{{category|Game mechanics}}&lt;br /&gt;
{{category|Events}}&lt;br /&gt;
[[ru:Extinction]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Traffic&amp;diff=318255</id>
		<title>Traffic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Traffic&amp;diff=318255"/>
		<updated>2026-07-29T00:05:58Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:traffic_anim.gif|right]]'''Traffic designations''' determine preferred paths for dwarves going around in your fortress. Normally, dwarves use the shortest route possible; using these designations, you can encourage them to take a different route. This way you can set up main hallways or rarely used side corridors. Only your dwarves will obey your traffic designations, and only when it's possible to do so.  If a [[job]] requires that they go into a restricted zone, they will.  Other [[creature]]s will not recognize your traffic designations, and even [[domestic animal]]s or [[caravan]]s will follow their own pathing.&lt;br /&gt;
&lt;br /&gt;
Traffic designations can't solve all traffic problems. However, some issues can be prevented by good [[Design strategies|fortress design]]. For example, you might make hallways that are likely to be busy two or more tiles wide, and place [[stockpile]]s close to relevant [[workshop]]s. Other difficulties may be reduced by designating traffic areas.&lt;br /&gt;
&lt;br /&gt;
Vegetation (saplings) will tend to die if repeatedly trampled upon, leaving dead [[Tree|sapling]]s or [[shrub]]s and quickly exposing bare [[soil]]. This may be desirable as [[tree]]s block dwarves' and [[caravan]]s' paths, but unchecked traffic may trample entire areas of [[forest]] regrowth. &lt;br /&gt;
&lt;br /&gt;
==Setting Traffic Areas==&lt;br /&gt;
[[File:traffic_v50_preview.png|thumb|180px|right|Four types of traffic designations in a 4-way junction.]]The {{Menu icon|T}} traffic menu sets '''traffic areas''', which are zones used to manipulate the movements of dwarves. Traffic areas can be designated as high, normal, low, or restricted. When walking from one point to another, dwarves consider these designations in finding the shortest path. Default costs per tile for the pathfinding AI for traffic levels are as follows:&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#4b9d4b&amp;quot;&amp;gt;'''high'''&amp;lt;/span&amp;gt; costs 1 point&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#555555&amp;quot;&amp;gt;'''normal'''&amp;lt;/span&amp;gt; (default, undesignated) costs 2&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#959529&amp;quot;&amp;gt;'''low'''&amp;lt;/span&amp;gt; costs 5&lt;br /&gt;
*&amp;lt;span style=&amp;quot;color:#bd2828&amp;quot;&amp;gt;'''restricted'''&amp;lt;/span&amp;gt; costs 25.&lt;br /&gt;
You can change the default values in [[Settings#Pathing_costs|settings]], or per-fortress values with the {{Menu icon|T}}traffic menu.&lt;br /&gt;
&lt;br /&gt;
* It is often a good idea to set any [[water]] source in a [[biome]] with seasonal freezing to a Restricted area, so your dwarves will be less likely to be caught on it when it melts. If you have [[DFHack]] installed, the [https://docs.dfhack.org/en/latest/docs/tools/filltraffic.html restrictice] command can do this designation for you.&lt;br /&gt;
* Some dwarves get [[thought|disturbed]] if they walk through a [[butcher's shop]] and see an animal being slaughtered, so you may wish to designate the shop or a band around it as Restricted.&lt;br /&gt;
* Setting Restricted traffic areas over undisturbed [[cloth|webs]] or saplings is a good way to prevent dwarves from destroying them.&lt;br /&gt;
* If an area occasionally gets [[flood]]ed, or is dangerous for some reason, routing dwarves around it could be lifesaving.&lt;br /&gt;
* Setting high traffic areas along [[road]]s outdoors prevents vegetation from being needlessly trampled.&lt;br /&gt;
* An important use of traffic designations is to restrict movement in the tile where a [[ballista]]'s firing arrow originates. This will prevent tragic [[siege]] training accidents. Note that [[pet]]s can and will be killed by firing ballista even if movement is Restricted.&lt;br /&gt;
&lt;br /&gt;
Setting Restricted does not forbid a [[dwarf]] from traveling over those squares, but rather makes them prefer to walk around them &amp;amp;ndash; for the normal cost table, 12.5 times further, or up to 25 times longer if there is an alternative high-traffic path. If you have an area that absolutely must not be stepped on by dwarves, consider [[wall]]s, or if you still need access now and then, a locked [[door]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
This section will provide visual examples, to help further explain the mechanics of traffic. ''Note: These examples may be changed in the future for better factual accuracy.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_1.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In this scenario, where all the tiles are undesignated, normal traffic, the dwarf will obviously go straight to the goal/destination; since simply going straight is the shortest path, with the least cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_2.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Though the setup is similar here, the shortest path is now designated with low traffic. The dwarf instead goes around the obstacle to reach his destination, as going around through the normal traffic tiles is less costly than going straight in the low traffic tiles.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_3.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Another similar setup, but the shortest path is now designated with restricted traffic, and the two next shortest travel distances are marked with low traffic. The dwarf now goes the longest way around, as the high traffic tiles have the least cost of all other travel options. If the high traffic tiles weren't there, the dwarf would still go the long way around, using normal traffic tiles instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_4.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Another example where the dwarf goes the long way around. Despite having a shorter way to reach the goal ''and'' there being lowest-cost high traffic tiles in that area, the lower, much longer path is taken by the dwarf. Similar to the previous examples, the longer path accumulates less cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:traffic_example_5.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
If a dwarf has an important job to do, he/she will ignore any traffic designations and take the shortest path to their destination. If the dwarf was doing a less important task, he/she would have taken the upper route instead.&lt;br /&gt;
&lt;br /&gt;
==Limitations==&lt;br /&gt;
Traffic designations only affect path preferences when pathfinding.  Dwarves generally choose their jobs without weighing the pathfinding costs.  For example, one cannot use traffic designations to direct a dwarf to confine his digging to a specific area.  He will still take whatever path necessary to get to the job he has chosen to work.  The best option to restrict a dwarf to a certain area is to make use of [[burrow]]s. &lt;br /&gt;
&lt;br /&gt;
Additionally, traffic designations cannot be used to restrict where a dwarf will stand when building/digging.  In other words, traffic designations will not prevent a dwarf from placing himself on the outside of the fort when the last tile of a moat or wall is completed. One workaround is to build a statue on a tile to prevent dwarves from standing there.&lt;br /&gt;
&lt;br /&gt;
== Using traffic areas to improve framerate ==&lt;br /&gt;
&lt;br /&gt;
In cavernous rooms that handle large amounts of through traffic but have a few exits (a large central dining room, for example) designating a few high-traffic paths (&amp;quot;freeways&amp;quot;) between the doors can help reduce the pathfinding cost for dwarves who are just passing through.  There may also be benefits to adding low-traffic edges to these freeways to keep the search algorithm from looking for shortcuts.  Likewise, any large dead-end room that branches off a major hallway should have the area around its doorway marked low or restricted traffic to prevent dwarves from searching it for shortcuts.  As noted above in '''Limitations''', this should not affect the dwarves who have a legitimate reason to hang out in the dining hall or visit the storage room - they will path to their destination regardless.  Users may see up to a 10% increase in FPS by implementing these changes throughout their fortress.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
:* [[Path]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
[[ru:Traffic]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vomit&amp;diff=318183</id>
		<title>Vomit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vomit&amp;diff=318183"/>
		<updated>2026-07-27T22:59:22Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
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:''For removing vomit see [[Cleaning]]''&lt;br /&gt;
[[File:vomit_tiles_v50.png|right]]Under certain conditions, [[creature]]s (such as your [[dwarf|dwarves]]) will '''vomit''', creating a [[contaminant|puddle of vomit]]. This may occur from an injury to an organ (usually the stomach, pancreas, and such), or from [[cave adaptation]]. Vomiting does not seem to create an unhappy thought (&amp;quot;nauseated by the sun&amp;quot; is from cave adaptation). Eating too much in [[adventurer mode]] will cause an adventurer to vomit. After vomiting once, a creature will begin to retch, bringing up nothing. The retching will continue in place of vomiting until the creature eats again. For example, dwarves that have been stationed for too long without food or water will occasionally eat vomit, causing an unhappy thought.&lt;br /&gt;
&lt;br /&gt;
[[Titan]]s, [[forgotten beast]]s, and [[demon]]s are occasionally made of vomit, though, unless paired with a dangerous attack, these creatures are relatively weak due to liquids like vomit being extremely fragile to damage.&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|center|280px|Both vomit and [[Finished goods|useless crap]] are common markers of a dwarf trail on the surface. Seen in ASCII form.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ôggon&lt;br /&gt;
| elvish  = cemato&lt;br /&gt;
| goblin  = strastnas&lt;br /&gt;
| human   = sethbap&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|VOMIT}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Vomit]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hibbertopterus_peachi&amp;diff=318150</id>
		<title>Hibbertopterus peachi</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hibbertopterus_peachi&amp;diff=318150"/>
		<updated>2026-07-26T22:54:20Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=hibbertopterus_peachi_sprites.png&lt;br /&gt;
|portrait=hibbertopterus_peachi_portrait_anim.gif&lt;br /&gt;
|wiki=Hibbertopterus peachi}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
{{distinguish|Hibbertopterus scouleri}}&lt;br /&gt;
'''Hibbertopterus peachi''' is an [[extinct]] [[aquatic]] arthropod (specifically a [[wikipedia:Eurypterid|Eurypterid]]) from the [[wikipedia:Devonian|Devonian]] era, found in [[temperate]] freshwater or brackish [[lake]]s and [[river]]s. As with all real-world extinct creatures, their spawning depends on settings chosen during world generation.&lt;br /&gt;
&lt;br /&gt;
Despite their size (almost as big as a [[dwarf]]), they are not butcherable or fishable, although they have the {{token|COOKABLE_LIVE|creature}} token. A baby Hibbertopterus peachi is called a ''juvenile''.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] hibbertopterus peachi for their ''broad heads''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=318144</id>
		<title>Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=318144"/>
		<updated>2026-07-26T17:50:32Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{v50_furniture&lt;br /&gt;
|name=Statue&lt;br /&gt;
|graphic=[[File:statue_covered_sprite.png|31px]]&lt;br /&gt;
|tile=Ω&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|ceramic=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Sculpture garden]]&lt;br /&gt;
|value=25&lt;br /&gt;
|size=60,000&lt;br /&gt;
}}&lt;br /&gt;
'''Statues''' are decorative buildings which can be built from the build furniture menu under statue ({{menu icon|b|f|u}}). They can be created from one [[stone]] at the [[stoneworker's workshop]], 3 [[metal]] at a [[metalsmith's forge]], [[sand]] or [[rock crystal]]s at a [[glass furnace]], or [[clay]] at a [[kiln]]. Graphically, statues will display as a sprite of the statue's subject only if the subject is a sentient race, animal, simple monster, or animal person. The statue will appear as a cube if it is any other type of subject. The color will match that of the material used to craft it.&lt;br /&gt;
&lt;br /&gt;
Statues, like [[engraving]]s, depict people, places, things and events drawn from the game's generated history. Unlike engravings they do not display random geometric shapes, such as diamonds. Statues will often depict creatures that the artisan [[preferences|likes or loathes]], or other dwarves surrounded by the creatures they like or loathe. &lt;br /&gt;
&lt;br /&gt;
Because of their high base [[value]], statues can be quite valuable when crafted from valuable [[material]]s, such as precious [[metal]]s, or when crafted by a highly [[skill]]ed dwarf.  This makes them a good choice for raising the value of a [[zone]] to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.&lt;br /&gt;
&lt;br /&gt;
A meeting area with statues inside is considered a [[sculpture garden]]. Dwarves with no job will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]). In addition to normal [[decoration]]s, a stone or ceramic statue can be glazed by a [[glazer]].&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot normally move into the tile they occupy. (This also prevents dwarves from smoothing or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress. One can place a statue instead of a wall on a built floor, which leads to another possible use of statues: you may build a statue on a tile you don't want your dwarves to stand at. That makes an intentional [[cave-in]] much safer to carry out. Statues do not impede the flow of liquids ([[water]], [[magma]]). Creatures can see past statues as they do not completely block line of sight.&lt;br /&gt;
&lt;br /&gt;
During combat, [[dodging]] creatures can move into a statue tile. Dwarves will immediately step out of the statue tile once they recover their bearings. This detail can make statues useful in a [[danger room]], by providing more space for training dwarves to practice dodging without requiring massive numbers of [[spear|training spear]]s and [[mechanism]]s. Statues may also prove useful in archer emplacements to control where your dwarves normally stand, but still allow them a chance to dodge incoming fire.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s will topple statues (deconstructing them, but not destroying them). This can make statues a useful delaying tactic while your crack military dwarves are finally collecting the [[weapon|arms]] and [[armor]] assigned to them months ago. Note that creatures that topple statues located in [[temple]]s, in either [[fortress mode]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}} or [[adventurer mode]], will be cursed (e.g. as a [[werebeast]] or [[vampire]]). In adventurer mode, this can be done by pressing {{k|u}}.&lt;br /&gt;
&lt;br /&gt;
A killed [[iron man]] or [[bronze colossus]] will transform into a masterwork statue of itself upon death (made of [[iron]] or [[bronze]] respectively).&lt;br /&gt;
&lt;br /&gt;
Dwarves, left to their own devices, will generally make statues of sentient races and their own limited pool of [[Preference|preferred]] creatures. Most available sprites will require you to specify an image to ever appear in the game. While somewhat tedious, this is among the best ways to personalize your fort. &lt;br /&gt;
&lt;br /&gt;
To specify an image, create a statue job, then inspect details ([[File:Mag glass icon.png]]) -&amp;gt; Specify image -&amp;gt; Specify a new image -&amp;gt; Creature. You can queue up multiples of the same image via [[work order]]. For rock statues, you may select the stone as well, allowing control of the statue's color. Note that clay and [[porcelain]] statues currently do not allow image specification.&lt;br /&gt;
&lt;br /&gt;
==Graphics==&lt;br /&gt;
In the [[premium]] version of the game, statues of creatures will display as a sprite of that creature once placed, the color of which is based on the material used to create the statue. You can specify the creature to be used by inspecting the job. Only images of non-werebeast single-sprite creatures will be shown in statuary. Creatures assembled from multiple sprites such as [[demon]]s, [[forgotten beast]]s, or [[experiment]]s will display as the default cube. [[Werebeast]]s will display as a cube as well. Plants, items, objects, or any other category of subject will also display as a cube. Dwarves, humans, elves, goblins, and kobolds each use a single sprite-- individual clothing and features will not be reflected in statues. These limitations aside, there are 778 different creature sprites to choose from: megabeasts, animal people, and the incredible variety of animals and monsters (including vermin) in the game are all available to decorate your halls. There are also 16 more sprites that statues can have, including the default cube.&lt;br /&gt;
&lt;br /&gt;
Some creatures have different sprites for male and female versions of that creature: chickens, sheep, and deer to name a few. These default to female. To get a male version, creatures are listed in the menu by their &amp;quot;caste name&amp;quot;-- this means to create a male [[sheep]], for example, you will need to search for &amp;quot;ram&amp;quot; instead of &amp;quot;sheep&amp;quot;, for a [[blue peafowl]] search &amp;quot;Blue peacock&amp;quot; instead of &amp;quot;blue peafowl&amp;quot;. Some creatures have no distinct caste names but '''do''' have visually distinct sprites: [[lion]]s are one such example. To make a male lion with a majestic mane, select &amp;quot;Lion ♂&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Notable sprites include the [[fire snake]] with sculpted flames, the [[tigerfish]], which hovers eerily above its plinth, and the [[deer man]], which comes in visually distinct male and female flavors. Animal people that were always part of the game will appear clothed, despite their default sprites having no clothing. [[Extinction|Extinct]] animal people statues will appear without clothing.&lt;br /&gt;
&lt;br /&gt;
Here is a large image containing every possible non-extinct creature statue sprite alongside the name (including special male names as described above) needed to create it: [[Media:All_statue_sprites.PNG]].&lt;br /&gt;
&lt;br /&gt;
===Gallery===&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; mode=&amp;quot;packed&amp;quot; widths=&amp;quot;524px&amp;quot;&amp;gt;&lt;br /&gt;
statues_preview.png|Various [[Art|motifs]].&lt;br /&gt;
statue_extra_sprites.png|The 16 default motifs, many of them used for [[Legends|historical events]].&lt;br /&gt;
All statue sprites.PNG|All creature statues.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mythical_substance&amp;diff=318126</id>
		<title>Mythical substance</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mythical_substance&amp;diff=318126"/>
		<updated>2026-07-24T18:33:15Z</updated>

		<summary type="html">&lt;p&gt;Zippy: /* Healing potion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:Healing globs moments before consumption.png|right|200px|thumb|An [[adventurer]] about to eat a healing [[glob]].&amp;lt;br&amp;gt;''&amp;lt;small&amp;gt;Art by Rumrusher.&amp;lt;/small&amp;gt;'']]&lt;br /&gt;
'''Mythical substances''' are procedurally-generated [[liquid]]s and [[glob]]s with [[Magic|magical]] properties. Each world has a number of differently-named substances, such as &amp;quot;odd jelly&amp;quot; or &amp;quot;peculiar broth,&amp;quot; though currently all of them carry the same [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
==Healing potion==&lt;br /&gt;
A [[mysterious dungeon]]'s [[Dungeon guardian|guardian]] carries a [[waterskin]] filled with a restorative substance that they can consume in combat. Ingesting it grants a powerful [[syndrome]] that cures nearly all [[wound]]s, even [[Syndrome#CE_REGROW_PARTS|regrowing limbs]] and [[Syndrome#CE_HEAL_NERVES|healing nerve damage]]. It does not heal blood loss. However, it can allow you to live through Titan fire long enough to stop you from melting. Even [[undead]] creatures benefit from it, to the point of removing any rot their bodies have, restoring them to perfect condition.&lt;br /&gt;
&lt;br /&gt;
Creatures that are [[Construct creature|immune to poison]] (not ``GENERAL_POISON``) do not benefit from this substance.&lt;br /&gt;
&lt;br /&gt;
[[File:substance_heal_preview.png|thumb|350px|center|The substance's effects.]]&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Weather#Evil_weather]]&lt;br /&gt;
{{Scriptdata}}&lt;br /&gt;
{{V50 materials}}&lt;br /&gt;
[[Category:Globs]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Myth]]&lt;br /&gt;
[[ru:Mythical substance]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Substance_heal_preview.png&amp;diff=318125</id>
		<title>File:Substance heal preview.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Substance_heal_preview.png&amp;diff=318125"/>
		<updated>2026-07-24T18:31:59Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=318120</id>
		<title>Engraving</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Engraving&amp;diff=318120"/>
		<updated>2026-07-23T23:35:10Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:DF_Cheese.jpg|208px|thumb|right|A dwarf eating cheese]]&lt;br /&gt;
The process of '''engraving''' [[smoothing|smoothed]] or constructed [[wall]]s and [[floor]]s increases their value further, and gives them a [[quality]] level. It is unknown if dwarves currently look at engravings (in previous versions, they did not), but if they do, it would no doubt satisfy their [[need]] to admire art.{{verify|I have seen dwarves satisfy their Admire Art needs in areas with engravings, but I cannot verify that the engravings are the only factor present}} Engravings made with a quality of -Well-crafted- and higher will usually be in reference to [[Legends|previous events]], but they can still be depictions [[preferences|of]] [[deity|something]] [[weapon|the]] [[crafts|engraver]] [[cheese|cares]] [[friend|about]], whether they [[booze|love]] it or [[vermin|absolutely hate]] it. You can examine the contents of an engraving by clicking on it.&lt;br /&gt;
&lt;br /&gt;
Any constructed tile or non-{{token|SOIL|imat}} natural tile that has been [[smoothing|smoothed]] can be engraved, even [[slade]] and the materials that exist in geological layers only as a [[Duplicated raws#Duplicated materials|result of a glitch]].{{verify|is this still in v50?}} Engraved [[ice]] is called &amp;quot;Sculpted Ice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Process==&lt;br /&gt;
[[File:engraved_preview.png|right]]You can only engrave non-[[soil]] floors and walls. However, smooth and constructed walls/floors can both be engraved. The material the tile is composed of has no effect on the process of engraving, so a constructed wood/glass wall can be engraved in the same way as a natural stone wall. Once the area has been smoothed with {{k|v}}-{{k|m}} (not necessary for constructions), you may designate it to be engraved using {{k|v}}-{{k|g}}. The dwarf must have the Engraving [[Labor#Default_work_details|work detail]] active and the [[Labor#Default_work_details|Stone Cutting]] work detail active to smooth a rough cave tile.&lt;br /&gt;
&lt;br /&gt;
Once a tile is designated, the theme or content of the engraving can be selected by first clicking on the designated tile and then on the &amp;quot;specify [[art|image]]&amp;quot; button. This must be done before the game is unpaused. If no selection is made, then the contents of the engraving are left to the [[preferences|choice]] of the engraver performing the job. Note that engraving glass floors will remove their transparency.&lt;br /&gt;
&lt;br /&gt;
Engravings are directional—only a room containing the tile the engraver stood on when it completed will receive the engraving value bonus. There is no way to engrave more than one side of a single wall tile. &lt;br /&gt;
&lt;br /&gt;
Using only highly-skilled engravers will result in high-quality engravings, and therefore higher room and fortress value.&lt;br /&gt;
&lt;br /&gt;
==Toggling==&lt;br /&gt;
Settings exist in the game for enabling and disabling the display of engravings, but this currently does not work, either by manually designating an engraving as hidden or by changing the in game/init setting. See previous version for how this used to work.&lt;br /&gt;
&lt;br /&gt;
==Removal==&lt;br /&gt;
Floor engravings of unsatisfactory quality and/or content (e.g. carvings of [[Boatmurdered|elephants mauling dwarves]]) can be removed by designating{{k|v}} the carving of minecart {{k|t}}racks over them. The tracks can then be removed by smoothing the stone, which results in fresh, smooth stone tiles ready for another attempt at engraving.&lt;br /&gt;
&lt;br /&gt;
There are bugs with engravings on constructed floors that make it tricky to remove them—simply removing the constructed floor and building it back will result in the engraving reappearing, albeit without any description text.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on stone, first deconstruct the floor, then smooth the floor. This will cause the engraving to magically reappear, meaning it is now safe to put new constructed flooring over it. As an alternative to smoothing, you can also carve minecart tracks.&lt;br /&gt;
&lt;br /&gt;
To remove an engraving from constructed floor located on soil, first deconstruct the floor, then build a wall, then cut arrow slits into the wall, then destroy the wall, and then rebuild your constructed floor. &lt;br /&gt;
&lt;br /&gt;
Both methods will reset your floor to a fresh state, allowing you to start anew.&lt;br /&gt;
&lt;br /&gt;
Floor engravings can also be removed from natural walls by allowing [[magma]] to flow over them, which reverts the tiles to their smooth form. &lt;br /&gt;
&lt;br /&gt;
Wall engravings can only be removed by removing the wall – mining in the case of natural walls, or removing a constructed wall using {{k|m}}-{{k|x}}.&lt;br /&gt;
&lt;br /&gt;
Removing engraved natural walls/floors will remove the engraving without triggering the negative thought. However, removing a masterwork engraving using any method except construction removal will cause a message and an unhappy [[thought]] in the artist who engraved it, as will mining a natural wall with a masterpiece on it.&lt;br /&gt;
&lt;br /&gt;
==Effects on room value==&lt;br /&gt;
[[File:v50_engrave_preview.png|thumb|right|The center area of the floor has been engraved. The left and bottom walls are also engraved, but the top one is not.]]How engravings affect room values has changed considerably, such that even the value of wall and floor tiles must first be understood.[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/] In a nutshell, however, in almost all cases it is now better to place walls/floors with high-value materials and then engrave those. It doesn't matter whether that placement is done using blocks, a rough boulder, or metal bars, as long as it is a Construction.&lt;br /&gt;
&lt;br /&gt;
For floor tiles, their value calculation is [floor origin multiplier] × [floor material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Floor Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| rough cave floor || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave floor || 4×&lt;br /&gt;
|-&lt;br /&gt;
| constructed floor || 7×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the floor is engraved, the added engraving bonus is [10] × [floor material value] × [quality value modifier], with those modifiers being:&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! style=&amp;quot;&amp;quot;| Designation &lt;br /&gt;
! Description&lt;br /&gt;
! Value &amp;lt;br&amp;gt;Modifier &lt;br /&gt;
|-&lt;br /&gt;
| Engraving  ||  &amp;amp;mdash;        || 1×&lt;br /&gt;
|-&lt;br /&gt;
| -Engraving-|| Well-crafted    || 2×&lt;br /&gt;
|-&lt;br /&gt;
| +Engraving+|| Finely-crafted  || 3×&lt;br /&gt;
|-&lt;br /&gt;
| *Engraving*|| Superior quality|| 4×&lt;br /&gt;
|-&lt;br /&gt;
| ≡Engraving≡|| Exceptional     || 5×&lt;br /&gt;
|-&lt;br /&gt;
| ☼Engraving☼|| Masterful       || 12×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a [[preference]] for the type of stone in which the engraving was made, its value doubles in their eyes. However, the actual image depicted in the engraving has ''no'' effect on its value.&lt;br /&gt;
&lt;br /&gt;
Bearing all this in mind, if, for example, you placed a single golden block floor in a room, that floor tile would increase the value of that room by (7) × (30) = 210☼. If that floor tile was then engraved with a Masterwork, it would be worth an additional (10) × (30) × (12) = 3600☼, for a grand total of 3810☼. Since the material value of the floor is used in both calculations, using high-value materials on floor tiles you plan to engrave can make the value of the rooms they're in skyrocket! &lt;br /&gt;
&lt;br /&gt;
However, if a floor tile exists in more than one designated room, all overlapping rooms will have their value reduced to '''zero'''. Sharing a door that does not have two adjacent wall tiles (i.e. the rooms have double-doors rather than single doors) implies sharing the tile under the door as well. However, having only a single door between two walls will not cause an overlap penalty, which allows internal offices and bedrooms inside of houses to function. You can remove this penalty simply by un-designating any floor tiles that overlap in more than one room's designation. Not all room designations cause this penalty, however. You'll know the penalty has triggered when you see the room's name turn red and gain &amp;quot;Overlapping.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Wall engravings work similarly, being [wall origin multiplier] × [wall material value] + [engraving bonus]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
|+ Wall Origin Multipliers&lt;br /&gt;
|-&lt;br /&gt;
! Origin !! Multiplier&lt;br /&gt;
|-&lt;br /&gt;
| natural cave wall || 1×&lt;br /&gt;
|-&lt;br /&gt;
| smooth cave wall || 5×&lt;br /&gt;
|-&lt;br /&gt;
| constructed wall || 9×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the wall is engraved, the added engraving bonus is [10] × [wall material value] × [quality value modifier], using the same modifiers as above. However, wall engravings are ''directional'', only providing their value to the room which contains the floor tile the engraver was standing on at the time of completion.&lt;br /&gt;
&lt;br /&gt;
Unlike floor tiles, walls can be in multiple room designations. There is no room value penalty if the same wall is in two or more designated rooms, though engravings will only count toward one of the rooms (based on the engraving direction). Because of how walls interact with rooms and doors, and rooms don't have to be contiguous, you can increase the value of all bedrooms in your fortress by making use of these rules.&lt;br /&gt;
&lt;br /&gt;
==Room Value Exploit==&lt;br /&gt;
&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/zzqlfu/steam_version_room_value_calculations_demystified/ According to Reddit user TBTerra]:&lt;br /&gt;
&lt;br /&gt;
# Make a line of wall with 1 tile gap either side (if your engravers are really good this might only need to be 2-3 long)&lt;br /&gt;
# Make the lines of floor either side of this wall out of the most valuable material you can (aluminum or platinum are great; steel and gold also work), and have your best engraver engrave them&lt;br /&gt;
# Place doors on top of all those engraved tiles, what sort doesn't really matter, as they will be adding 10-100 value to 2-3k value floor tiles&lt;br /&gt;
# For every room add the doors and the wall(this is a convenient rectangle). The wall makes the doors shareable, and the doors make the engraved floor shareable.&lt;br /&gt;
For optimal results hide this to the south east of your area, otherwise the zone icons can get rather confused&lt;br /&gt;
&lt;br /&gt;
==Bugs== &lt;br /&gt;
* While the [[quality]] rating of engravings on ice walls is shown properly, the quality of engravings on ice ''floors'' doesn't show when looking at a tile with {{k|k}}, only when hitting {{k|enter}} to inspect the engraving. This gives the false impression that engraved ice floors have no quality levels. In addition, the engravings are described as &amp;quot;engraved on the wall&amp;quot; instead of &amp;quot;on the floor&amp;quot;.{{verify}}&lt;br /&gt;
* Engravings on constructed floors magically reappear when removing the floor and placing new floor, or when removing the floor and smoothing the natural floor beneath.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:engraving_preview.jpg|thumb|320px|center|Engraving of a Hindu civilization.]]&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
[[ru:Engraving]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Onion&amp;diff=318099</id>
		<title>Onion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Onion&amp;diff=318099"/>
		<updated>2026-07-23T01:16:31Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{plantlookup&lt;br /&gt;
|graphic=onion_shrub_sprite.png&lt;br /&gt;
|seedimage=onion_seeds_sprite.png&lt;br /&gt;
|uses=&lt;br /&gt;
*[[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Onions''' are an [[aboveground]] [[crop|garden vegetable]]. They can be planted in all seasons, and the bulb is edible raw or [[cooking|cooked]]. Bulbs also can be processed in a [[dyer's shop]] into orange [[dye]].&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[preferences|like]] onion plants for their ''bulbs''.&lt;br /&gt;
&lt;br /&gt;
[[File:ARS red onion.jpg|thumb|center|300px|Admired for its ''bulbs''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Some [[ogre]]s like onion plants for their ''layers''. [[Donkey]]s usually prefer cake or parfait.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = anön&lt;br /&gt;
| elvish  = mecifa&lt;br /&gt;
| goblin  = nubkam&lt;br /&gt;
| human   = peklod&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dye sources]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lever_operation&amp;diff=318071</id>
		<title>Lever operation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lever_operation&amp;diff=318071"/>
		<updated>2026-07-20T03:50:55Z</updated>

		<summary type="html">&lt;p&gt;Zippy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{Labor&lt;br /&gt;
| labor      = Lever operation&lt;br /&gt;
| tasks      =&lt;br /&gt;
* {{k|P}}ull [[lever]]s}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Dwarves with the '''lever operation''' [[labor]] enabled (default) will pull [[lever]]s with a {{k|P}}ull job queued. Limiting this labor to only dwarves that will be near the lever (such as in a [[Burrow]]) is important to avoid having the job assigned to a dwarf hundreds of squares from the lever in a crisis.&lt;br /&gt;
{{labors}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=318057</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=318057"/>
		<updated>2026-07-20T01:11:28Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Changing this, since this isn't limited to just Adventurer mode anymore.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on room/zone quality|[[Zone#Quality_and_value|Room/Quality]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
[[File:item_quality_preview.png|right]]'''Quality''' is - by definition - the standard of something as measured against other things of a similar kind; the degree of excellence of something. Within the world(s) of ''Dwarf Fortress'', the primary factors of the quality of something are determined by the skill of the creator, as well as the materials used to make it. Quality also determines an object's financial value, and can strongly dictate someone's reception of said object when using it.&lt;br /&gt;
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The value of some goods can be further improved by other means. For example, some goods can be encrusted with [[gem]]s, and [[clay]] goods can be glazed with [[ash]].&lt;br /&gt;
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== Quality grades ==&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]], but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above-standard, the item name is bracketed by special symbols that reflect that quality (see table below). [[Coin]]s are an unusual case; the image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters. &lt;br /&gt;
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Item quality depends on the [[skill]] and [[attributes]] of the crafter, as well as any [[preferences]] the crafter has for the item or its makeup. Certain deleterious statuses of the crafter cause effective skill level to be lower than the level determined by experience alone through [[Skill#Skill_penalties|skill penalties]], resulting in lower item quality. Notwithstanding any penalties, past a certain high skill level a dwarf will almost always make at least ≡exceptional≡ quality items. ☼Masterworks☼ are capped to a maximum 1/3 (33.3%) chance.&lt;br /&gt;
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{{/Table}}&lt;br /&gt;
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For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
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: '''Note:''' Items may also be surrounded by braces {}, which indicates the item is [[forbidden]], or parentheses (), which indicates the item came from off-site (i.e. it arrived as [[Goblinite]], was purchased in a trade, or was part of the original [[Embark#Supplies|embark supplies]]). See [[Item designations]] for a summary.&lt;br /&gt;
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Images on floors or walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving. Note that engraving values are calculated differently than crafted items (they still use pre-v50 values), and while a wall will appear to be engraved on all four sides, the only rooms that benefit from a wall engraving are those containing the square the engraver was standing on at the time of engraving. Keep this in mind if you want to improve a specific room or improve multiple rooms!&lt;br /&gt;
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Raw materials used for crafting items (e.g. [[stone]]s, [[log]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]] (see next). [[Block]]s, an intermediary building material, also lack quality levels, as do smoothed [[floor]] tiles, [[wall]]s, and carved [[fortification]]s.&lt;br /&gt;
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==== Decorations and dyeing ====&lt;br /&gt;
Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]-level) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs ('''-''', '''+''', '''*''', '''≡''', or '''☼''') just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a +finely-crafted steel battle axe+ with *superior decorations* on it, while a «☼steel battle axe☼» is a ☼masterfully crafted steel battle axe☼ with «decorations» of standard (low) quality (i.e. no visible symbol). Each decoration imparts its flat bonus and multiplier, so high-quality decorations can quickly create extremely-valuable items, even if those items were low-quality to begin with.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a (type of) decoration with quality levels, as are [[glaze]]s, the latter having the additional effect of making an [[earthenware]] [[jug]] or [[pot]] waterproof and capable of holding liquid. For example, some [[rope reed]] thread may be +finely dyed+ with emerald dye. Dye can be applied to either thread or cloth, but not other, finished goods made of cloth. If thread is dyed, and then woven into cloth, the new cloth will retain both the dye and whatever quality level it had. The same is true for cloth made into clothes and other goods. However, unlike other improvements, their quality levels will be displayed on the base item itself, but only if there are no other visible improvements - for example, a piece of superior rope reed cloth with exceptional dimple dye will appear as ≡rope reed cloth≡, and a finely-crafted sock made from superior cave spider silk will appear as a *cave spider silk sock* (but will become a *«+cave spider silk cloth+»* once a low-quality ''visible'' decoration is added). The same thing happens with ingredients on prepared meals - a well-prepared mule tallow roast containing superiorly-minced ingredients will show up as a *mule tallow roast*.&lt;br /&gt;
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==== Masterpiece ====&lt;br /&gt;
Rarely, a dwarf will produce an item that excels beyond normal expectations; this item is &amp;quot;masterfully crafted&amp;quot;, and commonly referred to as a masterwork, or a masterpiece item. Masterpiece items are noticeably more valuable than any other quality, and masterpiece weapons boast an [[edge]] the equal of [[artifact]] equivalents in their sharpness. Aside from [[artifact]]s, masterworks are the optimal a fortress can achieve, and many mature fortresses can boast of masterwork items for every useful feature, in [[bedroom]]s, in their [[dining hall]]s, for their [[military]] weapons and armor, everywhere that &amp;quot;better&amp;quot; is helpful.  And special rules apply to them.&lt;br /&gt;
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Destroying a ☼masterwork☼ item (e.g. by melting) may cause the dwarf who made it to get unhappy [[thought]]s. Allowing an engraved image on the floor to get [[water|wet]] (and thus [[mud]]dy) will allow vegetation to grow on it and destroy the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image on it. An unhappy thought can also happen if a [[thief]] steals a masterwork item. It also happens in the unusual case where a creature was shot with a masterwork crossbow bolt and the bolt gets stuck in the creature when they leave the map.{{verify|check to see if this was fixed in v50}} Eating a masterwork prepared meal will not cause an unhappy thought, similarly to dismantling a masterwork building. Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]], however, will.&lt;br /&gt;
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If a dwarf has created many masterpieces in their lifetime, the loss of a single item will affect them proportionally less. This is especially fortunate, for example, in the case of masterpiece crossbow [[Bolt#Masterwork_bolts|crossbow bolts]] (which are made in multiples), but it applies to any- and everything else as well.&lt;br /&gt;
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==== Portraits ====&lt;br /&gt;
In both [[Fortress mode]] and [[Adventurer mode]], the quality of upper body clothes can be seen in portraits of most individuals, such as the created characters, the graphics reflecting the quality of the worn item. Before starting a game in Adventure mode, the player can choose any quality of wearable item (i.e. [[armor]]) for themselves, at the cost of points. In these character portraits, the quality of clothes and armor can be easily seen, as the piece of clothing will appear to be more lavishly decorated the higher the quality is. This can be seen in the example image below:&lt;br /&gt;
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[[File:clothing_quality_preview.png|thumb|708px|center|From left to right, the quality levels of the human's coat (upper) and the dwarf's armor (lower) are standard, -well-crafted-, +finely-crafted+, *superior quality*, =exceptional=, ☼masterful☼ and artifact.]]&lt;br /&gt;
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The player has the choice of choosing the quality of some clothing and weapons by clicking [[File:quality_increase_button.png|16px]] and [[File:quality_decrease_button.png|16px]], with higher qualities costing more points. Note that some articles of clothing will not show a unique graphic for every level of quality. A player can never choose &amp;quot;artifact&amp;quot; quality from the start.&lt;br /&gt;
&lt;br /&gt;
== Quality levels of imported goods ==&lt;br /&gt;
The vast majority of goods brought by caravans, immigrants, visitors, and invaders are superior-quality or less. Exceptional or masterwork-quality items are extremely rare. As a result, you can eventually make better-quality goods yourself, provided your dwarves are trained in the appropriate skill. This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]] can make a big difference in combat performance.&lt;br /&gt;
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There are goods that you can't produce, that foreign civilizations can. Typically, these include uninteresting [[clothing]] items like skirts, or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s. If you want to use those weapons, you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
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== Quality levels in stockpile settings ==&lt;br /&gt;
[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
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=== Core Quality ===&lt;br /&gt;
''Core quality'' means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
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=== Total Quality ===&lt;br /&gt;
''Total quality'' means the highest quality level between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
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A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
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See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]]. That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming Urist has no [[Preferences|preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
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==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has ×3 roll modifier instead of the masterwork's ×2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier. *&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah. We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Wear]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;br /&gt;
[[ru:Item quality]]&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Muskox_sprites.png&amp;diff=318026</id>
		<title>File:Muskox sprites.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Muskox_sprites.png&amp;diff=318026"/>
		<updated>2026-07-18T21:29:01Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Muskox sprites.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Unicorn_sprites.png&amp;diff=318022</id>
		<title>File:Unicorn sprites.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Unicorn_sprites.png&amp;diff=318022"/>
		<updated>2026-07-18T21:00:51Z</updated>

		<summary type="html">&lt;p&gt;Zippy: Zippy uploaded a new version of File:Unicorn sprites.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Zippy</name></author>
	</entry>
</feed>