# Source index

Target: **Dwarf Fortress 53.16** (released August 5, 2026). Research checked September 19, 2026. Main source: the Dwarf Fortress Wiki; the release version was cross-checked against [Bay 12 Games](https://www.bay12games.com/dwarves/).

Each diagram lists its node IDs and article references. The article register below resolves every reference. In the viewer, click a node to see its sources and every panel containing it. Each `.mmd` also identifies the sources for every numbered edge; `systems-data.json` preserves node-level and edge-level claims, status and notes.

**Evidence labels:** current = documented in the current wiki namespace; current-migrated = the current page retains inherited text or a migration warning; current-conflicted = a release correction or contradiction was resolved as explained. Older-only inference and unresolved claims are separately styled in the diagrams. Current documentation is not an independent runtime verification.

## Diagram and node mapping

### 00-master — Dwarf Fortress 53.16 — connected systems master map

[Mermaid source](mermaid/00-master.mmd) · [Rendered SVG](svg/00-master.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_HISTORY` | World history | state | [WA01](#wa01), [WA06](#wa06), [WA03](#wa03), [R_ENGRAVE](#r_engrave), [R_MOOD](#r_mood), [R_ART](#r_art), [PS_RELIGION](#ps_religion), [PS_PERFORM](#ps_perform), [PS_NOBLE](#ps_noble), [PS_INTRIGUE](#ps_intrigue), [PS_BOOK](#ps_book), [SRC_B_DEMON](#src_b_demon), [SRC_B_NECRO](#src_b_necro) |
| `W_ENV` | Local environment | state | [WA10](#wa10), [WA11](#wa11), [WA18](#wa18), [R_WATER](#r_water), [R_TEMP](#r_temp), [R_FARM](#r_farm), [R_TRAIN](#r_train), [R_PASTURE](#r_pasture), [R_STONE](#r_stone), [R_WOOD](#r_wood), [R_GLASS](#r_glass), [PS_THOUGHT](#ps_thought), [SRC_B_WOUND](#src_b_wound), [SRC_B_CREATURE](#src_b_creature), [SRC_B_SYNDROME](#src_b_syndrome) |
| `W_CIV` | Civilizations | state | [WA02](#wa02), [WA18](#wa18), [R_TRADE](#r_trade), [PS_VALUE](#ps_value), [PS_PERFORM](#ps_perform), [PS_NOBLE](#ps_noble) |
| `A_ACTION` | Adventurer actions | control | [WA18](#wa18), [WA34](#wa34), [PS_VALUE](#ps_value), [PS_PERFORM](#ps_perform), [PS_RUMOR](#ps_rumor), [PS_INTRIGUE](#ps_intrigue), [PS_BOOK](#ps_book), [SRC_B_COMBAT](#src_b_combat), [SRC_B_DEMON](#src_b_demon), [SRC_B_REMNANT](#src_b_remnant) |
| `F_MAT` | Material properties | state | [R_MAT](#r_mat), [R_SCI](#r_sci) |
| `F_FLUID` | Water and magma depth | state | [R_FLOW](#r_flow), [R_WATER](#r_water) |
| `C_BODY` | Body and tissues | state | [WA18](#wa18), [WA19](#wa19), [SRC_B_TISSUE](#src_b_tissue), [SRC_B_WOUND](#src_b_wound), [SRC_B_COMBAT](#src_b_combat), [SRC_B_FB](#src_b_fb) |
| `C_HEALTH` | Injuries and illness | state | [WA12](#wa12), [WA13](#wa13), [WA30](#wa30), [R_TEMP](#r_temp), [R_CAVE](#r_cave), [R_CART](#r_cart), [R_LABOR](#r_labor), [R_PASTURE](#r_pasture), [R_SOAP](#r_soap), [R_CLOTH](#r_cloth), [PS_THOUGHT](#ps_thought), [PS_JUSTICE](#ps_justice), [PS_SKILL](#ps_skill), [SRC_B_WOUND](#src_b_wound), [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_COMBAT](#src_b_combat), [SRC_B_WERE](#src_b_were) |
| `J_WORK` | Job execution | process | [WA15](#wa15), [WA16](#wa16), [R_LABOR](#r_labor), [R_MOOD](#r_mood), [R_MIGRANT](#r_migrant), [PS_SKILL](#ps_skill), [PS_NOBLE](#ps_noble), [SRC_B_FOOD](#src_b_food), [SRC_B_SLEEP](#src_b_sleep), [SRC_B_ATTRIBUTE](#src_b_attribute), [SRC_B_ENGINE](#src_b_engine), [SRC_B_SQUAD](#src_b_squad) |
| `J_SKILL` | Skills and experience | state | [WA07](#wa07), [WA18](#wa18), [WA19](#wa19), [WA22](#wa22), [R_LABOR](#r_labor), [R_FARM](#r_farm), [R_QUALITY](#r_quality), [R_MOOD](#r_mood), [PS_SKILL](#ps_skill), [PS_PERFORM](#ps_perform), [PS_INTRIGUE](#ps_intrigue), [SRC_B_ATTRIBUTE](#src_b_attribute), [SRC_B_CARE](#src_b_care), [SRC_B_TRAIN](#src_b_train), [SRC_B_COMBAT](#src_b_combat) |
| `E_GOODS` | Goods and materials | state | [WA02](#wa02), [WA07](#wa07), [WA16](#wa16), [WA18](#wa18), [R_WOOD](#r_wood), [R_STONE](#r_stone), [R_LABOR](#r_labor), [R_METAL](#r_metal), [R_TEXTILE](#r_textile), [R_SOAP](#r_soap), [R_PAPER](#r_paper), [R_MOOD](#r_mood), [R_TRADE](#r_trade), [PS_THOUGHT](#ps_thought), [PS_TAVERN](#ps_tavern), [PS_BOOK](#ps_book), [PS_SKILL](#ps_skill), [SRC_B_CARE](#src_b_care), [SRC_B_FOOD](#src_b_food), [SRC_B_TRAP](#src_b_trap), [SRC_B_ARMOR](#src_b_armor), [SRC_B_DICE](#src_b_dice) |
| `L_STOCK` | Stored stock quantities | state | [R_STOCK](#r_stock) |
| `B_SPACES` | Rooms and locations | state | [R_BUILD](#r_build), [R_ENGRAVE](#r_engrave), [R_LOCATION](#r_location), [PS_THOUGHT](#ps_thought), [PS_TEMPLE](#ps_temple), [PS_NOBLE](#ps_noble), [SRC_B_CARE](#src_b_care), [SRC_B_SLEEP](#src_b_sleep) |
| `B_POWER` | Mechanical power network | state | [R_POWER](#r_power), [R_PUMP](#r_pump), [R_MACHINE](#r_machine) |
| `E_FARM` | Planting and harvest | process | [R_FARM](#r_farm) |
| `E_ANIMALS` | Tame and trained livestock | state | [R_TRAIN](#r_train) |
| `P_BEHAVIOR` | Autonomous behavior | process | [PS_NEED](#ps_need), [PS_BREAK](#ps_break) |
| `P_STRESS` | Short-term stress / mood | state | [PS_STRESS](#ps_stress) |
| `S_REL` | Relationships and allegiances | state | [PS_REL](#ps_rel), [PS_JUSTICE](#ps_justice), [SRC_B_NECRO](#src_b_necro), [SRC_B_GHOST](#src_b_ghost) |
| `S_CULTURE` | Cultural forms and works | state | [WA02](#wa02), [WA18](#wa18), [WA22](#wa22), [PS_PERFORM](#ps_perform) |
| `G_RULE` | Government | state | [WA02](#wa02), [WA25](#wa25), [R_WEALTH](#r_wealth), [PS_RELIGION](#ps_religion), [PS_NOBLE](#ps_noble) |
| `G_CRIME` | Criminal acts / offenses | state | [PS_JUSTICE](#ps_justice), [SRC_B_VAMPIRE](#src_b_vampire) |
| `S_RELIGION` | Religions and deities | state | [PS_RELIGION](#ps_religion), [SRC_B_NECRO](#src_b_necro), [SRC_B_MAGIC](#src_b_magic), [SRC_B_DICE](#src_b_dice) |
| `S_KNOW` | Known academic topics | state | [WA32](#wa32), [PS_TOPIC](#ps_topic) |
| `E_TRADE` | Caravan trade | process | [WA02](#wa02), [WA07](#wa07), [R_TRADE](#r_trade), [PS_NOBLE](#ps_noble), [PS_JUSTICE](#ps_justice), [PS_BOOK](#ps_book), [SRC_B_SIEGE](#src_b_siege), [SRC_B_NECRO](#src_b_necro) |
| `E_WEALTH` | Fortress wealth | state | [R_WEALTH](#r_wealth), [PS_NOBLE](#ps_noble) |
| `E_POP` | Fortress population | state | [R_MIGRANT](#r_migrant) |
| `M_COMBAT` | Combat | process | [WA30](#wa30), [R_SCI](#r_sci), [SRC_B_COMBAT](#src_b_combat), [R_TRAIN](#r_train), [R_PASTURE](#r_pasture), [R_METAL](#r_metal), [R_QUALITY](#r_quality), [SRC_B_NECRO](#src_b_necro), [SRC_B_WERE](#src_b_were) |
| `T_SUPER` | Supernatural effects | process | [WA11](#wa11), [WA13](#wa13), [WA33](#wa33), [PS_TEMPLE](#ps_temple), [PS_BOOK](#ps_book), [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_MAGIC](#src_b_magic) |

### 01-world-generation-civilizations — World generation, civilizations and conflict

[Mermaid source](mermaid/01-world-generation-civilizations.mmd) · [Rendered SVG](svg/01-world-generation-civilizations.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_PARAMS` | Generation parameters and seeds | control | [WA01](#wa01) |
| `W_MAPGEN` | Generate terrain and populations | process | [WA01](#wa01) |
| `W_ENV` | Local environment | state | [WA10](#wa10), [WA11](#wa11) |
| `W_HISTORYGEN` | Simulate historical years | process | [WA01](#wa01) |
| `W_CIV` | Civilizations | state | [WA02](#wa02) |
| `W_POP` | Abstract population counts | state | [WA03](#wa03) |
| `W_FIG` | Persistent historical figures | state | [WA03](#wa03) |
| `W_SITE` | Sites and ownership | state | [WA02](#wa02), [WA25](#wa25) |
| `W_CLAIM` | Territorial and artifact claims | state | [WA25](#wa25) |
| `W_CONFLICT` | War, occupation and insurrection | process | [WA25](#wa25) |
| `W_HISTORY` | World history | state | [WA01](#wa01), [WA06](#wa06) |
| `W_ACT` | Offscreen world activity | process | [WA01](#wa01), [WA04](#wa04) |
| `A_ACTION` | Adventurer actions | control | [WA18](#wa18) |
| `E_GOODS` | Goods and materials | state | [WA02](#wa02), [WA07](#wa07) |
| `E_TRADE` | Caravan trade | process | [WA02](#wa02), [WA07](#wa07) |
| `G_RULE` | Government | state | [WA02](#wa02) |
| `S_CULTURE` | Cultural forms and works | state | [WA02](#wa02) |
| `W_SUCCESSION` | Offscreen succession [v0.47.05 inferred] | process | [WA04](#wa04), [WA05](#wa05) |

### 02-world-persistence-history — Mode persistence, retirement and historical records

[Mermaid source](mermaid/02-world-persistence-history.mmd) · [Rendered SVG](svg/02-world-persistence-history.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_ENV` | Local environment | state | [WA10](#wa10), [WA11](#wa11) |
| `W_FIG` | Persistent historical figures | state | [WA03](#wa03) |
| `W_SITE` | Sites and ownership | state | [WA02](#wa02), [WA25](#wa25) |
| `W_HISTORY` | World history | state | [WA01](#wa01), [WA06](#wa06) |
| `W_LOCAL` | Load and offload local maps | process | [WA03](#wa03) |
| `W_EMBARK` | Choose civilization, site and supplies | control | [WA07](#wa07) |
| `W_FORT` | Active player fortress | state | [WA08](#wa08) |
| `W_RETIRE` | Retire fortress | control | [WA08](#wa08) |
| `W_RUIN` | Abandon fortress to ruin | control | [WA08](#wa08) |
| `W_RETURN` | Unretire or reclaim fortress | control | [WA07](#wa07), [WA08](#wa08) |
| `W_RUMOR` | Distributed incident knowledge | state | [WA24](#wa24) |
| `W_INFO` | World map and news reports | report | [WA02](#wa02), [WA24](#wa24) |
| `W_LEGENDS` | Legends and historical exports | report | [WA06](#wa06) |
| `W_REVEAL` | Reveal history setting | control | [WA06](#wa06) |
| `A_ACTION` | Adventurer actions | control | [WA18](#wa18) |
| `E_GOODS` | Goods and materials | state | [WA02](#wa02), [WA07](#wa07) |
| `J_SKILL` | Skills and experience | state | [WA07](#wa07) |

### 03-geography-water-weather — Geography, resources, water and weather

[Mermaid source](mermaid/03-geography-water-weather.mmd) · [Rendered SVG](svg/03-geography-water-weather.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_PARAMS` | Generation parameters and seeds | control | [WA01](#wa01) |
| `W_FIELDS` | Elevation, rain, drainage and temperature | state | [WA01](#wa01), [WA10](#wa10) |
| `W_BIOME` | Biome distribution | state | [WA10](#wa10) |
| `W_GEO` | Soil and rock layers | state | [WA14](#wa14) |
| `W_MINERAL` | Ore, gems, flux, coal, sand and clay | state | [WA14](#wa14) |
| `W_ENV` | Local environment | state | [WA10](#wa10), [WA11](#wa11) |
| `W_WEATHER` | Rain, snow and wind | process | [WA13](#wa13) |
| `W_TEMP` | Climate and seasonal temperature | state | [WA12](#wa12) |
| `W_WATER` | Rivers, pools and usable water | state | [WA12](#wa12), [WA13](#wa13) |
| `W_FREEZE` | Freezing, thawing and evaporation | process | [WA12](#wa12), [WA13](#wa13) |
| `W_AQUIFER` | Light and heavy aquifers | state | [WA15](#wa15) |
| `W_LEAK` | Aquifer leakage | process | [WA15](#wa15) |
| `W_SEAL` | Seal walls or drain with pumps | control | [WA15](#wa15) |
| `W_POWER` | Local wind strength | state | [WA13](#wa13) |
| `W_PLANTS` | Wild vegetation and fungi | state | [WA10](#wa10), [WA11](#wa11), [WA16](#wa16) |
| `W_WILDLIFE` | Regional wildlife populations | state | [WA10](#wa10), [WA17](#wa17), [WA29](#wa29) |
| `C_HEALTH` | Injuries and illness | state | [WA12](#wa12), [WA13](#wa13) |
| `P_THOUGHT` | Experienced events / thoughts | state | [WA13](#wa13) |
| `J_WORK` | Job execution | process | [WA15](#wa15), [WA16](#wa16) |
| `A_ACTION` | Adventurer actions | control | [WA18](#wa18) |
| `B_WIND` | Windmill generation | process | [WA13](#wa13), [R_WIND](#r_wind) |

### 04-ecology-wildlife-caverns — Ecology, wildlife disturbance and caverns

[Mermaid source](mermaid/04-ecology-wildlife-caverns.mmd) · [Rendered SVG](svg/04-ecology-wildlife-caverns.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_ALIGN` | Alignment and savagery | state | [WA11](#wa11) |
| `W_EXTINCT` | Extinct-fauna placement option | control | [WA01](#wa01) |
| `W_WATER` | Rivers, pools and usable water | state | [WA12](#wa12), [WA13](#wa13) |
| `W_PLANTS` | Wild vegetation and fungi | state | [WA10](#wa10), [WA11](#wa11), [WA16](#wa16) |
| `W_WILDLIFE` | Regional wildlife populations | state | [WA10](#wa10), [WA17](#wa17), [WA29](#wa29) |
| `W_HARVEST` | Woodcutting, fishing and gathering | process | [WA17](#wa17), [WA16](#wa16) |
| `W_AGITATE` | Agitated wildlife | state | [WA17](#wa17) |
| `W_CAVERN` | Cavern ecosystem | state | [WA16](#wa16) |
| `W_BREACH` | Excavate into caverns | control | [WA16](#wa16) |
| `W_SPORES` | Subterranean vegetation growth | process | [WA16](#wa16) |
| `W_EVIL` | Evil weather and reanimation regions | state | [WA11](#wa11), [WA13](#wa13) |
| `W_AMBUSH` | Wildlife and cavern attacks | process | [WA16](#wa16), [WA17](#wa17) |
| `T_SUPER` | Supernatural effects | process | [WA11](#wa11), [WA13](#wa13) |
| `C_HEALTH` | Injuries and illness | state | [WA12](#wa12), [WA13](#wa13) |
| `C_DEATH` | Death and corpses | state | [WA11](#wa11) |
| `J_WORK` | Job execution | process | [WA15](#wa15), [WA16](#wa16) |
| `E_GOODS` | Goods and materials | state | [WA16](#wa16) |
| `W_DOMESTIC` | Domestic animal populations | state | [WA01](#wa01) |

### 05-materials-heat — Materials, temperature and thermal damage

[Mermaid source](mermaid/05-materials-heat.mmd) · [Rendered SVG](svg/05-materials-heat.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_ENV` | Local environment | state | [R_WATER](#r_water), [R_TEMP](#r_temp) |
| `F_MAT` | Material properties | state | [R_MAT](#r_mat), [R_SCI](#r_sci) |
| `F_MASS` | Density and item mass | state | [R_MAT](#r_mat) |
| `F_STRENGTH` | Impact and shear response | state | [R_SCI](#r_sci), [R_WEAR](#r_wear) |
| `F_TEMP` | Temperature | state | [R_TEMP](#r_temp) |
| `F_EXCHANGE` | Heat exchange | process | [R_TEMP](#r_temp) |
| `F_PHASE` | Melting, freezing, boiling | process | [R_TEMP](#r_temp) |
| `F_FIRE` | Ignition and burning | process | [R_TEMP](#r_temp) |
| `F_SAFETY` | Fire / magma suitability | state | [R_TEMP](#r_temp), [R_MECH](#r_mech) |
| `F_FLUID` | Water and magma depth | state | [R_FLOW](#r_flow) |
| `B_PUMP` | Pumping | process | [R_PUMP](#r_pump) |
| `C_HEALTH` | Injuries and illness | state | [R_TEMP](#r_temp), [R_CAVE](#r_cave) |
| `A_LOAD` | Encumbrance | state | [WA18](#wa18), [R_MAT](#r_mat) |
| `M_COMBAT` | Combat | process | [R_SCI](#r_sci), [SRC_B_COMBAT](#src_b_combat) |

### 06-fluids — Fluid motion, pressure and reactions

[Mermaid source](mermaid/06-fluids.mmd) · [Rendered SVG](svg/06-fluids.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `F_FLUID` | Water and magma depth | state | [R_FLOW](#r_flow) |
| `F_MOVE` | Gravity and lateral spreading | process | [R_FLOW](#r_flow) |
| `F_PRESSURE` | Pressure movement | process | [R_PRESS](#r_press), [R_FLOW](#r_flow) |
| `F_DIAGONAL` | Diagonal liquid passage | state | [R_FLOW](#r_flow) |
| `F_REACT` | Water-magma interaction | process | [R_MAGMA](#r_magma) |
| `F_OBSIDIAN` | Obsidian terrain | state | [R_MAGMA](#r_magma) |
| `B_PUMP` | Pumping | process | [R_PUMP](#r_pump) |
| `B_POWER` | Mechanical power network | state | [R_POWER](#r_power), [R_PUMP](#r_pump) |
| `E_HEAT` | Furnace heat supply | state | [R_FUEL](#r_fuel), [R_MAGMA](#r_magma) |
| `C_HEALTH` | Injuries and illness | state | [R_TEMP](#r_temp), [R_CAVE](#r_cave) |
| `L_PATH` | Accessible paths | state | [R_PATH](#r_path), [R_FLOW](#r_flow) |

### 07-collapse — Support, collapse and displacement

[Mermaid source](mermaid/07-collapse.mmd) · [Rendered SVG](svg/07-collapse.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `F_FLUID` | Water and magma depth | state | [R_FLOW](#r_flow) |
| `F_SUPPORT` | Terrain connectivity | state | [R_CAVE](#r_cave) |
| `F_COLLAPSE` | Cave-in and falling terrain | process | [R_CAVE](#r_cave) |
| `F_DUST` | Collapse dust / knockback | process | [R_CAVE](#r_cave) |
| `B_EXCAVATE` | Mining and channeling | process | [R_STONE](#r_stone), [R_CAVE](#r_cave) |
| `B_BUILD` | Constructed walls / floors / stairs | state | [R_BUILD](#r_build), [R_R5301](#r_r5301) |
| `C_HEALTH` | Injuries and illness | state | [R_TEMP](#r_temp), [R_CAVE](#r_cave) |
| `P_THOUGHT` | Experienced events / thoughts | state | [R_CAVE](#r_cave) |

### 08-built-spaces — Terrain, construction, furnishings and room value

[Mermaid source](mermaid/08-built-spaces.mmd) · [Rendered SVG](svg/08-built-spaces.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `B_PLAN` | Building / digging designations | control | [R_BUILD](#r_build), [R_LABOR](#r_labor) |
| `B_EXCAVATE` | Mining and channeling | process | [R_STONE](#r_stone), [R_BUILD](#r_build) |
| `B_BUILD` | Constructed walls / floors / stairs | state | [R_BUILD](#r_build), [R_R5301](#r_r5301) |
| `B_REINFORCE` | Reinforced walls | state | [R_R5301](#r_r5301) |
| `B_SPACES` | Rooms and locations | state | [R_BUILD](#r_build), [R_ENGRAVE](#r_engrave), [R_LOCATION](#r_location) |
| `B_FURNITURE` | Installed furniture | state | [R_WOOD](#r_wood), [R_STONE](#r_stone), [R_WEALTH](#r_wealth) |
| `B_VALUE` | Room and location value | state | [R_ENGRAVE](#r_engrave), [R_WEALTH](#r_wealth), [R_ROOMVALUE](#r_roomvalue) |
| `B_ENGRAVE` | Smoothing / engraving | process | [R_ENGRAVE](#r_engrave) |
| `B_IMAGE` | Engraved scene / description | report | [R_ENGRAVE](#r_engrave) |
| `L_PATH` | Accessible paths | state | [R_PATH](#r_path) |
| `E_GOODS` | Goods and materials | state | [R_WOOD](#r_wood), [R_STONE](#r_stone) |
| `W_HISTORY` | World history | state | [R_ENGRAVE](#r_engrave) |
| `P_THOUGHT` | Experienced events / thoughts | state | [R_ENGRAVE](#r_engrave) |
| `T_BREACH` | Invader mining / rams | process | [R_R5301](#r_r5301) |

### 09-machinery — Triggers, mechanisms and mechanical power

[Mermaid source](mermaid/09-machinery.mmd) · [Rendered SVG](svg/09-machinery.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `B_LINK` | Install mechanism links | control | [R_MECH](#r_mech) |
| `B_PULL` | Pull lever job | process | [R_LEVER](#r_lever) |
| `B_SENSOR` | Configured pressure plate | state | [R_PLATE](#r_plate) |
| `B_SIGNAL` | Trigger signal | process | [R_MECH](#r_mech), [R_LEVER](#r_lever), [R_PLATE](#r_plate) |
| `B_GATE` | Bridge / door / floodgate state | state | [R_LEVER](#r_lever) |
| `B_WIND` | Windmill generation | process | [R_WIND](#r_wind) |
| `B_WHEEL` | Water-wheel generation | process | [R_WHEEL](#r_wheel), [R_FLOW](#r_flow) |
| `B_POWER` | Mechanical power network | state | [R_POWER](#r_power), [R_MACHINE](#r_machine) |
| `B_GEARS` | Axles and engaged gears | state | [R_MACHINE](#r_machine), [R_POWER](#r_power) |
| `B_LOAD` | Connected power demand | state | [R_POWER](#r_power), [R_PUMP](#r_pump) |
| `B_PUMP` | Pumping | process | [R_PUMP](#r_pump) |
| `B_MILL` | Powered milling | process | [R_POWER](#r_power) |
| `B_ROLLER` | Powered cart rollers | process | [R_CART](#r_cart) |
| `F_FLUID` | Water and magma depth | state | [R_FLOW](#r_flow) |
| `L_PATH` | Accessible paths | state | [R_PATH](#r_path) |

### 10-jobs — Orders, job eligibility and execution

[Mermaid source](mermaid/10-jobs.mmd) · [Rendered SVG](svg/10-jobs.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `J_DESIGN` | Designations / workshop tasks | control | [R_LABOR](#r_labor) |
| `J_ORDERS` | Conditional work orders | control | [R_ORDER](#r_order) |
| `J_MANAGER` | Manager validation | process | [R_MANAGER](#r_manager) |
| `J_QUEUE` | Queued jobs | state | [R_LABOR](#r_labor), [R_ORDER](#r_order) |
| `J_LABOR` | Work details / specialization | control | [R_LABOR](#r_labor) |
| `J_OCCUPATION` | Occupation / workshop assignment | control | [R_LABOR](#r_labor) |
| `J_TOOLS` | Required tools and inputs | state | [R_LABOR](#r_labor) |
| `J_ELIGIBLE` | Available eligible workers | state | [R_LABOR](#r_labor) |
| `J_WORK` | Job execution | process | [R_LABOR](#r_labor) |
| `J_SKILL` | Skills and experience | state | [R_LABOR](#r_labor) |
| `J_CANCEL` | Blocked / cancelled jobs | state | [R_LABOR](#r_labor), [R_STOCK](#r_stock) |
| `J_REPORT` | Task list / cancellation notice | report | [R_LABOR](#r_labor) |
| `L_HAUL` | Hauling | process | [R_HAUL](#r_haul) |
| `E_GOODS` | Goods and materials | state | [R_LABOR](#r_labor) |
| `E_WEAR` | Wear and replacement demand | process | [R_WEAR](#r_wear) |

### 11-logistics — Stockpile routing, hauling, access and minecarts

[Mermaid source](mermaid/11-logistics.mmd) · [Rendered SVG](svg/11-logistics.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `J_ORDERS` | Conditional work orders | control | [R_ORDER](#r_order) |
| `J_TOOLS` | Required tools and inputs | state | [R_LABOR](#r_labor) |
| `J_ELIGIBLE` | Available eligible workers | state | [R_LABOR](#r_labor) |
| `J_WORK` | Job execution | process | [R_LABOR](#r_labor) |
| `J_CANCEL` | Blocked / cancelled jobs | state | [R_LABOR](#r_labor), [R_STOCK](#r_stock) |
| `L_FILTER` | Stockpile filters and links | control | [R_STOCK](#r_stock) |
| `L_STOCK` | Stored stock quantities | state | [R_STOCK](#r_stock) |
| `L_HAUL` | Hauling | process | [R_HAUL](#r_haul) |
| `L_PATH` | Accessible paths | state | [R_PATH](#r_path) |
| `L_TRAFFIC` | Traffic path costs | control | [R_PATH](#r_path) |
| `L_BURROW` | Burrow job / source limits | control | [R_BURROW](#r_burrow), [R_LABOR](#r_labor) |
| `L_FLAGS` | Forbid / dump item flags | control | [R_STOCK](#r_stock), [R_LABOR](#r_labor) |
| `L_CONTAIN` | Bins, barrels, bags, pots | state | [R_STOCK](#r_stock) |
| `L_WHEELBARROW` | Wheelbarrow transport | process | [R_HAUL](#r_haul) |
| `L_ROUTE` | Cart route / stops / conditions | control | [R_CART](#r_cart) |
| `L_CART` | Minecart movement | process | [R_CART](#r_cart) |
| `L_TRACK` | Tracks, ramps and brakes | state | [R_CART](#r_cart) |
| `L_TIME` | Travel and hauling time | state | [R_HAUL](#r_haul) |
| `C_HEALTH` | Injuries and illness | state | [R_CART](#r_cart), [R_LABOR](#r_labor) |

### 12-cultivation — Growing conditions, crop yield and seed renewal

[Mermaid source](mermaid/12-cultivation.mmd) · [Rendered SVG](svg/12-cultivation.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_ENV` | Local environment | state | [R_FARM](#r_farm) |
| `E_GROUND` | Soil / mud and light history | state | [R_FARM](#r_farm) |
| `E_SEASON` | Season and biome crop limits | state | [R_FARM](#r_farm) |
| `E_PLOT` | Crop selection / farm plots | control | [R_FARM](#r_farm) |
| `E_SEED` | Seed stocks | state | [R_SEED](#r_seed) |
| `E_FARM` | Planting and harvest | process | [R_FARM](#r_farm) |
| `E_FERT` | Potash fertilization | process | [R_FARM](#r_farm) |
| `E_POORSOIL` | Poor underground soil penalty | state | [R_FARM](#r_farm) |
| `E_CROPS` | Harvested plants | state | [R_FARM](#r_farm) |
| `J_SKILL` | Skills and experience | state | [R_FARM](#r_farm) |
| `E_GATHER` | Wild plant gathering | process | [R_FARM](#r_farm) |
| `E_FOOD` | Edible food stocks | state | [R_COOK](#r_cook) |
| `E_BREW` | Brewing | process | [R_BREW](#r_brew) |
| `E_COOK` | Cooking meals | process | [R_COOK](#r_cook) |
| `E_PROCESS` | Milling / plant processing | process | [R_SEED](#r_seed), [R_CLOTH](#r_cloth) |
| `F_FLUID` | Water and magma depth | state | [R_WATER](#r_water) |

### 13-food-drink — Food processing, drink, consumption and spoilage

[Mermaid source](mermaid/13-food-drink.mmd) · [Rendered SVG](svg/13-food-drink.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `E_SEED` | Seed stocks | state | [R_SEED](#r_seed) |
| `E_FISH` | Fishing and fish preparation | process | [R_FISH](#r_fish) |
| `E_FOOD` | Edible food stocks | state | [R_COOK](#r_cook) |
| `E_BREW` | Brewing | process | [R_BREW](#r_brew) |
| `E_DRINK` | Alcohol stocks | state | [R_BREW](#r_brew) |
| `E_COOK` | Cooking meals | process | [R_COOK](#r_cook) |
| `E_PROCESS` | Milling / plant processing | process | [R_SEED](#r_seed), [R_CLOTH](#r_cloth) |
| `E_KITCHEN` | Kitchen ingredient permissions | control | [R_LABOR](#r_labor) |
| `E_EAT` | Eating and drinking | process | [R_COOK](#r_cook), [R_BREW](#r_brew) |
| `E_ROT` | Rotting / withering supplies | process | [R_MIASMA](#r_miasma), [R_WEAR](#r_wear) |
| `E_MIASMA` | Subterranean miasma | state | [R_MIASMA](#r_miasma) |
| `L_STOCK` | Stored stock quantities | state | [R_STOCK](#r_stock) |
| `L_CONTAIN` | Bins, barrels, bags, pots | state | [R_BREW](#r_brew) |
| `P_THOUGHT` | Experienced events / thoughts | state | [R_COOK](#r_cook), [R_MIASMA](#r_miasma) |

### 14-husbandry — Taming, training, grazing and animal reproduction

[Mermaid source](mermaid/14-husbandry.mmd) · [Rendered SVG](svg/14-husbandry.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_ENV` | Local environment | state | [R_TRAIN](#r_train), [R_PASTURE](#r_pasture) |
| `E_WILD` | Wild animal populations | state | [R_TRAIN](#r_train) |
| `E_ANIMALS` | Tame and trained livestock | state | [R_TRAIN](#r_train) |
| `E_CAPTURE` | Cage capture | process | [R_TRAIN](#r_train) |
| `E_TRAIN` | Taming / animal training | process | [R_TRAIN](#r_train) |
| `E_KNOWANIMAL` | Civilization taming knowledge | state | [R_TRAIN](#r_train) |
| `E_REVERT` | Adult training decay | process | [R_TRAIN](#r_train) |
| `E_WARANIMAL` | War / hunting training | process | [R_TRAIN](#r_train) |
| `E_PASTURE` | Pasture assignments | control | [R_PASTURE](#r_pasture) |
| `E_GRASS` | Grass / fungus availability | state | [R_PASTURE](#r_pasture) |
| `E_GRAZE` | Grazing | process | [R_PASTURE](#r_pasture) |
| `E_BREED` | Mating, birth and growth | process | [R_EGG](#r_egg), [R_TRAIN](#r_train) |
| `E_NEST` | Nest boxes / protected clutches | control | [R_EGG](#r_egg) |
| `E_EGGS` | Eggs | state | [R_EGG](#r_egg) |
| `E_MILK` | Milking / cheesemaking | process | [R_MILK](#r_milk) |
| `E_SHEAR` | Shearing and wool | process | [R_SHEAR](#r_shear) |
| `E_HUNT` | Hunting / slaughter | process | [R_BUTCHER](#r_butcher), [R_TRAIN](#r_train) |
| `E_BEE` | Honeybee colonies / hives | state | [R_BEE](#r_bee) |
| `E_COOK` | Cooking meals | process | [R_EGG](#r_egg), [R_MILK](#r_milk) |
| `C_HEALTH` | Injuries and illness | state | [R_PASTURE](#r_pasture) |
| `M_COMBAT` | Combat | process | [R_TRAIN](#r_train), [R_PASTURE](#r_pasture) |

### 15-animal-products — Animal products and the honeybee colony cycle

[Mermaid source](mermaid/15-animal-products.mmd) · [Rendered SVG](svg/15-animal-products.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `E_MILK` | Milking / cheesemaking | process | [R_MILK](#r_milk) |
| `E_HUNT` | Hunting / slaughter | process | [R_BUTCHER](#r_butcher), [R_TRAIN](#r_train) |
| `E_BUTCHER` | Butchery | process | [R_BUTCHER](#r_butcher) |
| `E_BODYGOODS` | Meat, fat, hides, bone | state | [R_BUTCHER](#r_butcher) |
| `E_BEE` | Honeybee colonies / hives | state | [R_BEE](#r_bee) |
| `E_SPLIT` | Colony splitting | process | [R_BEE](#r_bee) |
| `E_BEEHARVEST` | Collect hive products | process | [R_BEE](#r_bee) |
| `E_HONEY` | Honeycomb, jelly, honey, wax | state | [R_BEE](#r_bee) |
| `E_BREW` | Brewing | process | [R_BREW](#r_brew), [R_BEE](#r_bee) |
| `E_COOK` | Cooking meals | process | [R_EGG](#r_egg), [R_MILK](#r_milk) |

### 16-metal-fuel — Ore, fuel, smelting, steel and forging

[Mermaid source](mermaid/16-metal-fuel.mmd) · [Rendered SVG](svg/16-metal-fuel.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_ENV` | Local environment | state | [R_STONE](#r_stone), [R_WOOD](#r_wood), [R_GLASS](#r_glass) |
| `B_EXCAVATE` | Mining and channeling | process | [R_STONE](#r_stone) |
| `E_ORE` | Ores and flux stone | state | [R_METAL](#r_metal), [R_STEEL](#r_steel) |
| `E_STONE` | Stone, gems and coal rock | state | [R_STONE](#r_stone), [R_GEM](#r_gem), [R_FUEL](#r_fuel) |
| `E_LOG` | Wood logs | state | [R_WOOD](#r_wood) |
| `E_FUELMAKE` | Charcoal / coke production | process | [R_FUEL](#r_fuel) |
| `E_FUEL` | Refined coal | state | [R_FUEL](#r_fuel) |
| `E_HEAT` | Furnace heat supply | state | [R_FUEL](#r_fuel), [R_MAGMA](#r_magma) |
| `E_SMELT` | Smelting / alloy reactions | process | [R_METAL](#r_metal) |
| `E_BARS` | Metal bars | state | [R_METAL](#r_metal) |
| `E_STEEL` | Pig iron / steel reactions | process | [R_STEEL](#r_steel) |
| `E_FORGE` | Forging | process | [R_METAL](#r_metal) |
| `E_RECYCLE` | Melt designated metal objects | process | [R_METAL](#r_metal) |
| `E_CARVE` | Stone cutting / carving | process | [R_STONE](#r_stone) |
| `E_CARPENTER` | Carpentry / woodcraft | process | [R_WOOD](#r_wood) |
| `E_GEM` | Gem cutting / setting | process | [R_GEM](#r_gem) |
| `E_GLASS` | Glassmaking | process | [R_GLASS](#r_glass) |
| `E_KILN` | Pottery / glazing | process | [R_POT](#r_pot), [R_CLAY](#r_clay) |
| `E_GOODS` | Goods and materials | state | [R_METAL](#r_metal), [R_STONE](#r_stone), [R_WOOD](#r_wood) |

### 17-hard-material-crafts — Stone, wood, gems, glass, ceramics and value

[Mermaid source](mermaid/17-hard-material-crafts.mmd) · [Rendered SVG](svg/17-hard-material-crafts.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `E_RECYCLE` | Melt designated metal objects | process | [R_METAL](#r_metal) |
| `E_CARVE` | Stone cutting / carving | process | [R_STONE](#r_stone) |
| `E_CARPENTER` | Carpentry / woodcraft | process | [R_WOOD](#r_wood) |
| `E_GEM` | Gem cutting / setting | process | [R_GEM](#r_gem) |
| `E_SAND` | Bagged sand | state | [R_GLASS](#r_glass) |
| `E_GLASS` | Glassmaking | process | [R_GLASS](#r_glass) |
| `E_CLAY` | Collected clay | state | [R_POT](#r_pot) |
| `E_KILN` | Pottery / glazing | process | [R_POT](#r_pot), [R_CLAY](#r_clay) |
| `E_GOODS` | Goods and materials | state | [R_METAL](#r_metal), [R_STONE](#r_stone), [R_WOOD](#r_wood) |
| `E_QUALITY` | Item quality / decorations | state | [R_QUALITY](#r_quality), [R_GEM](#r_gem) |
| `E_WEALTH` | Fortress wealth | state | [R_WEALTH](#r_wealth) |
| `J_SKILL` | Skills and experience | state | [R_LABOR](#r_labor), [R_QUALITY](#r_quality) |
| `B_BUILD` | Constructed walls / floors / stairs | state | [R_BUILD](#r_build) |
| `M_COMBAT` | Combat | process | [R_METAL](#r_metal), [R_QUALITY](#r_quality) |
| `L_CONTAIN` | Bins, barrels, bags, pots | state | [R_WOOD](#r_wood), [R_GLASS](#r_glass) |

### 18-textiles-paper — Fiber, textiles, leather and writing materials

[Mermaid source](mermaid/18-textiles-paper.mmd) · [Rendered SVG](svg/18-textiles-paper.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `E_CROPS` | Harvested plants | state | [R_FARM](#r_farm) |
| `E_BODYGOODS` | Meat, fat, hides, bone | state | [R_BUTCHER](#r_butcher) |
| `E_WEB` | Spider / creature webs | state | [R_CLOTH](#r_cloth) |
| `E_SHEAR` | Shearing and wool | process | [R_SHEAR](#r_shear) |
| `E_THREAD` | Plant / silk / yarn thread | state | [R_CLOTH](#r_cloth) |
| `E_WEAVE` | Weaving | process | [R_CLOTH](#r_cloth) |
| `E_CLOTH` | Cloth | state | [R_CLOTH](#r_cloth) |
| `E_DYE` | Dye and decoration work | process | [R_TEXTILE](#r_textile) |
| `E_SEW` | Clothing / bags / ropes | process | [R_TEXTILE](#r_textile) |
| `E_TAN` | Tanning / leatherworking | process | [R_BUTCHER](#r_butcher), [R_TEXTILE](#r_textile) |
| `E_FAT` | Rendered tallow / pressed oil | state | [R_SOAP](#r_soap) |
| `E_SHEET` | Papyrus / paper / parchment sheets | state | [R_PAPER](#r_paper) |
| `E_PAPER` | Papermaking / parchment processing | process | [R_PAPER](#r_paper) |
| `E_BIND` | Quire / scroll / bookbinding | process | [R_PAPER](#r_paper) |
| `S_BOOK` | Written books and scrolls | state | [R_PAPER](#r_paper) |
| `E_GOODS` | Goods and materials | state | [R_TEXTILE](#r_textile), [R_SOAP](#r_soap), [R_PAPER](#r_paper) |
| `C_SUTURE` | Suture / dress wounds | process | [R_CLOTH](#r_cloth), [SRC_B_CARE](#src_b_care) |

### 19-soap-wear — Ash, soap, hygiene and replacement demand

[Mermaid source](mermaid/19-soap-wear.mmd) · [Rendered SVG](svg/19-soap-wear.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `E_LOG` | Wood logs | state | [R_WOOD](#r_wood) |
| `E_FAT` | Rendered tallow / pressed oil | state | [R_SOAP](#r_soap) |
| `E_ASH` | Ash production | process | [R_SOAP](#r_soap), [R_FARM](#r_farm) |
| `E_LYE` | Lye | state | [R_SOAP](#r_soap) |
| `E_POTASH` | Potash | state | [R_FARM](#r_farm) |
| `E_SOAPMAKE` | Soapmaking | process | [R_SOAP](#r_soap) |
| `E_SOAP` | Soap | state | [R_SOAP](#r_soap) |
| `E_WASH` | Personal washing | process | [R_SOAP](#r_soap) |
| `E_GOODS` | Goods and materials | state | [R_TEXTILE](#r_textile), [R_SOAP](#r_soap), [R_PAPER](#r_paper) |
| `E_WEAR` | Wear and replacement demand | process | [R_WEAR](#r_wear) |
| `E_FERT` | Potash fertilization | process | [R_FARM](#r_farm) |
| `C_HEALTH` | Injuries and illness | state | [R_SOAP](#r_soap), [R_CLOTH](#r_cloth) |
| `P_THOUGHT` | Experienced events / thoughts | state | [R_SOAP](#r_soap), [R_WEAR](#r_wear) |

### 20-artifacts — Strange moods, artifact creation and claims

[Mermaid source](mermaid/20-artifacts.mmd) · [Rendered SVG](svg/20-artifacts.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `T_MOOD` | Strange mood | state | [R_MOOD](#r_mood) |
| `T_MOODSKILL` | Highest eligible mood skill | state | [R_MOOD](#r_mood) |
| `T_CLAIMSHOP` | Claim workshop | process | [R_MOOD](#r_mood) |
| `T_MOODINPUT` | Requested materials in order | state | [R_MOOD](#r_mood) |
| `T_ARTMAKE` | Make artifact | process | [R_MOOD](#r_mood) |
| `T_ARTIFACT` | Artifacts | state | [R_ART](#r_art), [R_MOOD](#r_mood) |
| `T_MOODFAIL` | Failed mood / insanity | state | [R_MOOD](#r_mood) |
| `T_ARTCLAIM` | Artifact ownership and claims | state | [R_ART](#r_art) |
| `T_ARTTEXT` | Generated artifact description | report | [R_ART](#r_art) |
| `T_ARTDISPLAY` | Install / display artifact | control | [R_ART](#r_art) |
| `J_WORK` | Job execution | process | [R_MOOD](#r_mood) |
| `J_SKILL` | Skills and experience | state | [R_MOOD](#r_mood) |
| `E_GOODS` | Goods and materials | state | [R_MOOD](#r_mood) |
| `E_WEALTH` | Fortress wealth | state | [R_WEALTH](#r_wealth) |
| `W_HISTORY` | World history | state | [R_MOOD](#r_mood), [R_ART](#r_art) |
| `P_THOUGHT` | Experienced events / thoughts | state | [R_MOOD](#r_mood) |
| `W_CLAIM` | Territorial and artifact claims | state | [R_ART](#r_art), [WA25](#wa25) |

### 21-trade-diplomacy — Caravans, barter, trade requests and diplomacy

[Mermaid source](mermaid/21-trade-diplomacy.mmd) · [Rendered SVG](svg/21-trade-diplomacy.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_CIV` | Civilizations | state | [R_TRADE](#r_trade) |
| `E_RELATIONS` | Contact / peace / war / alliance | state | [R_R5313](#r_r5313) |
| `E_MESSENGER` | Send diplomatic missions | control | [R_R5313](#r_r5313) |
| `E_CARAVAN` | Caravan arrival / cargo | state | [R_CARAVAN](#r_caravan), [R_R5313](#r_r5313) |
| `E_AGREEMENT` | Negotiate trade requests | control | [R_AGREE](#r_agree) |
| `E_DEPOT` | Accessible trade depot | state | [R_TRADE](#r_trade) |
| `E_BROKER` | Broker / trader skills | state | [R_TRADE](#r_trade) |
| `E_OFFER` | Select barter offer / gift | control | [R_TRADE](#r_trade) |
| `E_PRICE` | Item prices and profit | state | [R_TRADE](#r_trade), [R_AGREE](#r_agree) |
| `E_APPRAISE` | Displayed value estimates | report | [R_TRADE](#r_trade) |
| `E_TRADE` | Caravan trade | process | [R_TRADE](#r_trade) |
| `E_EXPORT` | Exported wealth | state | [R_WEALTH](#r_wealth) |
| `E_IMPORT` | Imported goods and value | state | [R_WEALTH](#r_wealth) |
| `E_MIGRANTS` | Migrant arrivals | process | [R_MIGRANT](#r_migrant) |
| `L_HAUL` | Hauling | process | [R_HAUL](#r_haul) |

### 22-wealth-migration — Wealth, imports, exports and population growth

[Mermaid source](mermaid/22-wealth-migration.mmd) · [Rendered SVG](svg/22-wealth-migration.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `E_TRADE` | Caravan trade | process | [R_TRADE](#r_trade) |
| `E_GOODS` | Goods and materials | state | [R_TRADE](#r_trade) |
| `E_WEALTH` | Fortress wealth | state | [R_WEALTH](#r_wealth) |
| `E_EXPORT` | Exported wealth | state | [R_WEALTH](#r_wealth) |
| `E_IMPORT` | Imported goods and value | state | [R_WEALTH](#r_wealth) |
| `E_RECORDS` | Bookkeeping / stock reports | report | [R_WEALTH](#r_wealth) |
| `E_POPCONTROL` | Population caps / difficulty | control | [R_MIGRANT](#r_migrant) |
| `E_MIGRANTS` | Migrant arrivals | process | [R_MIGRANT](#r_migrant) |
| `E_POP` | Fortress population | state | [R_MIGRANT](#r_migrant) |
| `J_WORK` | Job execution | process | [R_LABOR](#r_labor), [R_MIGRANT](#r_migrant) |
| `E_EAT` | Eating and drinking | process | [R_MIGRANT](#r_migrant) |
| `G_RULE` | Government | state | [R_WEALTH](#r_wealth) |

### 23-mind-motivation — Personality, needs, focus and autonomous choices

[Mermaid source](mermaid/23-mind-motivation.mmd) · [Rendered SVG](svg/23-mind-motivation.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `P_PERSON` | Personality facets | state | [PS_FACET](#ps_facet) |
| `P_VALUES` | Personal values | state | [PS_VALUE](#ps_value) |
| `P_PREF` | Preferences and aversions | state | [PS_PREF](#ps_pref) |
| `P_GOALS` | Life goals | state | [PS_GOAL](#ps_goal) |
| `P_NEEDS` | Psychological needs | state | [PS_NEED](#ps_need) |
| `P_FULFILL` | Need fulfillment | process | [PS_NEED](#ps_need) |
| `P_FOCUS` | Focus / distraction | state | [PS_NEED](#ps_need) |
| `P_BEHAVIOR` | Autonomous behavior | process | [PS_NEED](#ps_need), [PS_BREAK](#ps_break) |
| `P_PERSONALJOB` | Personal fulfillment jobs | process | [PS_NEED](#ps_need) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `P_EMOTION` | Emotions | state | [PS_EMOTION](#ps_emotion) |
| `P_BREAKDOWN` | Temporary breakdown | process | [PS_BREAK](#ps_break) |
| `P_REPORT` | Personality / thoughts display | report | [PS_FACET](#ps_facet), [PS_VALUE](#ps_value), [PS_MEMORY](#ps_memory) |
| `P_AMENITIES` | Provide amenities and access | control | [PS_THOUGHT](#ps_thought), [PS_TEMPLE](#ps_temple) |
| `P_GOALDONE` | Realize a life goal | process | [PS_GOAL](#ps_goal) |
| `P_ARGUMENT` | Successful value argument | process | [PS_VALUE](#ps_value) |
| `W_CIV` | Civilizations | state | [PS_VALUE](#ps_value) |
| `B_SPACES` | Rooms and locations | state | [PS_THOUGHT](#ps_thought), [PS_TEMPLE](#ps_temple) |
| `J_WORK` | Job execution | process | [PS_SKILL](#ps_skill) |
| `J_SKILL` | Skills and experience | state | [PS_SKILL](#ps_skill) |
| `E_GOODS` | Goods and materials | state | [PS_THOUGHT](#ps_thought) |
| `A_ACTION` | Adventurer actions | control | [PS_VALUE](#ps_value) |

### 24-mind-emotion — Experienced events, memory, mood and breakdowns

[Mermaid source](mermaid/24-mind-emotion.mmd) · [Rendered SVG](svg/24-mind-emotion.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `P_PERSON` | Personality facets | state | [PS_FACET](#ps_facet) |
| `P_VALUES` | Personal values | state | [PS_VALUE](#ps_value) |
| `P_NEEDS` | Psychological needs | state | [PS_NEED](#ps_need) |
| `P_BEHAVIOR` | Autonomous behavior | process | [PS_NEED](#ps_need), [PS_BREAK](#ps_break) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `P_EMOTION` | Emotions | state | [PS_EMOTION](#ps_emotion) |
| `P_MEMORY` | Short / long-term memories | state | [PS_MEMORY](#ps_memory) |
| `P_RECALL` | Recall past experience | process | [PS_MEMORY](#ps_memory) |
| `P_CORE` | Core memories | state | [PS_MEMORY](#ps_memory) |
| `P_STRESS` | Short-term stress / mood | state | [PS_STRESS](#ps_stress) |
| `P_CHRONIC` | Long-term stress | state | [PS_STRESS](#ps_stress) |
| `P_BREAKDOWN` | Temporary breakdown | process | [PS_BREAK](#ps_break) |
| `P_INSANITY` | Irreversible insanity | state | [PS_BREAK](#ps_break), [PS_STRESS](#ps_stress) |
| `P_TIME` | Passing time | process | [PS_MEMORY](#ps_memory), [PS_STRESS](#ps_stress), [PS_NEED](#ps_need) |
| `P_REPORT` | Personality / thoughts display | report | [PS_FACET](#ps_facet), [PS_VALUE](#ps_value), [PS_MEMORY](#ps_memory) |
| `W_ENV` | Local environment | state | [PS_THOUGHT](#ps_thought) |
| `S_REL` | Relationships and allegiances | state | [PS_REL](#ps_rel) |
| `J_WORK` | Job execution | process | [PS_SKILL](#ps_skill) |
| `C_HEALTH` | Injuries and illness | state | [PS_THOUGHT](#ps_thought) |
| `C_DEATH` | Death and corpses | state | [PS_REL](#ps_rel), [PS_THOUGHT](#ps_thought) |
| `G_CRIME` | Criminal acts / offenses | state | [PS_JUSTICE](#ps_justice) |

### 25-society-relationships — Relationships, family, tavern life and visitors

[Mermaid source](mermaid/25-society-relationships.mmd) · [Rendered SVG](svg/25-society-relationships.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `S_PERFORM` | Perform and observe | process | [PS_PERFORM](#ps_perform), [PS_TAVERN](#ps_tavern) |
| `S_REL` | Relationships and allegiances | state | [PS_REL](#ps_rel) |
| `S_CHAT` | Chat / socialize | process | [PS_REL](#ps_rel) |
| `S_ROMANCE` | Lovers and spouses | state | [PS_MARRIAGE](#ps_marriage) |
| `S_COMPAT` | Orientation / age / kinship | state | [PS_MARRIAGE](#ps_marriage) |
| `S_FAMILY` | Birth and close family | process | [PS_MARRIAGE](#ps_marriage) |
| `S_TAVERN` | Tavern | state | [PS_TAVERN](#ps_tavern) |
| `S_ACCESS` | Set location access / visitor cap | control | [PS_VISITOR](#ps_visitor) |
| `S_VISITOR` | Visitors and residents | state | [PS_VISITOR](#ps_visitor) |
| `S_RUMOR` | Spread news and rumors | process | [PS_RUMOR](#ps_rumor) |
| `S_REPUTATION` | Known deeds / artifact locations | state | [PS_RUMOR](#ps_rumor) |
| `S_NEWSUI` | News / rumor map | report | [PS_RUMOR](#ps_rumor) |
| `S_DRINK` | Order and serve alcohol | process | [PS_TAVERN](#ps_tavern), [PS_5316](#ps_5316) |
| `S_DRUNK` | Intoxication | state | [PS_TAVERN](#ps_tavern) |
| `P_PERSON` | Personality facets | state | [PS_FACET](#ps_facet) |
| `P_NEEDS` | Psychological needs | state | [PS_NEED](#ps_need) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `E_GOODS` | Goods and materials | state | [PS_TAVERN](#ps_tavern) |
| `C_DEATH` | Death and corpses | state | [PS_REL](#ps_rel) |
| `W_RUMOR` | Distributed incident knowledge | state | [PS_RUMOR](#ps_rumor), [WA24](#wa24) |

### 26-society-culture — Cultural forms, performance and art

[Mermaid source](mermaid/26-society-culture.mmd) · [Rendered SVG](svg/26-society-culture.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_HISTORY` | World history | state | [PS_RELIGION](#ps_religion), [PS_PERFORM](#ps_perform) |
| `W_CIV` | Civilizations | state | [PS_PERFORM](#ps_perform), [PS_VALUE](#ps_value) |
| `S_CULTURE` | Cultural forms and works | state | [PS_PERFORM](#ps_perform) |
| `S_PERFORM` | Perform and observe | process | [PS_PERFORM](#ps_perform), [PS_TAVERN](#ps_tavern) |
| `S_FORMLEARN` | Learn performance forms | process | [PS_TAVERN](#ps_tavern) |
| `S_INSTRUMENT` | Instruments and dance space | state | [PS_TAVERN](#ps_tavern) |
| `S_ART` | Artworks and depictions | state | [PS_ART](#ps_art) |
| `S_ARTTEXT` | Depiction descriptions | report | [PS_ART](#ps_art) |
| `S_RUMOR` | Spread news and rumors | process | [PS_RUMOR](#ps_rumor) |
| `S_CONVERT` | Prophets / priests convert | process | [PS_RELIGION](#ps_religion) |
| `P_NEEDS` | Psychological needs | state | [PS_NEED](#ps_need) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `J_SKILL` | Skills and experience | state | [PS_PERFORM](#ps_perform) |
| `A_ACTION` | Adventurer actions | control | [PS_PERFORM](#ps_perform), [PS_RUMOR](#ps_rumor) |

### 27-society-religion — Religions, worship, temples and petitions

[Mermaid source](mermaid/27-society-religion.mmd) · [Rendered SVG](svg/27-society-religion.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `S_PERFORM` | Perform and observe | process | [PS_PERFORM](#ps_perform), [PS_TAVERN](#ps_tavern) |
| `S_RELIGION` | Religions and deities | state | [PS_RELIGION](#ps_religion) |
| `S_CONVERT` | Prophets / priests convert | process | [PS_RELIGION](#ps_religion) |
| `S_TEMPLE` | Temples and priesthood | state | [PS_TEMPLE](#ps_temple) |
| `S_PRAY` | Pray / meditate | process | [PS_TEMPLE](#ps_temple) |
| `S_PETITION` | Guild / temple petitions | state | [PS_TEMPLE](#ps_temple), [PS_GUILD](#ps_guild) |
| `S_GRANT` | Accept and fulfill petitions | control | [PS_TEMPLE](#ps_temple), [PS_GUILD](#ps_guild) |
| `S_DESECRATE` | Desecrate own deity temple | process | [PS_TEMPLE](#ps_temple) |
| `P_NEEDS` | Psychological needs | state | [PS_NEED](#ps_need) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `B_VALUE` | Room and location value | state | [PS_TEMPLE](#ps_temple) |
| `T_SUPER` | Supernatural effects | process | [PS_TEMPLE](#ps_temple) |
| `G_RULE` | Government | state | [PS_RELIGION](#ps_religion) |

### 28-government-offices — Government offices, noble requirements and mandates

[Mermaid source](mermaid/28-government-offices.mmd) · [Rendered SVG](svg/28-government-offices.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `W_CIV` | Civilizations | state | [PS_NOBLE](#ps_noble) |
| `W_HISTORY` | World history | state | [PS_NOBLE](#ps_noble), [PS_INTRIGUE](#ps_intrigue) |
| `G_RULE` | Government | state | [PS_NOBLE](#ps_noble) |
| `G_OFFICE` | Noble / administrator offices | state | [PS_NOBLE](#ps_noble) |
| `G_APPOINT` | Appoint administrators | control | [PS_NOBLE](#ps_noble) |
| `G_ELECT` | Citizen elections | process | [PS_NOBLE](#ps_noble) |
| `G_PROMOTE` | Noble elevation | process | [PS_NOBLE](#ps_noble) |
| `G_MANDATE` | Production / export mandates | state | [PS_JUSTICE](#ps_justice), [PS_NOBLE](#ps_noble) |
| `G_DEMAND` | Furniture demands | state | [PS_PREF](#ps_pref), [PS_NOBLE](#ps_noble) |
| `G_ROOMS` | Ranked room requirements | state | [PS_NOBLE](#ps_noble) |
| `G_CONSOLE` | Leader / priest consolation | process | [PS_NOBLE](#ps_noble), [PS_RELIGION](#ps_religion) |
| `G_CRIME` | Criminal acts / offenses | state | [PS_JUSTICE](#ps_justice) |
| `G_PUNISH` | Imprison / beat / hammer | process | [PS_JUSTICE](#ps_justice) |
| `G_ETHIC` | Civilization ethics | state | [PS_JUSTICE](#ps_justice), [PS_ETHIC](#ps_ethic) |
| `G_WAR` | World war decisions | process | [PS_OLD_ETHIC](#ps_old_ethic), [PS_ETHIC](#ps_ethic) |
| `G_PLOT` | Plots and agreements | state | [PS_INTRIGUE](#ps_intrigue) |
| `P_PREF` | Preferences and aversions | state | [PS_PREF](#ps_pref) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `J_WORK` | Job execution | process | [PS_NOBLE](#ps_noble) |
| `E_TRADE` | Caravan trade | process | [PS_NOBLE](#ps_noble), [PS_JUSTICE](#ps_justice) |
| `E_WEALTH` | Fortress wealth | state | [PS_NOBLE](#ps_noble) |
| `B_SPACES` | Rooms and locations | state | [PS_NOBLE](#ps_noble) |

### 29-government-justice — Crime, investigation, punishment and conspiracies

[Mermaid source](mermaid/29-government-justice.mmd) · [Rendered SVG](svg/29-government-justice.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `G_CRIME` | Criminal acts / offenses | state | [PS_JUSTICE](#ps_justice) |
| `G_EVIDENCE` | Witness reports / evidence | state | [PS_JUSTICE](#ps_justice) |
| `G_INTERROGATE` | Interrogate suspects | process | [PS_JUSTICE](#ps_justice) |
| `G_INVESTIGATE` | Order interrogation / conviction | control | [PS_JUSTICE](#ps_justice) |
| `G_CONVICT` | Conviction / sentence | state | [PS_JUSTICE](#ps_justice) |
| `G_GUARD` | Sheriff / fortress guard | state | [PS_JUSTICE](#ps_justice) |
| `G_PUNISH` | Imprison / beat / hammer | process | [PS_JUSTICE](#ps_justice) |
| `G_JAIL` | Dungeon cages / restraints | state | [PS_JUSTICE](#ps_justice) |
| `G_PLOT` | Plots and agreements | state | [PS_INTRIGUE](#ps_intrigue) |
| `G_AGENT` | Agents / false identities | state | [PS_INTRIGUE](#ps_intrigue) |
| `G_CORRUPT` | Persuade / bribe / blackmail | process | [PS_INTRIGUE](#ps_intrigue) |
| `G_NETWORK` | Recruited conspirators | state | [PS_INTRIGUE](#ps_intrigue) |
| `G_INTELUI` | Cases / intelligence reports | report | [PS_JUSTICE](#ps_justice) |
| `P_PERSON` | Personality facets | state | [PS_JUSTICE](#ps_justice) |
| `P_VALUES` | Personal values | state | [PS_JUSTICE](#ps_justice) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_THOUGHT](#ps_thought) |
| `P_BREAKDOWN` | Temporary breakdown | process | [PS_BREAK](#ps_break) |
| `J_SKILL` | Skills and experience | state | [PS_INTRIGUE](#ps_intrigue) |
| `C_HEALTH` | Injuries and illness | state | [PS_JUSTICE](#ps_justice) |
| `A_ACTION` | Adventurer actions | control | [PS_INTRIGUE](#ps_intrigue) |
| `S_REL` | Relationships and allegiances | state | [PS_JUSTICE](#ps_justice) |

### 30-learning-practice — Practice, performance, skill rust and guild teaching

[Mermaid source](mermaid/30-learning-practice.mmd) · [Rendered SVG](svg/30-learning-practice.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `J_SKILL` | Skills and experience | state | [PS_SKILL](#ps_skill) |
| `J_WORK` | Job execution | process | [PS_SKILL](#ps_skill) |
| `S_RUST` | Skill rust / disuse | state | [PS_SKILL](#ps_skill) |
| `S_ATTRIBUTE` | Physical / mental attributes | state | [PS_SKILL](#ps_skill) |
| `S_CHECK` | Task-specific performance rolls | process | [PS_SKILL](#ps_skill) |
| `S_PROFREPORT` | Profession / skill display | report | [PS_SKILL](#ps_skill) |
| `S_GUILD` | Guild / guildhall | state | [PS_GUILD](#ps_guild) |
| `S_DEMONSTRATE` | Skill demonstration | process | [PS_GUILD](#ps_guild) |
| `S_TEACH` | Teacher / student skill | state | [PS_SCHOLAR](#ps_scholar) |
| `S_APPRENTICE` | Master-apprentice teaching | process | [PS_SCHOLAR](#ps_scholar) |
| `S_CREDIT` | Topic-specific research progress | state | [PS_TOPIC](#ps_topic) |
| `S_KNOW` | Known academic topics | state | [PS_TOPIC](#ps_topic) |
| `S_BLANK` | Blank quires / scrolls | state | [PS_BOOK](#ps_book) |
| `E_GOODS` | Goods and materials | state | [PS_BOOK](#ps_book), [PS_SKILL](#ps_skill) |
| `P_FOCUS` | Focus / distraction | state | [PS_SKILL](#ps_skill) |
| `P_PREF` | Preferences and aversions | state | [PS_PREF](#ps_pref) |
| `P_NEEDS` | Psychological needs | state | [PS_GUILD](#ps_guild), [PS_BOOK](#ps_book) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_SCHOLAR](#ps_scholar) |
| `C_HEALTH` | Injuries and illness | state | [PS_SKILL](#ps_skill) |

### 31-learning-scholarship — Research, discoveries, authorship and reading

[Mermaid source](mermaid/31-learning-scholarship.mmd) · [Rendered SVG](svg/31-learning-scholarship.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `J_SKILL` | Skills and experience | state | [PS_SKILL](#ps_skill) |
| `S_LIBRARY` | Library and book storage | state | [PS_BOOK](#ps_book), [PS_SCHOLAR](#ps_scholar) |
| `S_ASSIGN` | Assign scholars / scribes | control | [PS_SCHOLAR](#ps_scholar), [PS_BOOK](#ps_book) |
| `S_RESEARCH` | Ponder and discuss topics | process | [PS_SCHOLAR](#ps_scholar), [PS_TOPIC](#ps_topic) |
| `S_CREDIT` | Topic-specific research progress | state | [PS_TOPIC](#ps_topic) |
| `S_DISCOVERY` | Discover a topic | process | [PS_TOPIC](#ps_topic) |
| `S_KNOW` | Known academic topics | state | [PS_TOPIC](#ps_topic) |
| `S_FORM` | Known literary forms | state | [PS_TOPIC](#ps_topic) |
| `S_BLANK` | Blank quires / scrolls | state | [PS_BOOK](#ps_book) |
| `S_WRITE` | Write original work | process | [PS_BOOK](#ps_book), [PS_SCHOLAR](#ps_scholar) |
| `S_COPY` | Copy written work | process | [PS_BOOK](#ps_book) |
| `S_BOOK` | Written books and scrolls | state | [PS_BOOK](#ps_book) |
| `S_READ` | Read written content | process | [PS_BOOK](#ps_book) |
| `S_CONTENT` | Content description / title | report | [PS_BOOK](#ps_book) |
| `S_VISITOR` | Visitors and residents | state | [PS_SCHOLAR](#ps_scholar) |
| `W_HISTORY` | World history | state | [PS_BOOK](#ps_book) |
| `E_TRADE` | Caravan trade | process | [PS_BOOK](#ps_book) |
| `P_VALUES` | Personal values | state | [PS_SCHOLAR](#ps_scholar) |
| `P_NEEDS` | Psychological needs | state | [PS_GUILD](#ps_guild), [PS_BOOK](#ps_book) |
| `P_THOUGHT` | Experienced events / thoughts | state | [PS_SCHOLAR](#ps_scholar) |
| `T_SUPER` | Supernatural effects | process | [PS_BOOK](#ps_book) |
| `A_ACTION` | Adventurer actions | control | [PS_BOOK](#ps_book) |
| `W_ACT` | Offscreen world activity | process | [PS_SCHOLAR](#ps_scholar) |

### 32-creatures-physiology — Creature bodies, vital maintenance and injury

[Mermaid source](mermaid/32-creatures-physiology.mmd) · [Rendered SVG](svg/32-creatures-physiology.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `C_BODY` | Body and tissues | state | [SRC_B_TISSUE](#src_b_tissue), [SRC_B_WOUND](#src_b_wound) |
| `C_FUNCTION` | Grasp, stance, senses, breathing | state | [SRC_B_WOUND](#src_b_wound) |
| `C_ATTR` | Physical attributes | state | [SRC_B_ATTRIBUTE](#src_b_attribute) |
| `C_GROWTH` | Age and growth | process | [SRC_B_AGE](#src_b_age) |
| `C_LIFESPAN` | Species lifespan | state | [SRC_B_AGE](#src_b_age) |
| `C_VITAL` | Hunger, thirst, drowsiness | state | [SRC_B_FOOD](#src_b_food), [SRC_B_THIRST](#src_b_thirst), [SRC_B_SLEEP](#src_b_sleep) |
| `C_MAINTAIN` | Eat, drink and sleep | process | [SRC_B_FOOD](#src_b_food), [SRC_B_THIRST](#src_b_thirst), [SRC_B_SLEEP](#src_b_sleep) |
| `C_ALCOHOL` | Alcohol dependence / intoxication | state | [SRC_B_THIRST](#src_b_thirst), [SRC_B_SYNDROME](#src_b_syndrome) |
| `C_HEALTH` | Injuries and illness | state | [SRC_B_WOUND](#src_b_wound), [SRC_B_SYNDROME](#src_b_syndrome) |
| `C_BLEED` | Blood loss | state | [SRC_B_WOUND](#src_b_wound) |
| `C_PAIN` | Pain and unconsciousness | state | [SRC_B_WOUND](#src_b_wound) |
| `C_INFECTION` | Wound infection | state | [SRC_B_CARE](#src_b_care) |
| `C_DISABILITY` | Lost parts / nerve disability | state | [SRC_B_WOUND](#src_b_wound) |
| `C_DEATH` | Death and corpses | state | [SRC_B_WOUND](#src_b_wound), [SRC_B_AGE](#src_b_age) |
| `C_RECOVER` | Recover wounded | process | [SRC_B_CARE](#src_b_care) |
| `J_WORK` | Job execution | process | [SRC_B_FOOD](#src_b_food), [SRC_B_SLEEP](#src_b_sleep), [SRC_B_ATTRIBUTE](#src_b_attribute) |
| `M_COMBAT` | Combat | process | [SRC_B_COMBAT](#src_b_combat) |
| `W_ENV` | Local environment | state | [SRC_B_WOUND](#src_b_wound) |
| `P_THOUGHT` | Experienced events / thoughts | state | [SRC_B_FOOD](#src_b_food), [SRC_B_THIRST](#src_b_thirst), [SRC_B_SLEEP](#src_b_sleep) |
| `T_SUPER` | Supernatural effects | process | [SRC_B_SYNDROME](#src_b_syndrome) |

### 33-healthcare — Hospital admission, diagnosis, treatment and recovery

[Mermaid source](mermaid/33-healthcare.mmd) · [Rendered SVG](svg/33-healthcare.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `C_VITAL` | Hunger, thirst, drowsiness | state | [SRC_B_FOOD](#src_b_food), [SRC_B_THIRST](#src_b_thirst), [SRC_B_SLEEP](#src_b_sleep) |
| `C_MAINTAIN` | Eat, drink and sleep | process | [SRC_B_FOOD](#src_b_food), [SRC_B_THIRST](#src_b_thirst), [SRC_B_SLEEP](#src_b_sleep) |
| `C_HEALTH` | Injuries and illness | state | [SRC_B_WOUND](#src_b_wound), [SRC_B_SYNDROME](#src_b_syndrome) |
| `C_BLEED` | Blood loss | state | [SRC_B_WOUND](#src_b_wound) |
| `C_INFECTION` | Wound infection | state | [SRC_B_CARE](#src_b_care) |
| `C_DISABILITY` | Lost parts / nerve disability | state | [SRC_B_WOUND](#src_b_wound) |
| `C_HOSPITAL` | Hospital and staff assignments | control | [SRC_B_CARE](#src_b_care) |
| `C_RECOVER` | Recover wounded | process | [SRC_B_CARE](#src_b_care) |
| `C_DIAG` | Diagnosis / prescribed procedures | process | [SRC_B_CARE](#src_b_care) |
| `C_CLEAN` | Wash wounds with water / soap | process | [SRC_B_CARE](#src_b_care) |
| `C_SURGERY` | Surgery | process | [SRC_B_CARE](#src_b_care) |
| `C_BONE` | Set, splint or cast bones | process | [SRC_B_CARE](#src_b_care), [SRC_B_TISSUE](#src_b_tissue) |
| `C_SUTURE` | Suture / dress wounds | process | [SRC_B_CARE](#src_b_care) |
| `C_NURSE` | Feed and water patients | process | [SRC_B_CARE](#src_b_care) |
| `C_HEAL` | Rest and tissue healing | process | [SRC_B_CARE](#src_b_care), [SRC_B_WOUND](#src_b_wound) |
| `C_AID` | Crutches | state | [SRC_B_CARE](#src_b_care) |
| `C_REPORT` | Health / diagnosis report | report | [SRC_B_CARE](#src_b_care) |
| `E_GOODS` | Goods and materials | state | [SRC_B_CARE](#src_b_care), [SRC_B_FOOD](#src_b_food) |
| `B_SPACES` | Rooms and locations | state | [SRC_B_CARE](#src_b_care), [SRC_B_SLEEP](#src_b_sleep) |

### 34-military-organization — Military organization, training and equipment

[Mermaid source](mermaid/34-military-organization.mmd) · [Rendered SVG](svg/34-military-organization.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `M_RECRUIT` | Squad membership and leaders | control | [SRC_B_SQUAD](#src_b_squad) |
| `M_SCHEDULE` | Schedules and direct orders | control | [SRC_B_SQUAD](#src_b_squad) |
| `M_UNIFORM` | Uniform assignments | control | [SRC_B_SQUAD](#src_b_squad) |
| `M_BARRACKS` | Barracks / archery ranges | state | [SRC_B_TRAIN](#src_b_train) |
| `M_TRAIN` | Drills, demonstrations, sparring | process | [SRC_B_TRAIN](#src_b_train) |
| `M_EQUIP` | Worn and wielded equipment | state | [SRC_B_ARMOR](#src_b_armor), [SRC_B_WEAPON](#src_b_weapon) |
| `M_ATTACK` | Melee / missile attacks | process | [SRC_B_COMBAT](#src_b_combat), [SRC_B_WEAPON](#src_b_weapon) |
| `M_DEFEND` | Dodge, block and parry | process | [SRC_B_COMBAT](#src_b_combat) |
| `M_ARMOR` | Coverage, layers and material | state | [SRC_B_ARMOR](#src_b_armor) |
| `M_AMMO` | Ammunition | state | [SRC_B_WEAPON](#src_b_weapon), [SRC_B_ENGINE](#src_b_engine) |
| `M_COMBAT` | Combat | process | [SRC_B_COMBAT](#src_b_combat) |
| `M_RESET` | Rearm / clean jammed traps | process | [SRC_B_TRAP](#src_b_trap) |
| `M_ENGINE` | Catapult, ballista, bolt thrower | state | [SRC_B_ENGINE](#src_b_engine), [SRC_B_SIEGE53](#src_b_siege53) |
| `M_FIRECTRL` | Siege engine fire orders | control | [SRC_B_ENGINE](#src_b_engine), [SRC_B_SIEGE53](#src_b_siege53) |
| `J_WORK` | Job execution | process | [SRC_B_ENGINE](#src_b_engine), [SRC_B_SQUAD](#src_b_squad) |
| `J_SKILL` | Skills and experience | state | [SRC_B_TRAIN](#src_b_train), [SRC_B_COMBAT](#src_b_combat) |
| `C_HEALTH` | Injuries and illness | state | [SRC_B_COMBAT](#src_b_combat) |
| `E_GOODS` | Goods and materials | state | [SRC_B_TRAP](#src_b_trap), [SRC_B_ARMOR](#src_b_armor) |
| `P_THOUGHT` | Experienced events / thoughts | state | [SRC_B_TRAIN](#src_b_train), [SRC_B_SLEEP](#src_b_sleep) |
| `P_NEEDS` | Psychological needs | state | [SRC_B_TRAIN](#src_b_train) |

### 35-combat-traps — Combat resolution, traps and casualties

[Mermaid source](mermaid/35-combat-traps.mmd) · [Rendered SVG](svg/35-combat-traps.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `M_ATTACK` | Melee / missile attacks | process | [SRC_B_COMBAT](#src_b_combat), [SRC_B_WEAPON](#src_b_weapon) |
| `M_DEFEND` | Dodge, block and parry | process | [SRC_B_COMBAT](#src_b_combat) |
| `M_ARMOR` | Coverage, layers and material | state | [SRC_B_ARMOR](#src_b_armor) |
| `M_GRAPPLE` | Wrestle, disarm and choke | process | [SRC_B_COMBAT](#src_b_combat) |
| `M_COMBAT` | Combat | process | [SRC_B_COMBAT](#src_b_combat) |
| `M_STAMINA` | Exertion and movement speed | state | [SRC_B_COMBAT](#src_b_combat), [SRC_B_SLEEP](#src_b_sleep) |
| `M_REPORT` | Combat log | report | [SRC_B_COMBAT](#src_b_combat) |
| `M_TRAP` | Weapon traps / cage traps | state | [SRC_B_TRAP](#src_b_trap) |
| `M_CAPTURE` | Caged enemies | state | [SRC_B_TRAP](#src_b_trap) |
| `M_RESET` | Rearm / clean jammed traps | process | [SRC_B_TRAP](#src_b_trap) |
| `M_SPIKE` | Lever-linked spikes | state | [SRC_B_TRAP](#src_b_trap) |
| `L_PATH` | Accessible paths | state | [SRC_B_TRAP](#src_b_trap), [SRC_B_COMBAT](#src_b_combat) |
| `J_SKILL` | Skills and experience | state | [SRC_B_TRAIN](#src_b_train), [SRC_B_COMBAT](#src_b_combat) |
| `C_ATTR` | Physical attributes | state | [SRC_B_ATTRIBUTE](#src_b_attribute) |
| `C_BODY` | Body and tissues | state | [SRC_B_COMBAT](#src_b_combat) |
| `C_HEALTH` | Injuries and illness | state | [SRC_B_COMBAT](#src_b_combat) |
| `C_DEATH` | Death and corpses | state | [SRC_B_COMBAT](#src_b_combat) |
| `A_ACTION` | Adventurer actions | control | [SRC_B_COMBAT](#src_b_combat) |
| `T_THREATS` | Hostile encounters | process | [SRC_B_COMBAT](#src_b_combat) |
| `T_WEB` | Web entanglement | state | [SRC_B_FB](#src_b_fb), [SRC_B_TRAP](#src_b_trap) |

### 36-sieges — Raids, siege engineering and defensive adaptation

[Mermaid source](mermaid/36-sieges.mmd) · [Rendered SVG](svg/36-sieges.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `T_DIFFICULTY` | Enemy difficulty settings | control | [SRC_B_DIFFICULTY](#src_b_difficulty) |
| `T_PROGRESS` | Population / production / exports | state | [SRC_B_DIFFICULTY](#src_b_difficulty) |
| `T_RAIDS` | Civilization raids / ambushes | process | [SRC_B_SIEGE](#src_b_siege), [SRC_B_DIFFICULTY](#src_b_difficulty) |
| `T_SIEGE` | Civilization sieges | process | [SRC_B_SIEGE](#src_b_siege) |
| `T_THREATS` | Hostile encounters | process | [SRC_B_CREATURE](#src_b_creature), [SRC_B_SIEGE](#src_b_siege) |
| `T_BREACH` | Invader mining / rams | process | [SRC_B_SIEGE](#src_b_siege), [SRC_B_SIEGE53](#src_b_siege53) |
| `T_BRIDGE` | Invader floors / stairs | process | [SRC_B_SIEGE](#src_b_siege), [SRC_B_SIEGE53](#src_b_siege53) |
| `T_FREE` | Free caged companions | process | [SRC_B_SIEGE](#src_b_siege), [SRC_B_SIEGE53](#src_b_siege53) |
| `T_AVOID` | Trap and death-site knowledge | state | [SRC_B_SIEGE](#src_b_siege), [SRC_B_SIEGE53](#src_b_siege53) |
| `T_ESCAPE` | Retreating siege survivors | process | [SRC_B_SIEGE](#src_b_siege) |
| `T_AGITATE` | Savage wildlife agitation | state | [SRC_B_CREATURE](#src_b_creature), [SRC_B_DIFFICULTY](#src_b_difficulty) |
| `T_FB` | Forgotten beast attacks | process | [SRC_B_FB](#src_b_fb) |
| `T_MEGA` | Surface megabeasts / titans | state | [SRC_B_MEGA](#src_b_mega), [SRC_B_TITAN](#src_b_titan) |
| `B_BUILD` | Constructed walls / floors / stairs | state | [SRC_B_SIEGE](#src_b_siege) |
| `B_REINFORCE` | Reinforced walls | state | [SRC_B_SIEGE53](#src_b_siege53) |
| `L_PATH` | Accessible paths | state | [SRC_B_SIEGE](#src_b_siege), [SRC_B_TRAP](#src_b_trap) |
| `M_TRAP` | Weapon traps / cage traps | state | [SRC_B_TRAP](#src_b_trap) |
| `M_CAPTURE` | Caged enemies | state | [SRC_B_TRAP](#src_b_trap) |
| `M_COMBAT` | Combat | process | [SRC_B_COMBAT](#src_b_combat) |
| `C_DEATH` | Death and corpses | state | [SRC_B_NECRO](#src_b_necro), [SRC_B_SIEGE53](#src_b_siege53) |
| `E_TRADE` | Caravan trade | process | [SRC_B_SIEGE](#src_b_siege) |

### 37-ecological-supernatural-threats — Wildlife, megabeasts, evil regions and the deep world

[Mermaid source](mermaid/37-ecological-supernatural-threats.mmd) · [Rendered SVG](svg/37-ecological-supernatural-threats.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `T_SIEGE` | Civilization sieges | process | [SRC_B_SIEGE](#src_b_siege) |
| `T_THREATS` | Hostile encounters | process | [SRC_B_CREATURE](#src_b_creature), [SRC_B_SIEGE](#src_b_siege) |
| `T_DISTURB` | Woodcutting / fishing / noise | process | [SRC_B_CREATURE](#src_b_creature), [SRC_B_DIFFICULTY](#src_b_difficulty) |
| `T_AGITATE` | Savage wildlife agitation | state | [SRC_B_CREATURE](#src_b_creature), [SRC_B_DIFFICULTY](#src_b_difficulty) |
| `T_WILD` | Agitated animals | state | [SRC_B_CREATURE](#src_b_creature) |
| `T_CAVERN` | Opened cavern access | state | [SRC_B_CREATURE](#src_b_creature), [SRC_B_FB](#src_b_fb) |
| `T_FB` | Forgotten beast attacks | process | [SRC_B_FB](#src_b_fb) |
| `T_MEGA` | Surface megabeasts / titans | state | [SRC_B_MEGA](#src_b_mega), [SRC_B_TITAN](#src_b_titan) |
| `T_GENERATED` | Generated bodies / materials / powers | state | [SRC_B_FB](#src_b_fb), [SRC_B_TITAN](#src_b_titan), [SRC_B_DEMON](#src_b_demon) |
| `T_WEB` | Web entanglement | state | [SRC_B_FB](#src_b_fb) |
| `T_EMIT` | Fire, venom, gas, dust emissions | process | [SRC_B_FB](#src_b_fb), [SRC_B_TITAN](#src_b_titan) |
| `T_UNDER` | Breached Underworld | state | [SRC_B_DEMON](#src_b_demon) |
| `T_DEMON` | Demon incursions | process | [SRC_B_DEMON](#src_b_demon) |
| `T_EVIL` | Evil regions and reanimation | state | [SRC_B_DEMON](#src_b_demon), [SRC_B_NECRO](#src_b_necro), [SRC_B_SYNDROME](#src_b_syndrome) |
| `T_NTOWER` | Necromancer towers | state | [SRC_B_NECRO](#src_b_necro) |
| `T_EXPERIMENT` | Necromancer experiments / ghouls | state | [SRC_B_NECRO](#src_b_necro) |
| `T_UNDEAD` | Animated hostile corpses | state | [SRC_B_NECRO](#src_b_necro), [SRC_B_SYNDROME](#src_b_syndrome) |
| `M_COMBAT` | Combat | process | [SRC_B_COMBAT](#src_b_combat) |
| `C_BODY` | Body and tissues | state | [SRC_B_FB](#src_b_fb) |
| `W_HISTORY` | World history | state | [SRC_B_DEMON](#src_b_demon), [SRC_B_NECRO](#src_b_necro) |
| `W_ENV` | Local environment | state | [SRC_B_CREATURE](#src_b_creature), [SRC_B_SYNDROME](#src_b_syndrome) |
| `T_SYNDROME` | Contracted syndromes | state | [SRC_B_SYNDROME](#src_b_syndrome) |

### 38-necromancy — Secrets, necromancy and distinct forms of resurrection

[Mermaid source](mermaid/38-necromancy.mmd) · [Rendered SVG](svg/38-necromancy.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `T_SUPER` | Supernatural effects | process | [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_MAGIC](#src_b_magic) |
| `T_SECRET` | Secrets of life and death | state | [SRC_B_NECRO](#src_b_necro) |
| `T_TEXT` | Secret-bearing slabs and books | state | [SRC_B_NECRO](#src_b_necro) |
| `T_LEARN` | Read or teach secrets | process | [SRC_B_NECRO](#src_b_necro) |
| `T_NECRO` | Necromancer powers / immortality | state | [SRC_B_NECRO](#src_b_necro) |
| `T_RAISE` | Animate / resurrect visible remains | process | [SRC_B_NECRO](#src_b_necro) |
| `T_UNDEAD` | Animated hostile corpses | state | [SRC_B_NECRO](#src_b_necro) |
| `T_INTELLIGENT` | Intelligent undead | state | [SRC_B_NECRO](#src_b_necro) |
| `T_GHOST` | Ghost haunting | process | [SRC_B_GHOST](#src_b_ghost) |
| `S_REL` | Relationships and allegiances | state | [SRC_B_NECRO](#src_b_necro), [SRC_B_GHOST](#src_b_ghost) |
| `P_PERSON` | Personality facets | state | [SRC_B_GHOST](#src_b_ghost), [SRC_B_NECRO](#src_b_necro) |
| `C_DEATH` | Death and corpses | state | [SRC_B_NECRO](#src_b_necro), [SRC_B_GHOST](#src_b_ghost), [SRC_B_VAMPIRE](#src_b_vampire) |
| `M_COMBAT` | Combat | process | [SRC_B_NECRO](#src_b_necro), [SRC_B_WERE](#src_b_were) |
| `E_TRADE` | Caravan trade | process | [SRC_B_NECRO](#src_b_necro) |
| `C_VITAL` | Hunger, thirst, drowsiness | state | [SRC_B_THIRST](#src_b_thirst), [SRC_B_NECRO](#src_b_necro), [SRC_B_VAMPIRE](#src_b_vampire) |

### 39-curses-syndromes-haunting — Syndromes, vampirism, werebeasts and haunting

[Mermaid source](mermaid/39-curses-syndromes-haunting.mmd) · [Rendered SVG](svg/39-curses-syndromes-haunting.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `T_SUPER` | Supernatural effects | process | [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_MAGIC](#src_b_magic) |
| `T_CONTACT` | Material contact / ingestion / inhalation / injection | process | [SRC_B_SYNDROME](#src_b_syndrome) |
| `T_SYNDROME` | Contracted syndromes | state | [SRC_B_SYNDROME](#src_b_syndrome) |
| `T_IMMUNE` | Species immunity and effect timing | state | [SRC_B_SYNDROME](#src_b_syndrome) |
| `T_CURSE` | Divine curse | process | [SRC_B_VAMPIRE](#src_b_vampire), [SRC_B_WERE](#src_b_were), [SRC_B_MAGIC](#src_b_magic) |
| `T_VAMPIRE` | Vampire condition | state | [SRC_B_VAMPIRE](#src_b_vampire) |
| `T_FEED` | Drain unconscious victim | process | [SRC_B_VAMPIRE](#src_b_vampire) |
| `T_WERE` | Werebeast condition | state | [SRC_B_WERE](#src_b_were) |
| `T_BITE` | Infectious werebeast bite | process | [SRC_B_WERE](#src_b_were) |
| `T_MOON` | Full-moon transformations | process | [SRC_B_WERE](#src_b_were) |
| `T_GHOST` | Ghost haunting | process | [SRC_B_GHOST](#src_b_ghost) |
| `T_BURIAL` | Burial / installed memorial | control | [SRC_B_GHOST](#src_b_ghost) |
| `P_THOUGHT` | Experienced events / thoughts | state | [SRC_B_GHOST](#src_b_ghost) |
| `C_HEALTH` | Injuries and illness | state | [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_WERE](#src_b_were) |
| `C_DEATH` | Death and corpses | state | [SRC_B_NECRO](#src_b_necro), [SRC_B_GHOST](#src_b_ghost), [SRC_B_VAMPIRE](#src_b_vampire) |
| `M_COMBAT` | Combat | process | [SRC_B_NECRO](#src_b_necro), [SRC_B_WERE](#src_b_were) |
| `G_CRIME` | Criminal acts / offenses | state | [SRC_B_VAMPIRE](#src_b_vampire) |
| `W_ENV` | Local environment | state | [SRC_B_SYNDROME](#src_b_syndrome) |
| `C_VITAL` | Hunger, thirst, drowsiness | state | [SRC_B_THIRST](#src_b_thirst), [SRC_B_NECRO](#src_b_necro), [SRC_B_VAMPIRE](#src_b_vampire) |
| `P_EMOTION` | Emotions | state | [PS_EMOTION](#ps_emotion) |

### 40-divination-relics — Divination, primordial relics and demon binding

[Mermaid source](mermaid/40-divination-relics.mmd) · [Rendered SVG](svg/40-divination-relics.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `T_SUPER` | Supernatural effects | process | [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_MAGIC](#src_b_magic) |
| `T_SECRET` | Secrets of life and death | state | [SRC_B_NECRO](#src_b_necro) |
| `T_CURSE` | Divine curse | process | [SRC_B_VAMPIRE](#src_b_vampire), [SRC_B_WERE](#src_b_were), [SRC_B_MAGIC](#src_b_magic) |
| `T_DICE` | Roll shrine divination dice | control | [SRC_B_DICE](#src_b_dice) |
| `T_DICEFX` | Blessings, curses and gifts | process | [SRC_B_DICE](#src_b_dice) |
| `T_COSMETIC` | Omen / descriptive text | report | [SRC_B_DICE](#src_b_dice), [SRC_B_REMNANT](#src_b_remnant) |
| `T_RELIC` | Equipped primordial weapons / jewelry | state | [SRC_B_REMNANT](#src_b_remnant) |
| `T_RAWREM` | Raw primordial remnant | state | [SRC_B_REMNANT](#src_b_remnant) |
| `T_NAME` | Demon true-name slab | state | [SRC_B_DEMON](#src_b_demon) |
| `T_BIND` | Bind or banish named demon | control | [SRC_B_DEMON](#src_b_demon) |
| `S_RELIGION` | Religions and deities | state | [SRC_B_NECRO](#src_b_necro), [SRC_B_MAGIC](#src_b_magic), [SRC_B_DICE](#src_b_dice) |
| `C_HEALTH` | Injuries and illness | state | [SRC_B_SYNDROME](#src_b_syndrome), [SRC_B_WERE](#src_b_were) |
| `M_COMBAT` | Combat | process | [SRC_B_NECRO](#src_b_necro), [SRC_B_WERE](#src_b_were) |
| `E_GOODS` | Goods and materials | state | [SRC_B_DICE](#src_b_dice) |
| `A_ACTION` | Adventurer actions | control | [SRC_B_DEMON](#src_b_demon), [SRC_B_REMNANT](#src_b_remnant) |

### 41-adventure-party-movement — Adventure: character, party, movement and perception

[Mermaid source](mermaid/41-adventure-party-movement.mmd) · [Rendered SVG](svg/41-adventure-party-movement.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `A_CREATE` | Create adventurer or party | control | [WA18](#wa18) |
| `W_CIV` | Civilizations | state | [WA18](#wa18) |
| `C_BODY` | Body and tissues | state | [WA18](#wa18), [WA19](#wa19) |
| `J_SKILL` | Skills and experience | state | [WA18](#wa18), [WA19](#wa19) |
| `A_ACTION` | Adventurer actions | control | [WA34](#wa34) |
| `A_PARTY` | Player-created party members | state | [WA18](#wa18) |
| `A_TRAVEL` | Local and fast travel | process | [WA34](#wa34) |
| `A_GAIT` | Choose gait and posture | control | [WA19](#wa19) |
| `A_MOVE` | Walking, swimming, climbing and flight | process | [WA19](#wa19) |
| `A_EXERT` | Exhaustion | state | [WA18](#wa18), [WA19](#wa19) |
| `A_CARRY` | Carried equipment and containers | state | [WA34](#wa34) |
| `A_SENSE` | Opposed perception / detection | process | [WA34](#wa34) |
| `W_ENV` | Local environment | state | [WA10](#wa10), [WA18](#wa18) |
| `W_LOCAL` | Load and offload local maps | process | [WA03](#wa03) |
| `A_WITNESS` | Encountered people and events | state | [WA03](#wa03), [WA24](#wa24) |
| `A_DEPRIVE` | Hunger, thirst and drowsiness | state | [WA18](#wa18) |
| `M_COMBAT` | Combat | process | [WA30](#wa30) |
| `A_STATUS` | Character and wound reports | report | [WA34](#wa34) |
| `W_HISTORY` | World history | state | [WA06](#wa06) |
| `A_TACTIC` | Party tactical control | control | [WA34](#wa34), [WA35](#wa35) |
| `A_STEALTH` | Sneaking | process | [WA34](#wa34) |
| `A_MOUNT` | Mounts, pack animals and pets | state | [WA31](#wa31) |
| `A_MECHANISM` | Operate existing levers and wells | control | [WA18](#wa18), [WA34](#wa34) |

### 42-adventure-supplies-combat — Adventure: supplies, combat, injury and recovery

[Mermaid source](mermaid/42-adventure-supplies-combat.mmd) · [Rendered SVG](svg/42-adventure-supplies-combat.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `A_MOVE` | Walking, swimming, climbing and flight | process | [WA19](#wa19) |
| `A_CARRY` | Carried equipment and containers | state | [WA34](#wa34) |
| `A_LOAD` | Encumbrance | state | [WA18](#wa18), [WA19](#wa19) |
| `W_LOCAL` | Load and offload local maps | process | [WA03](#wa03) |
| `A_WITNESS` | Encountered people and events | state | [WA03](#wa03), [WA24](#wa24) |
| `A_DEPRIVE` | Hunger, thirst and drowsiness | state | [WA18](#wa18) |
| `A_CONSUME` | Eat, drink and sleep | control | [WA34](#wa34) |
| `A_CRAFT` | Limited crafting and butchery | process | [WA18](#wa18) |
| `E_GOODS` | Goods and materials | state | [WA18](#wa18) |
| `A_SHELTER` | Indoor or cleared shelter | state | [WA18](#wa18) |
| `A_ATTACK` | Aim strikes, grapple, shoot or throw | control | [WA30](#wa30) |
| `M_COMBAT` | Combat | process | [WA30](#wa30) |
| `C_HEALTH` | Injuries and illness | state | [WA30](#wa30) |
| `C_DEATH` | Death and corpses | state | [WA18](#wa18) |
| `A_HEAL` | Regeneration on local offload | process | [WA03](#wa03) |
| `A_STATUS` | Character and wound reports | report | [WA34](#wa34) |
| `A_MECHANISM` | Operate existing levers and wells | control | [WA18](#wa18), [WA34](#wa34) |

### 43-adventure-social-reputation — Adventure: conversation, reputation and exchange

[Mermaid source](mermaid/43-adventure-social-reputation.mmd) · [Rendered SVG](svg/43-adventure-social-reputation.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `A_ACTION` | Adventurer actions | control | [WA34](#wa34) |
| `A_TALK` | Converse, request and interrogate | process | [WA22](#wa22) |
| `A_IDENTITY` | Assumed identities | state | [WA22](#wa22), [WA23](#wa23) |
| `A_ARGUE` | Debate values | process | [WA22](#wa22) |
| `P_VALUES` | Personal values | state | [WA22](#wa22) |
| `J_SKILL` | Skills and experience | state | [WA22](#wa22) |
| `A_REP` | Reputation by observer and group | state | [WA23](#wa23) |
| `A_COMP` | Recruited NPC companions | state | [WA22](#wa22), [WA23](#wa23) |
| `A_PRAY` | Pray to a deity | process | [WA36](#wa36) |
| `P_NEEDS` | Psychological needs | state | [WA18](#wa18), [WA27](#wa27) |
| `A_QUEST` | Orders and self-chosen objectives | state | [WA21](#wa21) |
| `A_SERVICE` | Join commander or offer priest service | control | [WA21](#wa21) |
| `A_DEED` | Kill, rescue or recover artifact | process | [WA21](#wa21) |
| `A_REPORT` | Report deeds to people | control | [WA21](#wa21), [WA24](#wa24) |
| `W_RUMOR` | Distributed incident knowledge | state | [WA24](#wa24) |
| `A_KNOWN` | Known people, sites and incidents | state | [WA21](#wa21), [WA24](#wa24) |
| `A_MARKET` | Barter, purchases and tavern services | process | [WA18](#wa18), [WA22](#wa22), [WA23](#wa23) |
| `E_GOODS` | Goods and materials | state | [WA18](#wa18) |
| `M_COMBAT` | Combat | process | [WA30](#wa30) |
| `A_READWRITE` | Read and write books | process | [WA32](#wa32) |

### 44-adventure-quests-claims — Adventure: objectives, territorial claims and persistence

[Mermaid source](mermaid/44-adventure-quests-claims.mmd) · [Rendered SVG](svg/44-adventure-quests-claims.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `A_QUEST` | Orders and self-chosen objectives | state | [WA21](#wa21) |
| `A_SERVICE` | Join commander or offer priest service | control | [WA21](#wa21) |
| `A_DEED` | Kill, rescue or recover artifact | process | [WA21](#wa21) |
| `W_CLAIM` | Territorial and artifact claims | state | [WA25](#wa25) |
| `A_KNOWN` | Known people, sites and incidents | state | [WA21](#wa21), [WA24](#wa24) |
| `A_LOG` | Adventure and agreement log | report | [WA21](#wa21) |
| `A_CLAIMSITE` | Claim an existing site | control | [WA22](#wa22), [WA25](#wa25) |
| `G_RULE` | Government | state | [WA25](#wa25) |
| `A_RETIRE` | Retire or resume adventurer | control | [WA18](#wa18) |
| `W_SITE` | Sites and ownership | state | [WA25](#wa25) |
| `W_FIG` | Persistent historical figures | state | [WA03](#wa03) |
| `W_HISTORY` | World history | state | [WA03](#wa03), [WA06](#wa06) |

### 45-adventure-culture-powers — Adventure: culture, needs, literacy and supernatural powers

[Mermaid source](mermaid/45-adventure-culture-powers.mmd) · [Rendered SVG](svg/45-adventure-culture-powers.svg)

| Node ID | Mechanic | Kind | Article references |
|---|---|---|---|
| `A_REP` | Reputation by observer and group | state | [WA23](#wa23) |
| `A_COMP` | Recruited NPC companions | state | [WA22](#wa22), [WA23](#wa23) |
| `A_PERFORM` | Compose or perform cultural works | process | [WA22](#wa22), [WA32](#wa32) |
| `S_CULTURE` | Cultural forms and works | state | [WA18](#wa18), [WA22](#wa22) |
| `A_PRAY` | Pray to a deity | process | [WA36](#wa36) |
| `A_CHOSEN` | Choose Chosen destiny | control | [WA18](#wa18), [WA26](#wa26) |
| `A_PATRON` | Patron guidance | process | [WA26](#wa26) |
| `P_NEEDS` | Psychological needs | state | [WA18](#wa18), [WA27](#wa27) |
| `P_FOCUS` | Focus / distraction | state | [WA27](#wa27) |
| `A_SERVICE` | Join commander or offer priest service | control | [WA21](#wa21) |
| `W_RUMOR` | Distributed incident knowledge | state | [WA24](#wa24) |
| `E_GOODS` | Goods and materials | state | [WA18](#wa18) |
| `M_COMBAT` | Combat | process | [WA30](#wa30) |
| `A_INTERVENE` | Rare divine intervention [trigger uncertain] | process | [WA26](#wa26) |
| `A_READWRITE` | Read and write books | process | [WA32](#wa32) |
| `S_KNOW` | Known academic topics | state | [WA32](#wa32) |
| `A_SECRETS` | Learned necromancy secrets | state | [WA32](#wa32), [WA33](#wa33) |
| `A_POWER` | Use acquired abilities | control | [WA33](#wa33), [WA34](#wa34) |
| `T_SUPER` | Supernatural effects | process | [WA33](#wa33) |

## Article register

<a id="ps_5311"></a>
### PS_5311 — [Release information/53.11](https://dwarffortresswiki.org/index.php/Release_information/53.11)

**Evidence:** current. Released March 4 2026. Fixes forgetting friends/grudges; improves good-food seeking and happy-food thoughts.

<a id="ps_5316"></a>
### PS_5316 — [Release information/53.16](https://dwarffortresswiki.org/index.php/Release_information/53.16)

**Evidence:** current. Released August 5 2026. Disables family-togetherness need; adds personality-dependent restraint to tavern ordering/service; fixes visitors taking fortress books and guildhall need lockups.

<a id="ps_art"></a>
### PS_ART — [Art](https://dwarffortresswiki.org/index.php/Art)

**Evidence:** current. Engravings, decorations and written works depict historical events. Art persists at sites; inspecting depictions exposes generated descriptive text rather than recreating the depicted event.

<a id="ps_book"></a>
### PS_BOOK — [Book](https://dwarffortresswiki.org/index.php/Book)

**Evidence:** current. Writing consumes blank quires or scrolls; copying duplicates content. Reading transfers subject knowledge and satisfies introspection. Life-and-death secrets confer necromancy. Books physically travel across sites and modes.

<a id="ps_break"></a>
### PS_BREAK — [Mental breakdown](https://dwarffortresswiki.org/index.php/Mental_breakdown)

**Evidence:** current. Temporary tantrum, depression, and obliviousness interrupt work; personality influences which occurs. Tantrums damage people and objects, creating additional distress. Exact recurrence timing is not established.

<a id="ps_demand"></a>
### PS_DEMAND — [Demand](https://dwarffortresswiki.org/index.php/Demand)

**Evidence:** inferred. Migrated article describes requested furniture and emotion-only consequences of failure. Older Demand corroborates this distinction; broad Noble language ambiguously combines demands and mandates.

<a id="ps_emotion"></a>
### PS_EMOTION — [Emotion](https://dwarffortresswiki.org/index.php/Emotion)

**Evidence:** current. Emotions have different stress effects; some intense negative emotions impose behavioral states. Emotion identifiers listed but unimplemented are excluded.

<a id="ps_ethic"></a>
### PS_ETHIC — [Ethic](https://dwarffortresswiki.org/index.php/Ethic)

**Evidence:** inferred. Current namespace retains a DF2014 migration warning. Justice effects are corroborated by current Justice; broad ethics-to-world-war claims remain inferred from 0.47.05.

<a id="ps_facet"></a>
### PS_FACET — [Personality facet](https://dwarffortresswiki.org/index.php/Personality_facet)

**Evidence:** current. Numeric facets affect emotional reactions, selected social learning, and behavior. Many descriptive facets have unknown gameplay effects; descriptions alone are not causal evidence.

<a id="ps_goal"></a>
### PS_GOAL — [Personality goal](https://dwarffortresswiki.org/index.php/Personality_goal)

**Evidence:** current. Certain realized life goals generate happy thoughts. Masterwork, legendary skill, parenthood, discovery and rank have documented completion conditions. Most goal-to-behavior assumptions are excluded.

<a id="ps_guild"></a>
### PS_GUILD — [Guildhall](https://dwarffortresswiki.org/index.php/Guildhall)

**Evidence:** current. Guild membership can prompt hall petitions. Halls allow demonstrations and learner skill growth, including children. Teaching satisfies needs; denied or abandoned agreements create unhappy thoughts.

<a id="ps_intrigue"></a>
### PS_INTRIGUE — [Intrigue](https://dwarffortresswiki.org/index.php/Intrigue)

**Evidence:** current. Schemes use agreements, agents and corruption. Social skills oppose recruitment and interrogation. Evidence reveals organizations; labels may misclassify benign troupe membership as a plot. World counterintelligence tracks investigative leads.

<a id="ps_justice"></a>
### PS_JUSTICE — [Justice](https://dwarffortresswiki.org/index.php/Justice)

**Evidence:** current. Witnesses and interrogation create case evidence. Convictions authorize guard punishments; unavailable cells can cause beatings. Ethics determine severity. Punishment can injure and create thoughts. Some listed crime types are unused or unclear.

<a id="ps_know"></a>
### PS_KNOW — [Knowledge](https://dwarffortresswiki.org/index.php/Knowledge)

**Evidence:** inferred. Migrated stub distinguishes historical, academic, artistic and secret knowledge. Current Rumor, Scholar, Topic and Book corroborate mapped mechanisms; its general decision-making claim is not treated as independently verified.

<a id="ps_library"></a>
### PS_LIBRARY — [Library](https://dwarffortresswiki.org/index.php/Library)

**Evidence:** inferred. Migrated library page supplied discovery links; mapped writing, reading and storage are corroborated by current Book and Scholar. Uncorroborated old room and book-theft behavior is excluded.

<a id="ps_mandate"></a>
### PS_MANDATE — [Mandate](https://dwarffortresswiki.org/index.php/Mandate)

**Evidence:** current. Migrated page was checked against current Justice and Noble for production orders and export bans; only independently corroborated mandate mechanics are mapped.

<a id="ps_marriage"></a>
### PS_MARRIAGE — [Marriage](https://dwarffortresswiki.org/index.php/Marriage)

**Evidence:** current. Compatible adult friends may become lovers and marry. Spouses share rooms; suitable couples can conceive through interaction. Population limits constrain births.

<a id="ps_memory"></a>
### PS_MEMORY — [Memory (thought)](https://dwarffortresswiki.org/index.php/Memory_(thought))

**Evidence:** current. Grouped experiences enter short-term memory, may persist to long-term memory, and can be recalled. Eligible long-term memories become core memories and change personality. Recall timing remains unknown.

<a id="ps_need"></a>
### PS_NEED — [Need](https://dwarffortresswiki.org/index.php/Need)

**Evidence:** current-migrated. Fulfillment affects focus and can prompt personal activities. Some satisfaction methods remain uncertain. Family togetherness is disabled in 53.16; physical alcohol dependence remains distinct from a psychological drinking need. Retains migration warning; current values and skill articles independently corroborate need/focus coupling.

<a id="ps_noble"></a>
### PS_NOBLE — [Noble](https://dwarffortresswiki.org/index.php/Noble)

**Evidence:** current. Positions authorize administrative duties. Some offices are elected, others appointed. Development and wealth support noble promotion; nobles request rooms and issue mandates. Leaders console unhappy citizens.

<a id="ps_old_demand"></a>
### PS_OLD_DEMAND — [DF2014:Demand](https://dwarffortresswiki.org/index.php/DF2014:Demand)

**Evidence:** inferred. 0.47.05: unmet furniture demands upset nobles without punishing workers. Current article retains this rule; obsolete border-room restriction is not carried forward.

<a id="ps_old_ethic"></a>
### PS_OLD_ETHIC — [DF2014:Ethic](https://dwarffortresswiki.org/index.php/DF2014:Ethic)

**Evidence:** inferred. Older 0.47.05 description links ethics comparisons, ruler thresholds and risk assessment to war. Current migrated article repeats this; no independent current confirmation was established.

<a id="ps_old_know"></a>
### PS_OLD_KNOW — [DF2014:Knowledge](https://dwarffortresswiki.org/index.php/DF2014:Knowledge)

**Evidence:** inferred. 0.47.05 stub checked to identify inherited knowledge claims. No additional unsupported generalized decision-making arrows are drawn.

<a id="ps_old_mandate"></a>
### PS_OLD_MANDATE — [DF2014:Mandate](https://dwarffortresswiki.org/index.php/DF2014:Mandate)

**Evidence:** inferred. 0.47.05 comparison source only. Current Justice corroborates bans and infractions; no old UI, bin loophole, deadline or material-request behavior is imported.

<a id="ps_perform"></a>
### PS_PERFORM — [Performer](https://dwarffortresswiki.org/index.php/Performer)

**Evidence:** current. Cultural performance forms arise in world generation and Adventure composition. Performers entertain in taverns and temples. Some apprenticeship and detailed form rules remain unverified.

<a id="ps_pref"></a>
### PS_PREF — [Preferences](https://dwarffortresswiki.org/index.php/Preferences)

**Evidence:** current. Likes affect crafting quality, perceived furnishing value, artwork subjects, and noble requests. Its food subsection has an old update warning; later food changes override it.

<a id="ps_rel"></a>
### PS_REL — [Relationship](https://dwarffortresswiki.org/index.php/Relationship)

**Evidence:** current. Interaction develops personal ties; death of close relations causes grief. Updated 53.11 relationship retention supersedes stale forgetting claims elsewhere. Social skills are explicitly said not to determine friendship.

<a id="ps_religion"></a>
### PS_RELIGION — [Religion](https://dwarffortresswiki.org/index.php/Religion)

**Evidence:** current. Prophets establish religions; conversion and followers generate religious institutions. Prayer affects needs and emotions. Religious persecution creates grudges. Joining a religion during Adventure play is currently unavailable.

<a id="ps_rumor"></a>
### PS_RUMOR — [Rumor](https://dwarffortresswiki.org/index.php/Rumor)

**Evidence:** current. Witnessed events spread through conversations, travelers and diplomacy. Artifact-location information ages. Adventure retelling spreads reputation-relevant information; secret identities can distort attribution.

<a id="ps_scholar"></a>
### PS_SCHOLAR — [Scholar](https://dwarffortresswiki.org/index.php/Scholar)

**Evidence:** current. Researchers ponder and discuss topics, train relevant skills, and write manuals. Apprentices learn from masters. Knowledge-rejecting values prevent scholarly activity. Research persists through retirement and migration.

<a id="ps_skill"></a>
### PS_SKILL — [Skill](https://dwarffortresswiki.org/index.php/Skill)

**Evidence:** current. Practice trains skills; long disuse causes rust and eventually experience loss. Skill, attributes, focus, preferences and ailments affect applicable rolls. Farming, gathering and fishing quantity rolls use a distinct algorithm.

<a id="ps_stress"></a>
### PS_STRESS — [Stress](https://dwarffortresswiki.org/index.php/Stress)

**Evidence:** current-migrated. Short-term mood and long-term stress are separate accumulators. Emotions and time affect stress; sustained bad mood plus chronic stress enables breakdowns. Detailed trait-rate formulas are incompletely established. Retains migration warning. Current Stress describes two accumulators, unlike obsolete DF2014 one-number stress.

<a id="ps_tavern"></a>
### PS_TAVERN — [Tavern](https://dwarffortresswiki.org/index.php/Tavern)

**Evidence:** current. Taverns host socializing, entertainment and rumors; access policies regulate patrons. Performances use floor space and instruments. Alcohol warnings must be read with 53.16 self-control fixes.

<a id="ps_temple"></a>
### PS_TEMPLE — [Temple](https://dwarffortresswiki.org/index.php/Temple)

**Evidence:** current. Temple designation supports worship; sect petitions require value and recognized priesthood. Foreign gods require a specific temple. Desecrating a worshipped deity temple may curse the offender.

<a id="ps_thought"></a>
### PS_THOUGHT — [Thought](https://dwarffortresswiki.org/index.php/Thought)

**Evidence:** current. Experiences elicit emotionally colored thoughts; rooms, surroundings, relationships, work, deprivation, and injury provide triggers. Food thresholds in older sections require caution.

<a id="ps_topic"></a>
### PS_TOPIC — [Topic](https://dwarffortresswiki.org/index.php/Topic)

**Evidence:** current. Knowledge is individually tracked, with prerequisites and skill-dependent research progress. Academic discoveries unlock literary forms rather than practical industry technologies; research discussion also trains relevant skills.

<a id="ps_value"></a>
### PS_VALUE — [Personality value](https://dwarffortresswiki.org/index.php/Personality_value)

**Evidence:** current. Cultural values influence personal beliefs; beliefs influence needs and emotional reactions. Successful Adventure arguments can change values. Facet-value conflicts do not establish a behavior rule.

<a id="ps_visitor"></a>
### PS_VISITOR — [Visitor](https://dwarffortresswiki.org/index.php/Visitor)

**Evidence:** current. Locations attract visitors; successful visits attract more. Guests exchange information and may seek residency. Access policy and visitor limits constrain arrival.

<a id="r_agree"></a>
### R_AGREE — [Trade agreement](https://dwarffortresswiki.org/index.php/Trade_agreement)

**Evidence:** current. Requests affect next-year cargo priorities and price adjustments; they do not simply guarantee a larger caravan.

<a id="r_art"></a>
### R_ART — [Artifact](https://dwarffortresswiki.org/index.php/Artifact)

**Evidence:** current. Artifacts have owners, claims, history, value and descriptions. Artifact status alone does not imply magical powers.

<a id="r_bee"></a>
### R_BEE — [Beekeeping](https://dwarffortresswiki.org/index.php/Beekeeping)

**Evidence:** current. Honeybee colonies can split; gathering honeycombs and royal jelly destroys the colony. Pressing produces honey and wax; honey brews into mead.

<a id="r_brew"></a>
### R_BREW — [Brewing](https://dwarffortresswiki.org/index.php/Brewing)

**Evidence:** current. Still jobs consume brewable plants or honey and require empty suitable containers; plant brewing returns seeds and drink.

<a id="r_build"></a>
### R_BUILD — [Construction](https://dwarffortresswiki.org/index.php/Construction)

**Evidence:** current-conflicted. Walls/floors/stairs reshape terrain and access. Its old indestructibility paragraph is superseded by the v53 siege changes.

<a id="r_burrow"></a>
### R_BURROW — [Burrow](https://dwarffortresswiki.org/index.php/Burrow)

**Evidence:** current-migrated. Mixed-age migrated page: current job/material restrictions are corroborated by Labor and recent release fixes. A burrow is not a physical movement barrier. Old alert UI not carried forward.

<a id="r_butcher"></a>
### R_BUTCHER — [Butcher](https://dwarffortresswiki.org/index.php/Butcher)

**Evidence:** current. Eligible dead animals or slaughtered livestock yield meat, fat, hides and other body materials; processing must precede spoilage.

<a id="r_caravan"></a>
### R_CARAVAN — [Caravan](https://dwarffortresswiki.org/index.php/Caravan)

**Evidence:** current. Caravans bring offsite goods subject to transport and access constraints; deaths or seizures harm relations. Old tribute-only contact advice superseded by 53.13.

<a id="r_cart"></a>
### R_CART — [Minecart](https://dwarffortresswiki.org/index.php/Minecart)

**Evidence:** current. Routes, stops, launch conditions, tracks, rollers and brakes move cargo; moving carts can injure creatures.

<a id="r_cave"></a>
### R_CAVE — [Cave-in](https://dwarffortresswiki.org/index.php/Cave-in)

**Evidence:** current. Unsupported terrain collapses by connectivity rules, crushes creatures, destroys buildings and displaces fluids; realistic structural-load calculations are not implemented.

<a id="r_clay"></a>
### R_CLAY — [Clay](https://dwarffortresswiki.org/index.php/Clay)

**Evidence:** current. Clay can be collected repeatedly; ceramic type and glazing determine suitability for liquid storage.

<a id="r_cloth"></a>
### R_CLOTH — [Cloth](https://dwarffortresswiki.org/index.php/Cloth)

**Evidence:** current. Plant, wool/yarn or silk thread is woven into cloth; hair thread cannot be woven. Thread and cloth also support medical care.

<a id="r_cook"></a>
### R_COOK — [Cooking](https://dwarffortresswiki.org/index.php/Cooking)

**Evidence:** current-conflicted. Cooking combines ingredients into meals, can make otherwise inedible foods usable, and destroys plant seed potential; exact happiness statements need v53.11 context.

<a id="r_econ"></a>
### R_ECON — [Economy](https://dwarffortresswiki.org/index.php/Economy)

**Evidence:** current. Explicitly removed feature: the older wage, shop and rent economy does not activate in current Fortress mode.

<a id="r_egg"></a>
### R_EGG — [Egg production](https://dwarffortresswiki.org/index.php/Egg_production)

**Evidence:** current. Females and nest boxes yield eggs; compatible males permit fertilization, and protected clutches can hatch instead of being cooked.

<a id="r_engrave"></a>
### R_ENGRAVE — [Engraving](https://dwarffortresswiki.org/index.php/Engraving)

**Evidence:** current. Engravings use learned skill, increase surface value and depict subjects including history; depictions are representations, not reenactments.

<a id="r_farm"></a>
### R_FARM — [Farming](https://dwarffortresswiki.org/index.php/Farming)

**Evidence:** current. Seeds, valid soil/mud, light history, biome and season constrain crops; skill and fertilization influence yield, with penalties for poor underground soil.

<a id="r_fish"></a>
### R_FISH — [Fishing](https://dwarffortresswiki.org/index.php/Fishing)

**Evidence:** current. Fishing catches vermin fish; fish cleaning prepares edible food and by-products. Raw fish require timely preparation.

<a id="r_flow"></a>
### R_FLOW — [Flow](https://dwarffortresswiki.org/index.php/Flow)

**Evidence:** current. Water and magma use tile depth, downward movement and lateral spreading; water flow can drive wheels. Pressure differs from visible flow.

<a id="r_fuel"></a>
### R_FUEL — [Fuel](https://dwarffortresswiki.org/index.php/Fuel)

**Evidence:** current. Charcoal and coke heat conventional furnaces; magma substitutes for heat but cannot replace reaction carbon.

<a id="r_gem"></a>
### R_GEM — [Gem industry](https://dwarffortresswiki.org/index.php/Gem_industry)

**Evidence:** current. Gem cutting and setting provide decorations and added value.

<a id="r_glass"></a>
### R_GLASS — [Glass industry](https://dwarffortresswiki.org/index.php/Glass_industry)

**Evidence:** current. Sand collection requires bags; glass furnaces consume sand and heat, with additional ingredients for clear or crystal glass.

<a id="r_haul"></a>
### R_HAUL — [Hauling](https://dwarffortresswiki.org/index.php/Hauling)

**Evidence:** current. Moving inputs and outputs uses labor time and accessible destinations; heavy materials benefit from transport tools. Circular stockpile links can waste labor.

<a id="r_labor"></a>
### R_LABOR — [Labor](https://dwarffortresswiki.org/index.php/Labor)

**Evidence:** current. Designations, tasks and work orders create jobs. Work details, occupations, assignments, tools and accessibility constrain eligible workers. Labor permission differs from proficiency.

<a id="r_lever"></a>
### R_LEVER — [Lever](https://dwarffortresswiki.org/index.php/Lever)

**Evidence:** current. Pull jobs activate linked bridges, floodgates and other buildings through installed mechanisms.

<a id="r_location"></a>
### R_LOCATION — [Location](https://dwarffortresswiki.org/index.php/Location)

**Evidence:** current. Player-defined locations specify function, access, assigned occupations and supply targets; furniture and free floor space enable activities.

<a id="r_machine"></a>
### R_MACHINE — [Machine component](https://dwarffortresswiki.org/index.php/Machine_component)

**Evidence:** current. Axles, gears, pumps, mills and rollers exchange or consume mechanical power.

<a id="r_magma"></a>
### R_MAGMA — [Magma](https://dwarffortresswiki.org/index.php/Magma)

**Evidence:** current. Magma provides workshop heat, inflicts thermal damage and reacts with water to create obsidian under appropriate tile conditions.

<a id="r_manager"></a>
### R_MANAGER — [Manager](https://dwarffortresswiki.org/index.php/Manager)

**Evidence:** current. A manager validates production orders, with office requirements as population grows.

<a id="r_mat"></a>
### R_MAT — [Material](https://dwarffortresswiki.org/index.php/Material)

**Evidence:** current. Materials determine mass, temperature response, manufacturing uses, value and tissue/equipment behavior.

<a id="r_mech"></a>
### R_MECH — [Mechanism](https://dwarffortresswiki.org/index.php/Mechanism)

**Evidence:** current. Mechanisms connect triggers to buildings, build traps and gears, and determine trap attack skill through quality. Signals do not require a physical axle connection.

<a id="r_metal"></a>
### R_METAL — [Metal industry](https://dwarffortresswiki.org/index.php/Metal_industry)

**Evidence:** current. Ore smelting and alloy reactions produce bars; forging consumes bars and heat to make equipment, furniture and goods.

<a id="r_miasma"></a>
### R_MIASMA — [Miasma](https://dwarffortresswiki.org/index.php/Miasma)

**Evidence:** current. Rotting materials produce subterranean miasma and negative experiences. Food stockpiles prevent most food rot; raw fish is an exception.

<a id="r_migrant"></a>
### R_MIGRANT — [Migrant](https://dwarffortresswiki.org/index.php/Migrant)

**Evidence:** current. Reported wealth, population settings and world availability affect arrivals; first two waves are exceptional. Arriving dwarves add labor and consumption.

<a id="r_milk"></a>
### R_MILK — [Milk](https://dwarffortresswiki.org/index.php/Milk)

**Evidence:** current. Milking eligible tame animals supplies milk, which can be cooked or processed into cheese.

<a id="r_mood"></a>
### R_MOOD — [Strange mood](https://dwarffortresswiki.org/index.php/Strange_mood)

**Evidence:** current. A mood claims a workshop, collects specific materials and creates an artifact; failure causes insanity. Most successful moods grant skill experience; possession does not.

<a id="r_order"></a>
### R_ORDER — [Work order](https://dwarffortresswiki.org/index.php/Work_order)

**Evidence:** current. Conditional repeat orders test stock quantities and other order states; multiple conditions are ANDed.

<a id="r_paper"></a>
### R_PAPER — [Paper industry](https://dwarffortresswiki.org/index.php/Paper_industry)

**Evidence:** current. Papyrus, pressed plant slurry or hide parchment supply sheets, quires and scrolls; binding a written quire uses a binding and thread.

<a id="r_pasture"></a>
### R_PASTURE — [Pasture](https://dwarffortresswiki.org/index.php/Pasture)

**Evidence:** current. Grazers consume grass/fungus; insufficient regrowth causes starvation. Crowding can lead to fights.

<a id="r_path"></a>
### R_PATH — [Path](https://dwarffortresswiki.org/index.php/Path)

**Evidence:** current. Reachability constrains jobs and routes. Traffic costs influence path preference, not hard access permission; implementation speculation excluded.

<a id="r_plate"></a>
### R_PLATE — [Pressure plate](https://dwarffortresswiki.org/index.php/Pressure_plate)

**Evidence:** current. Configured creature, liquid and cart conditions trigger linked mechanisms.

<a id="r_pot"></a>
### R_POT — [Pottery](https://dwarffortresswiki.org/index.php/Pottery)

**Evidence:** current. Clay and kiln heat produce ceramics; glazing can add value and make earthenware suitable for liquids.

<a id="r_power"></a>
### R_POWER — [Power](https://dwarffortresswiki.org/index.php/Power)

**Evidence:** current-migrated. Migrated overview: machines consume network capacity; current component articles corroborate generators and loads.

<a id="r_press"></a>
### R_PRESS — [Pressure](https://dwarffortresswiki.org/index.php/Pressure)

**Evidence:** current-migrated. Migrated article; qualitative upward pressure and diagonal interruption are corroborated by current Flow and Screw pump. No unverified numerical pressure formula used.

<a id="r_pump"></a>
### R_PUMP — [Screw pump](https://dwarffortresswiki.org/index.php/Screw_pump)

**Evidence:** current. Pumps lift water or magma by manual operation or mechanical power; pumped fluids exert pressure. Manual operation does not power a machine network.

<a id="r_quality"></a>
### R_QUALITY — [Quality](https://dwarffortresswiki.org/index.php/Quality)

**Evidence:** current. Quality adds item value and affects selected equipment/building performance; it does not uniformly improve every product.

<a id="r_r5301"></a>
### R_R5301 — [Release information/53.01](https://dwarffortresswiki.org/index.php/Release_information/53.01)

**Evidence:** current. Release evidence for siege engineering, wall reinforcement, digging attackers, new siege weapons and avoidance behavior.

<a id="r_r5313"></a>
### R_R5313 — [Release information/53.13](https://dwarffortresswiki.org/index.php/Release_information/53.13)

**Evidence:** current. Messengers can make contact, improve trade, make peace or declare war; monarch presence enables alliance requests. Trade wanes without sufficient profits or negotiations.

<a id="r_r5316"></a>
### R_R5316 — [Release information/53.16](https://dwarffortresswiki.org/index.php/Release_information/53.16)

**Evidence:** current. Current release dated 2026-08-05. Family need disabled; tavern alcohol ordering and serving use personality restraint; library visitor theft fixed.

<a id="r_roomvalue"></a>
### R_ROOMVALUE — [Room value](https://dwarffortresswiki.org/index.php/Room_value)

**Evidence:** current. Room value depends on surfaces, furnishings, quality and designated area; thought strength and institutional tiers depend on room context.

<a id="r_sci"></a>
### R_SCI — [Material science](https://dwarffortresswiki.org/index.php/Material_science)

**Evidence:** current-migrated. Migrated article: qualitative impact/shear distinctions inform combat; exact damage formulas and unsupported material variables are deliberately not reproduced.

<a id="r_seed"></a>
### R_SEED — [Seed](https://dwarffortresswiki.org/index.php/Seed)

**Evidence:** current. Eating raw plants, brewing and selected processing return seeds; cooking does not. Seed caps constrain production.

<a id="r_shear"></a>
### R_SHEAR — [Shearer](https://dwarffortresswiki.org/index.php/Shearer)

**Evidence:** current. Shearing produces wool for spinning without killing the animal.

<a id="r_soap"></a>
### R_SOAP — [Soap](https://dwarffortresswiki.org/index.php/Soap)

**Evidence:** current. Lye from ash and tallow or oil produce soap; washing consumes soap, supports positive experiences and reduces infection risk.

<a id="r_steel"></a>
### R_STEEL — [Steel](https://dwarffortresswiki.org/index.php/Steel)

**Evidence:** current. Pig iron and steel reactions require iron, flux and refined coal as carbon even in magma smelters.

<a id="r_stock"></a>
### R_STOCK — [Stockpile](https://dwarffortresswiki.org/index.php/Stockpile)

**Evidence:** current. Stockpile filters, give/take links and container choices constrain storage and workshop inputs.

<a id="r_stone"></a>
### R_STONE — [Stone industry](https://dwarffortresswiki.org/index.php/Stone_industry)

**Evidence:** current. Mining supplies boulders and ores; cutting/carving produces blocks and furniture used by construction and manufacture.

<a id="r_temp"></a>
### R_TEMP — [Temperature](https://dwarffortresswiki.org/index.php/Temperature)

**Evidence:** current. Material temperature thresholds govern phase changes and thermal damage; heat exchange depends on specific heat. No real-world heat-engine model is assumed.

<a id="r_textile"></a>
### R_TEXTILE — [Textile industry](https://dwarffortresswiki.org/index.php/Textile_industry)

**Evidence:** current-migrated. Migrated overview; current Cloth, Shearer and Wear corroborate the chosen production and replacement relationships.

<a id="r_trade"></a>
### R_TRADE — [Trading](https://dwarffortresswiki.org/index.php/Trading)

**Evidence:** current. Accessible depots, goods, a trader and peaceful trading partners enable barter. Appraisal reports value; negotiation and profit influence acceptance.

<a id="r_train"></a>
### R_TRAIN — [Animal trainer](https://dwarffortresswiki.org/index.php/Animal_trainer)

**Evidence:** current. Tameable captured animals can be trained; adults may revert and need retraining, while domestication knowledge and juvenile training alter results.

<a id="r_vermin"></a>
### R_VERMIN — [Vermin](https://dwarffortresswiki.org/index.php/Vermin)

**Evidence:** current. Vermin can consume supplies or trigger disliked-creature experiences; suitable containers and vermin hunters constrain them.

<a id="r_water"></a>
### R_WATER — [Water](https://dwarffortresswiki.org/index.php/Water)

**Evidence:** current. Water supplies drinking, washing, irrigation, drowning hazards, and freezing; sources and tile depth determine access.

<a id="r_wealth"></a>
### R_WEALTH — [Wealth](https://dwarffortresswiki.org/index.php/Wealth)

**Evidence:** current. Created wealth, imported goods and exports are distinct accounting states. Wealth and exports affect migration and political progression; attacks also depend on settings.

<a id="r_wear"></a>
### R_WEAR — [Wear](https://dwarffortresswiki.org/index.php/Wear)

**Evidence:** current. Clothing use, combat and environmental damage degrade applicable goods, reduce value and create replacement demand; wear differs from rot.

<a id="r_wheel"></a>
### R_WHEEL — [Water wheel](https://dwarffortresswiki.org/index.php/Water_wheel)

**Evidence:** current-migrated. Migrated article: water movement drives wheels; current Flow documents the flow requirements.

<a id="r_wind"></a>
### R_WIND — [Windmill](https://dwarffortresswiki.org/index.php/Windmill)

**Evidence:** current. Wind strength controls available windmill power.

<a id="r_wood"></a>
### R_WOOD — [Wood industry](https://dwarffortresswiki.org/index.php/Wood_industry)

**Evidence:** current. Logging supplies furniture, containers, charcoal, ash and other goods; regrowth and tree-cutting diplomacy constrain supply.

<a id="src_b_age"></a>
### SRC_B_AGE — [Age](https://dwarffortresswiki.org/index.php/Age)

**Evidence:** current. Growth, maturity and natural lifespan; immortality prevents age death, not violent death.

<a id="src_b_ambusher"></a>
### SRC_B_AMBUSHER — [Ambusher](https://dwarffortresswiki.org/index.php/Ambusher)

**Evidence:** current. Sneaking and detection as opposed to openly visible combat.

<a id="src_b_armor"></a>
### SRC_B_ARMOR — [Armor](https://dwarffortresswiki.org/index.php/Armor)

**Evidence:** current. Body-part coverage, layering, material and sizing determine protection; armor use mitigates penalties.

<a id="src_b_attribute"></a>
### SRC_B_ATTRIBUTE — [Attribute](https://dwarffortresswiki.org/index.php/Attribute)

**Evidence:** current. Physical and mental attributes differ from personality; skill exercise trains associated attributes; strength and body mass affect combat and carrying.

<a id="src_b_care"></a>
### SRC_B_CARE — [Health care](https://dwarffortresswiki.org/index.php/Health_care)

**Evidence:** current. Hospital roles, diagnosis before treatment, supplies, patient hauling and feeding; no animal healthcare. Current article has internal skill-role wording conflicts.

<a id="src_b_combat"></a>
### SRC_B_COMBAT — [Combat](https://dwarffortresswiki.org/index.php/Combat)

**Evidence:** current. Body-part combat shared by Fortress and Adventure; attack selection, defensive actions, speed, immobilization and reports. Exact formulas remain partly uncertain.

<a id="src_b_creature"></a>
### SRC_B_CREATURE — [Creature](https://dwarffortresswiki.org/index.php/Creature)

**Evidence:** current. Biome-dependent wildlife, animal people, savage-biome agitation and disturbance-driven aggression.

<a id="src_b_demon"></a>
### SRC_B_DEMON — [Demon](https://dwarffortresswiki.org/index.php/Demon)

**Evidence:** current. Underworld breach, generated demons, divine escape rituals, demonic rule, true-name binding/banishment and evil spreading.

<a id="src_b_dice"></a>
### SRC_B_DICE — [Die](https://dwarffortresswiki.org/index.php/Die)

**Evidence:** current. Adventure-only shrine-dice divination; real blessings/curses differ from cosmetic messages; ordinary fortress dice are trade goods.

<a id="src_b_difficulty"></a>
### SRC_B_DIFFICULTY — [Difficulty](https://dwarffortresswiki.org/index.php/Difficulty)

**Evidence:** current. Current enemy toggles, fort progress triggers, raid/siege schedules, v53 siege engineering controls and wildlife/cavern scaling.

<a id="src_b_engine"></a>
### SRC_B_ENGINE — [Siege engine](https://dwarffortresswiki.org/index.php/Siege_engine)

**Evidence:** current. Catapult, ballista and bolt thrower construction, operation and ammunition. Page has migration banner; selected v53 changes corroborated by 53.01 release notes.

<a id="src_b_fb"></a>
### SRC_B_FB — [Forgotten beast](https://dwarffortresswiki.org/index.php/Forgotten_beast)

**Evidence:** current. Underground generated beasts, wealth/noise attraction, material vulnerabilities, emissions, webs and trap avoidance.

<a id="src_b_food"></a>
### SRC_B_FOOD — [Food](https://dwarffortresswiki.org/index.php/Food)

**Evidence:** current. Hunger accumulation, eating, starvation, work penalties and fat reserves.

<a id="src_b_ghost"></a>
### SRC_B_GHOST — [Ghost](https://dwarffortresswiki.org/index.php/Ghost)

**Evidence:** current. Unburied/unmemorialized dead may haunt; burial or installed memorials dismiss; temperament affects harmful actions.

<a id="src_b_magic"></a>
### SRC_B_MAGIC — [Magic](https://dwarffortresswiki.org/index.php/Magic)

**Evidence:** current. Limited implemented powers, curses and primordial equipment; full Myth and Magic remains planned. Illustration of siege mage is not implementation evidence.

<a id="src_b_mega"></a>
### SRC_B_MEGA — [Megabeast](https://dwarffortresswiki.org/index.php/Megabeast)

**Evidence:** current. Surface megabeast attacks and history interactions.

<a id="src_b_mood"></a>
### SRC_B_MOOD — [Strange mood](https://dwarffortresswiki.org/index.php/Strange_mood)

**Evidence:** current. Workshop claim, required materials, artifact creation, skill gain except possession, stress benefit and failure insanity.

<a id="src_b_necro"></a>
### SRC_B_NECRO — [Necromancer](https://dwarffortresswiki.org/index.php/Necromancer)

**Evidence:** current. Secrets grant immortality and resurrection powers; texts spread knowledge; mindless undead differ from loyal intelligent undead; worldgen towers and experiments.

<a id="src_b_release12"></a>
### SRC_B_RELEASE12 — [Release information/53.12](https://dwarffortresswiki.org/index.php/Release_information/53.12)

**Evidence:** current. Quality of life patch; announcement references future Myth and Magic work, not released general wizard combat.

<a id="src_b_release5111"></a>
### SRC_B_RELEASE5111 — [Release information/51.11](https://dwarffortresswiki.org/index.php/Release_information/51.11)

**Evidence:** current. Released change explicitly disabled underground humanoid invasions; no later explicit restoration located in release notes. Contradicts generic current Creature and Difficulty descriptions.

<a id="src_b_remnant"></a>
### SRC_B_REMNANT — [Primordial remnant](https://dwarffortresswiki.org/index.php/Primordial_remnant)

**Evidence:** current. Raw remnants lack known powers; equipped remnant weapons/jewelry grant interactions; religious recovery quests.

<a id="src_b_siege"></a>
### SRC_B_SIEGE — [Siege](https://dwarffortresswiki.org/index.php/Siege)

**Evidence:** current. Campaign arrivals, siege composition, engineering, trap knowledge surviving escaped invaders, retreat and trade disruption.

<a id="src_b_siege53"></a>
### SRC_B_SIEGE53 — [Release information/53.01](https://dwarffortresswiki.org/index.php/Release_information/53.01)

**Evidence:** current. Implemented siege engineering, battering rams, trap/death-site avoidance, cage freeing, bolt throwers, aiming improvements and reinforcement.

<a id="src_b_sleep"></a>
### SRC_B_SLEEP — [Sleep](https://dwarffortresswiki.org/index.php/Sleep)

**Evidence:** current. Drowsiness and sleep, work penalties, bed and noise thoughts, military sleep deprivation.

<a id="src_b_squad"></a>
### SRC_B_SQUAD — [Squad](https://dwarffortresswiki.org/index.php/Squad)

**Evidence:** current. Recruitment, equipment, schedules and direct squad orders.

<a id="src_b_syndrome"></a>
### SRC_B_SYNDROME — [Syndrome](https://dwarffortresswiki.org/index.php/Syndrome)

**Evidence:** current. Material and interaction transmission; symptoms, immunities, effect timing, supernatural transformations and alcohol inebriation.

<a id="src_b_thirst"></a>
### SRC_B_THIRST — [Thirst](https://dwarffortresswiki.org/index.php/Thirst)

**Evidence:** current. Drinking reduces thirst; lack of drink kills; dwarven alcohol deprivation reduces performance; patients receive water.

<a id="src_b_tissue"></a>
### SRC_B_TISSUE — [Tissue definition token](https://dwarffortresswiki.org/index.php/Tissue_definition_token)

**Evidence:** current. Functional and structural tissues; vessels, pain receptors, connective tissues, bone setting and insulation.

<a id="src_b_titan"></a>
### SRC_B_TITAN — [Titan](https://dwarffortresswiki.org/index.php/Titan)

**Evidence:** current. Surface generated beasts, population/wealth attraction, material vulnerabilities and generated attacks.

<a id="src_b_train"></a>
### SRC_B_TRAIN — [Training](https://dwarffortresswiki.org/index.php/Training)

**Evidence:** current. Drills, demonstrations and sparring develop combat skills; equipment and barracks support training.

<a id="src_b_trap"></a>
### SRC_B_TRAP — [Trap](https://dwarffortresswiki.org/index.php/Trap)

**Evidence:** current. Weapon and cage traps, rearming, jamming, cage escape during sieges, webbed-trap exceptions and triggered spikes.

<a id="src_b_vampire"></a>
### SRC_B_VAMPIRE — [Vampire](https://dwarffortresswiki.org/index.php/Vampire)

**Evidence:** current. Divine curse and blood ingestion transmission; concealed residents drink victims' blood; justice reports; changed physiology.

<a id="src_b_weapon"></a>
### SRC_B_WEAPON — [Weapon](https://dwarffortresswiki.org/index.php/Weapon)

**Evidence:** current. Weapon attacks, contact area, penetration, material and ammunition.

<a id="src_b_were"></a>
### SRC_B_WERE — [Werebeast](https://dwarffortresswiki.org/index.php/Werebeast)

**Evidence:** current. Bite transmission, moon-driven transformations, healing, combat behavior and generated metal weakness.

<a id="src_b_wound"></a>
### SRC_B_WOUND — [Wound](https://dwarffortresswiki.org/index.php/Wound)

**Evidence:** current. Tissue and organ damage, bleeding, pain, loss of function, nerve injury and incomplete natural recovery.

<a id="wa01"></a>
### WA01 — [World generation](https://dwarffortresswiki.org/index.php/World_generation)

**Evidence:** current. Parameters generate geography and history; elapsed history changes surviving civilizations, sites, beasts and accumulated artifacts. Extinct fauna placement became configurable in 53.15.

<a id="wa02"></a>
### WA02 — [Civilization](https://dwarffortresswiki.org/index.php/Civilization)

**Evidence:** current. Entities define populations, item traditions, resources, cultures and political relations; dying civilizations can lose trade and migration support.

<a id="wa03"></a>
### WA03 — [Historical figure](https://dwarffortresswiki.org/index.php/Historical_figure)

**Evidence:** current. Most populations are abstract; historical figures and their associations persist across local-map loading. Citizens and adventurers become historical figures.

<a id="wa04"></a>
### WA04 — [World activities](https://dwarffortresswiki.org/index.php/World_activities)

**Evidence:** migrated-v0.47.05. Current namespace explicitly carries a DF2014 migration warning. Continued world simulation is corroborated elsewhere; detailed offscreen processes retain uncertainty.

<a id="wa05"></a>
### WA05 — [DF2014:World activities](https://dwarffortresswiki.org/index.php/DF2014:World_activities)

**Evidence:** older-v0.47.05. Older account of offscreen family, succession, traveling groups and site changes; used only for explicitly marked inferred relationships.

<a id="wa06"></a>
### WA06 — [Legends](https://dwarffortresswiki.org/index.php/Legends)

**Evidence:** current. Viewer of recorded people, events, sites and player achievements; reveal-history setting controls report visibility rather than causation.

<a id="wa07"></a>
### WA07 — [Embark](https://dwarffortresswiki.org/index.php/Embark)

**Evidence:** current. Origin civilization and site selection determine diplomacy, initial equipment, skills, resources and the local map.

<a id="wa08"></a>
### WA08 — [Dwarf fortress mode](https://dwarffortresswiki.org/index.php/Fortress_mode)

**Evidence:** current. Retirement leaves a populated world settlement; abandonment saves ruins; both permit further games in the same world.

<a id="wa09"></a>
### WA09 — [Reclaim fortress mode](https://dwarffortresswiki.org/index.php/Reclaim_fortress_mode)

**Evidence:** migrated-v0.47.05. Migrated page distinguishes unretiring an existing population from reclaiming ruins with a new expedition; exact preservation and bugs are not relied on.

<a id="wa10"></a>
### WA10 — [Biome](https://dwarffortresswiki.org/index.php/Biome)

**Evidence:** current. Region fields determine biome, vegetation and fauna; geology and local resource availability vary among biome tiles.

<a id="wa11"></a>
### WA11 — [Surroundings](https://dwarffortresswiki.org/index.php/Surroundings)

**Evidence:** current. Alignment and savagery select ecology and environmental threats; evil regions may reanimate remains. Cavern fauna do not inherit surface alignment.

<a id="wa12"></a>
### WA12 — [Climate](https://dwarffortresswiki.org/index.php/Climate)

**Evidence:** current. Temperature range and season constrain surface water and exposure; temperature simulation can be disabled.

<a id="wa13"></a>
### WA13 — [Weather](https://dwarffortresswiki.org/index.php/Weather)

**Evidence:** current. Rain fills pools and cleans contaminants; temperature freezes water; wind generates mechanical power; evil precipitation can apply syndromes.

<a id="wa14"></a>
### WA14 — [Stone layers](https://dwarffortresswiki.org/index.php/Stone_layers)

**Evidence:** current. Soil and four broad rock-layer types determine mineable materials and farming access; ongoing plate tectonics is not implemented.

<a id="wa15"></a>
### WA15 — [Aquifer](https://dwarffortresswiki.org/index.php/Aquifer)

**Evidence:** current. Exposed water-bearing walls leak forever; heavy aquifers also absorb water. Flooding interrupts work; sealing walls or pumping controls it.

<a id="wa16"></a>
### WA16 — [Cavern](https://dwarffortresswiki.org/index.php/Cavern)

**Evidence:** current. Breaching underground ecosystems exposes water, mud, fungal resources, creatures and threats; discovery enables subterranean vegetation growth.

<a id="wa17"></a>
### WA17 — [Creature: agitation](https://dwarffortresswiki.org/index.php/Creature#Agitation)

**Evidence:** current. Environmental disturbance in savage biomes can cause agitated animals to attack; difficulty settings tune agitation and taming can remove it.

<a id="wa18"></a>
### WA18 — [Adventurer mode](https://dwarffortresswiki.org/index.php/Adventurer_mode)

**Evidence:** current. Current overview covers character and party creation, actions, inventory, survival and persistent-world retirement. Explicitly excludes former site construction.

<a id="wa19"></a>
### WA19 — [Gait](https://dwarffortresswiki.org/index.php/Gait)

**Evidence:** current. Movement modes require appropriate intact body parts; selected gait, exertion, equipment and skill affect movement.

<a id="wa20"></a>
### WA20 — [Adventurer mode gameplay](https://dwarffortresswiki.org/index.php/Adventurer_mode_gameplay)

**Evidence:** migrated-v0.47.05. Migrated detailed gameplay page contains current interface material mixed with obsolete building advice. Tactical-party and stealth details are marked uncertain where not independently corroborated.

<a id="wa21"></a>
### WA21 — [Quest](https://dwarffortresswiki.org/index.php/Quest)

**Evidence:** current. Commanders and priests give duties; actual world troubles and artifact claims also supply self-directed objectives. Completing and reporting deeds spreads reputation.

<a id="wa22"></a>
### WA22 — [Talking](https://dwarffortresswiki.org/index.php/Talking)

**Evidence:** current. Dialogue permits recruitment, barter, claims, questioning, performances and value debates. Successful arguments can change personal values.

<a id="wa23"></a>
### WA23 — [Reputation](https://dwarffortresswiki.org/index.php/Reputation)

**Evidence:** current. Witness knowledge, affiliation and identities affect reputation, recruitment, quest difficulty, social reaction and tavern prices.

<a id="wa24"></a>
### WA24 — [Rumor](https://dwarffortresswiki.org/index.php/Rumor)

**Evidence:** current. Witnessed historical events spread through conversation and traveling informants. Artifact location knowledge becomes stale; logs display known information.

<a id="wa25"></a>
### WA25 — [Claim](https://dwarffortresswiki.org/index.php/Claim)

**Evidence:** current. Competing territorial and artifact claims can drive conflict, quests and theft. Adventurers may claim existing sites; retiring exposes sites to world activity.

<a id="wa26"></a>
### WA26 — [Chosen](https://dwarffortresswiki.org/index.php/Chosen)

**Evidence:** current-incomplete. Implemented destiny directs adventurers through priest artifact quests; rare divine protection exists but its triggers remain poorly understood.

<a id="wa27"></a>
### WA27 — [Need](https://dwarffortresswiki.org/index.php/Need)

**Evidence:** migrated-v0.47.05. Migrated page describes focus and action fulfillment. 53.16 explicitly disabled family need; Adventure-specific action mapping is treated as older-version inference.

<a id="wa28"></a>
### WA28 — [DF2014:Need](https://dwarffortresswiki.org/index.php/DF2014:Need)

**Evidence:** older-v0.47.05. Used for labeled inference that Adventure fulfillment activities modify focus; detailed obsolete social-need claims are excluded.

<a id="wa29"></a>
### WA29 — [Release information: 53.16](https://dwarffortresswiki.org/index.php/Release_information/53.16)

**Evidence:** current. August 5 2026 release: family need disabled; scholar item-taking corrected; regional size affects wilderness creature variety.

<a id="wa30"></a>
### WA30 — [Combat](https://dwarffortresswiki.org/index.php/Combat)

**Evidence:** current. Current combat account supports Adventure attack selection, party tactical control, anatomy damage and defense.

<a id="wa31"></a>
### WA31 — [Mount](https://dwarffortresswiki.org/index.php/Mount)

**Evidence:** current. Adventurers can ride and lead mounts, use pack animals, claim pets and encounter independent animal behavior.

<a id="wa32"></a>
### WA32 — [Book](https://dwarffortresswiki.org/index.php/Book)

**Evidence:** current. Reading teaches art and academic topics; writing requires material and literacy. Secrets can confer necromancy; known content differs from generated book-description text.

<a id="wa33"></a>
### WA33 — [Necromancer](https://dwarffortresswiki.org/index.php/Necromancer)

**Evidence:** current. Current Adventure section documents learning secrets, invoking necromantic powers and creating undead companions.

<a id="wa34"></a>
### WA34 — [Adventure mode quick reference](https://dwarffortresswiki.org/index.php/Adventure_mode_quick_reference)

**Evidence:** current. Current control reference corroborates party settings, exploration, inventory and reports; its obsolete build-site key is overridden by explicit removal in the main Adventure article.

<a id="wa35"></a>
### WA35 — [Release information: 53.11](https://dwarffortresswiki.org/index.php/Release_information/53.11)

**Evidence:** current. March 4 2026 patch fixed changing party tactical AI settings, independently confirming tactical party control remains implemented.

<a id="wa36"></a>
### WA36 — [Deity](https://dwarffortresswiki.org/index.php/Deity)

**Evidence:** current. Adventure worship and prayer needs; chosen patron guidance; divination and desecration consequences.
