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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Edmus</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-29T22:23:41Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cat&amp;diff=209262</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cat&amp;diff=209262"/>
		<updated>2014-08-10T06:10:58Z</updated>

		<summary type="html">&lt;p&gt;Edmus: This is no longer true.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=0-4&lt;br /&gt;
|meat=0-7&lt;br /&gt;
|fat=0-7&lt;br /&gt;
|intestine=0-1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Cats''' will kill [[vermin]] in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.  Cats do not require any food.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as [[pet|pets]]; instead, cats choose [[dwarves]] as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a [[dwarf]] who has the [[preferences|preference]] &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt; however, it may adopt the moment it is taken from the cage (even if assigned for immediate [[butcher|butchering]]).&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of [[skin]], [[bone|bones]] and [[meat]] for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See [[Meat industry#Breeding|Breeding]].)&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the phenomenon known as [[catsplosion]]. If you are not careful, your cat population may explode causing your [[Frames per second|FPS]] to plummet. This can be hard to resolve due to the fact that [[Trap#Upright_Spear.2FSpike|killing]] [[pet|pets]] causes a strong unhappy [[thought]] to their owners. &lt;br /&gt;
&lt;br /&gt;
If you have a bunch of unwanted kittens, there are many uses for them. For example, use them as bait for a [[Forgotten beast]] if it has some sort of poison, in order to determine what the poison does.&lt;br /&gt;
&lt;br /&gt;
Kittens can not be butchered for bones: only skulls will be created. Immature adult cats (less than 2 years old) may return about 2 meat, fat &amp;amp; bone, 1 skin, and 1 skull, or may only return a skull, while full adults (&amp;gt; 2 yrs) consistently return about 6-7 meat &amp;amp; fat. Unfortunately there is no in-game way to tell for sure whether a particular animal is an immature or full adult. (Note that other animals also have smaller immature sizes and butchering returns, but most other immature domestics return a more reasonable percentage of adult returns; for example, immature dogs consistently return about 50% of adult returns and include byproducts (e.g. bones &amp;amp; skin), compared to cats' 0-30% and sometimes no byproducts but the skull.)&lt;br /&gt;
&lt;br /&gt;
If there's a desperate need to maximize cat-butchering returns, one can partly work around the lack of age info by slaughtering one-by-one the first-listed (therefore, usually, oldest) cats in the unit or animal screen until the returns drop to immature-sized returns, then waiting some months or a year for the remaining kitties to &amp;lt;s&amp;gt;stew&amp;lt;/s&amp;gt; mature for a while.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their owners. The owner will then dismiss the cat, at which point the cat will drop the remains for a dwarf with [[labor|refuse hauling]] enabled to clean up.&lt;br /&gt;
&lt;br /&gt;
[[Image:Feral cat Virginia crop.jpg|thumb|center|400px|[[preference|Admired]] for their ''aloofness''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Grudge&amp;diff=209078</id>
		<title>Grudge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Grudge&amp;diff=209078"/>
		<updated>2014-08-07T11:55:26Z</updated>

		<summary type="html">&lt;p&gt;Edmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''grudge''' is a type of [[relationship]] a dwarf can have with another dwarf. Grudges are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
&lt;br /&gt;
It is currently unknown how a grudge is formed, but a dwarf that talks to another that he/she has a grudge with will generate an unhappy thought (&amp;quot;He was forced to talk to somebody annoying lately.&amp;quot;). This will happen more likely if you only have one meeting spot or many jobless dwarves.&lt;br /&gt;
&lt;br /&gt;
It is more likely to see a grudge form between dwarves with opposite ideals and/or personalities. A recent in-game example would be between dwarf Mistem Okoluzul who formed a grudge with dwarf Adilina Kubukthiz. In examining their respective &amp;quot;Thoughts and Preferences&amp;quot; specifics, we find an obvious clash:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''- Adilina Kubukthiz:''' &amp;quot;''She is candid and sincere in dealings with others. She finds helping others very rewarding.''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''- Mistem Okoluzul:''' &amp;quot;''He is often sad and dejected. He does not go out of his way to help others.''&amp;quot;&amp;lt;br /&amp;gt;     &lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
A personality clash is not necessarily a requirement to the forming of a grudge.  Likewise, grudges are not always going to be mutual.{{cite forum|58158}}&lt;br /&gt;
&lt;br /&gt;
When the object of a grudge dies, it causes a thought in the mind of the grudge holder, but it will be a negative one still. &lt;br /&gt;
&lt;br /&gt;
Dwarves can in fact form grudges with animals.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Outpost_liaison&amp;diff=208733</id>
		<title>Outpost liaison</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Outpost_liaison&amp;diff=208733"/>
		<updated>2014-08-02T16:45:55Z</updated>

		<summary type="html">&lt;p&gt;Edmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|18:05, 28 September 2013 (UTC)}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Outpost Liaison&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| demands=3&lt;br /&gt;
| arrival = &lt;br /&gt;
* Arrives with monarch&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Our fortunes rise and fall together.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The '''outpost liaison''' is a special Dwarven [[diplomat]] responsible for coordinating with the capital. ''(For information on diplomacy with other civilizations, see [[Diplomat]].)'' In the current version, once you become the mountainhome the Liaison will migrate. They posses moderate room requirements. &lt;br /&gt;
&lt;br /&gt;
The outpost liaison lives at the mountainhome and visits your fortress at the same time as the Dwarven [[caravan]]. The  liaison will seek to draw up a trade agreement: you'll be asked to indicate your demand for all the different kinds of goods; this will cause prices to be quoted, and will strongly influence the contents of next year's caravan.  In return, the liaison will indicate the prices that will be paid for goods the dwarven civilization particularly desires (you are not obligated to trade any of those items). If you have satisfied the requirements for becoming a barony, the liaison will also grant you the opportunity to appoint a [[baron]]; upon satisfying the requirements for becoming a county or duchy, the liaison will also promote your baron to a [[count]] or [[duke]]. Note that these appointments/promotions only occur if the liaison leaves the map alive. &lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend a meeting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}}&lt;br /&gt;
&lt;br /&gt;
An unhappy liaison will naturally prevent you from creating trade agreements, however it is not currently known what other effects this has on relations with the mountainhome. Whether the liaison successfully met with your leader or just gave up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
If the liaison is killed (or permanently detained), a new liaison will arrive the following year. The outpost liaison arrives alongside the [[monarch]] as a permanent addition to your fortress.&lt;br /&gt;
&lt;br /&gt;
The liaison's title does not change according to your [[fortress]]'s status.&lt;br /&gt;
&lt;br /&gt;
If your civilisation is extinct you will receive this message in a lovely red text: ''&amp;quot;No outpost liaison? How curious...&amp;quot;''&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Diplomat]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:OUTPOST_LIAISON]&lt;br /&gt;
		[NAME:outpost liaison:outpost liaisons]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]&lt;br /&gt;
		[APPOINTED_BY:MONARCH]&lt;br /&gt;
		[PRECEDENCE:80]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:7:0:1]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:3]&lt;br /&gt;
		[REQUIRED_BOXES:3]&lt;br /&gt;
		[REQUIRED_CABINETS:2]&lt;br /&gt;
		[REQUIRED_RACKS:2]&lt;br /&gt;
		[REQUIRED_STANDS:2]&lt;br /&gt;
		[REQUIRED_OFFICE:1500]&lt;br /&gt;
		[REQUIRED_BEDROOM:1500]&lt;br /&gt;
		[REQUIRED_DINING:1500]}}&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_flying_squirrel&amp;diff=208265</id>
		<title>Giant flying squirrel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_flying_squirrel&amp;diff=208265"/>
		<updated>2014-07-27T07:28:19Z</updated>

		<summary type="html">&lt;p&gt;Edmus: Observed in my game.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=18&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=12&lt;br /&gt;
|lung=2&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|skin=hide}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A fairly boring upscaled [[vermin]] creature that mostly makes a good target for your [[ambusher|hunters]].&lt;br /&gt;
Like the cat it is a legendary climber.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Outpost_liaison&amp;diff=206929</id>
		<title>Outpost liaison</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Outpost_liaison&amp;diff=206929"/>
		<updated>2014-07-20T11:59:33Z</updated>

		<summary type="html">&lt;p&gt;Edmus: This is a new thing in DF 2014 that just happened to me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Superior|18:05, 28 September 2013 (UTC)}}&lt;br /&gt;
&amp;lt;!--{{Noble&lt;br /&gt;
| noble= Outpost Liaison&lt;br /&gt;
| office= Throne Room&lt;br /&gt;
| quarters= Great Bedroom&lt;br /&gt;
| dining= Great Dining Room&lt;br /&gt;
| tomb= Tomb&lt;br /&gt;
| chests=3&lt;br /&gt;
| cabinets=2&lt;br /&gt;
| racks=2&lt;br /&gt;
| stands=2&lt;br /&gt;
| demands=3&lt;br /&gt;
}}--&amp;gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Our fortunes rise and fall together.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The '''outpost liaison''' is a special Dwarven [[diplomat]] responsible for coordinating with the capital. ''(For information on diplomacy with other civilizations, see [[Diplomat]].)'' In the current version, it is not possible to assign a dwarf to this position, nor will one ever migrate to your fortress.&lt;br /&gt;
&lt;br /&gt;
The outpost liaison lives at the mountainhome and visits your fortress at the same time as the Dwarven [[caravan]]. The  liaison will seek to draw up a trade agreement: you'll be asked to indicate your demand for all the different kinds of goods; this will cause prices to be quoted, and will strongly influence the contents of next year's caravan.  In return, the liaison will indicate the prices that will be paid for goods the dwarven civilization particularly desires (you are not obligated to trade any of those items). If you have satisfied the requirements for becoming a barony, the liaison will also grant you the opportunity to appoint a [[baron]]; upon satisfying the requirements for becoming a county or duchy, the liaison will also promote your baron to a [[count]] or [[duke]]. Note that these appointments/promotions only occur if the liaison leaves the map alive. &lt;br /&gt;
&lt;br /&gt;
In the event that your leader is replaced, killed or taken by a [[strange mood]], the liaison may decide to leave your fortress [[stymied|&amp;quot;unhappy&amp;quot;]]. Curiously, this will '''not''' occur if your leader is otherwise unable to perform the &amp;quot;conduct meeting&amp;quot; task. You can currently lock a liaison in a room and he will wait years to attend a meeting (and all subsequent diplomats appear to wait in line for the first to finish); this behavior is presumably a bug.{{bug|3027}}&lt;br /&gt;
&lt;br /&gt;
An unhappy liaison will naturally prevent you from creating trade agreements, however it is not currently known what other effects this has on relations with the mountainhome. Whether the liaison successfully met with your leader or just gave up, a liaison who has decided to leave but is prevented from reaching the map edge will eventually go [[insane]].&lt;br /&gt;
&lt;br /&gt;
If the liaison is killed (or permanently detained), a new liaison will arrive the following year. Once the [[monarch]] arrives, the outpost liaison will cease to visit your fortress.&lt;br /&gt;
&lt;br /&gt;
The liaison's title does not change according to your [[fortress]]'s status.&lt;br /&gt;
&lt;br /&gt;
If your civilisation is extinct you will receive this message in a lovely red text: ''&amp;quot;No outpost liaison? How curious...&amp;quot;''&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Diplomat]]&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Kangaroo&amp;diff=178091</id>
		<title>v0.34:Kangaroo</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Kangaroo&amp;diff=178091"/>
		<updated>2012-10-08T07:13:34Z</updated>

		<summary type="html">&lt;p&gt;Edmus: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered}}&lt;br /&gt;
{{creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
Strangely the kangaroo can be milked. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34:Thought&amp;diff=169923</id>
		<title>v0.34:Thought</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34:Thought&amp;diff=169923"/>
		<updated>2012-04-16T00:19:46Z</updated>

		<summary type="html">&lt;p&gt;Edmus: fixed incorrect information regarding art defacement. http://www.bay12games.com/dwarves/mantisbt/view.php?id=3169&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|15:52 27 December 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of the [[Dwarves]] in [[Dwarf fortress mode|Fortress Mode]].  Over the course of play, a dwarf will experience things that make them more or less happy, with each experience recorded and displayed as a Thought.  The rate at which a dwarf gains certain thoughts is controlled by [[personality]].&lt;br /&gt;
&lt;br /&gt;
Dwarven psychology is relatively simple.  There are Good Thoughts and Bad Thoughts.  Lots of Good Thoughts will make your dwarves ecstatic [[party|party animals]] who have lots of [[children]].  Too many Bad Thoughts and your dwarves will throw [[tantrum|tantrums]].  Too many tantrums and the Bad Thoughts will [[Fun|spread]].  If you wish to avoid Bad Thoughts, please consult ways of [[keeping your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
The change in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.  To view a dwarf's recent thoughts and current happiness level, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.  (Or {{key|v}}, move to the dwarf, then {{key|z}} and {{key|enter}}.)  Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.  A dwarf's level of happiness will affect the type of [[strange mood]] they fall into should they be chosen for one.&lt;br /&gt;
&lt;br /&gt;
Below are thoughts your dwarves may experience over the course of a game.  For a full list of the game's programmed thoughts (whether or not they appear in gameplay), please see the [[List of Dwarven Thoughts]].&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) [[bedroom]] recently&lt;br /&gt;
|Self-explanatory - note that it does not need to be the dwarf's assigned quarters&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) [[dining room]] lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Passed right next to or over a constructed piece of [[furniture]] and noticed it. Influenced by value, not quality as implied by the thought &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|Married dwarves idling in the same room&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|Idling in the same room with a friend&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a child recently&lt;br /&gt;
|When talking to the dwarf's own son or daughter (whether a child or adult)&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|Idling in the same room with a dwarf who prefers socializing&lt;br /&gt;
|-&lt;br /&gt;
|Had a [[soap|nice bath]] recently&lt;br /&gt;
|Usually from [[healthcare|Clean Patient]]&lt;br /&gt;
|-&lt;br /&gt;
|Had a wonderful soapy [[soap|bath]] recently&lt;br /&gt;
|Dwarf cleaned contaminants from self using soap&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely [[waterfall]] lately&lt;br /&gt;
|Sprayed by mist from a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a wonderful [[creature]] in a [[cage]] recently&lt;br /&gt;
|Passed near a caged favorite creature.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have [[justice|punishment]] (delayed/reduced) recently&lt;br /&gt;
|No one around to execute the dwarf's punishment&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to [[hospital|bed]] recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an [[artifact]]&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Have killed another creature&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was pleased to have been able to give somebody (food/water) lately&lt;br /&gt;
|When a dwarf with a kind personality feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Gave somebody (food/water) lately&lt;br /&gt;
|When a dwarf feeds or gives water to another.&lt;br /&gt;
|-&lt;br /&gt;
|Was able to rest and recuperate lately&lt;br /&gt;
|Self-explanatory&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[booze|drink]] lately&lt;br /&gt;
|Dwarf drank alcohol they have a [[preference]] for.  The thought is happier if the booze is home-brewed.&lt;br /&gt;
|-&lt;br /&gt;
|Had a (fine/truly decadent/legendary) [[food|meal]] lately&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for.  The thought is happier if the meal is homemade.&lt;br /&gt;
|-&lt;br /&gt;
|Beat somebody recently&lt;br /&gt;
|Administering [[Justice]]&lt;br /&gt;
|-&lt;br /&gt;
|Is happy to be free&lt;br /&gt;
|Was [[Justice|jailed]] or [[thief|snatched]], and was released recently&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Complained of (hunger/thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't eat or drink soon enough (actual time unmeasured).&lt;br /&gt;
|-&lt;br /&gt;
|Has been (starving/dehydrated) recently&lt;br /&gt;
|Has not had food or drink for a long time and will soon [[death|die]].&lt;br /&gt;
|-&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
|Dwarf hunted vermin for food due to starvation.  Will still die soon without real food.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a [[well]] was available&lt;br /&gt;
|-&lt;br /&gt;
|Was forced to drink vomit lately&lt;br /&gt;
|A tainted water source causes this little gem.&lt;br /&gt;
|-&lt;br /&gt;
|Disgusted by a miasma recently&lt;br /&gt;
|Dwarf was exposed to [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|Accidentally killed somebody in a fit of rage lately&lt;br /&gt;
|Killed a dwarf or someone's pet during a [[tantrum]]&lt;br /&gt;
|-&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Exhaustion is extreme tiredness and may come from over-exertion.&lt;br /&gt;
|-&lt;br /&gt;
|Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently&lt;br /&gt;
|[[Noble]] dwarf is jealous of a lower-ranked dwarf's room and will soon go [[insanity|insane]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently &lt;br /&gt;
|Noble dwarf has slept in an unsatisfactory [[bedroom]].  Increasing levels of badness.&lt;br /&gt;
|-&lt;br /&gt;
|Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently&lt;br /&gt;
|Noble dwarf hates the [[office]] provided them for meetings.&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently&lt;br /&gt;
|Stupid noble wants a better [[dining room]].&lt;br /&gt;
|-&lt;br /&gt;
|Worried greatly about not having a tomb after gaining another year &lt;br /&gt;
|Noble dwarf is upset about lacking a [[tomb]] on their birthday.&lt;br /&gt;
|-&lt;br /&gt;
|Worried about having a (poor/very poor/awful/horrible/horribly substandard) tomb after gaining another year &lt;br /&gt;
|As above, but the dwarf has a tomb, just one that isn't good enough&lt;br /&gt;
|-&lt;br /&gt;
|Was (very/greatly) angered at the state of demands recently &lt;br /&gt;
|Noble dwarf [[demand|demanded]] something that wasn't provided.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by having a mandate ignored lately&lt;br /&gt;
|Noble issued a [[mandate]] that went unfulfilled.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|A dwarf became a criminal without an established [[Justice]] system present.&lt;br /&gt;
|-&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by the dead lately&lt;br /&gt;
|Dwarf was frightened or injured by an unacquainted ghost.  Hauntings aren't as bad as attacks for the dwarven psyche.  Also occurs when a dwarf is assaulted by [[undead]].&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by a dead (spouse/lover/sibling/and still annoying acquaintance) lately&lt;br /&gt;
|Dwarf was frightened or injured by an acquainted ghost, somewhat worse than the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Attacked/Haunted by own dead (mother/father/child) lately&lt;br /&gt;
|Dwarf was frightened or injured by a closely-related ghost.  This is a very bad thought.&lt;br /&gt;
|-&lt;br /&gt;
|Yelled at somebody in charge lately (but only got angrier)&lt;br /&gt;
|Dwarf yelled at a Leader/Mayor and felt worse afterward.&lt;br /&gt;
|-&lt;br /&gt;
|Cried on somebody in charge lately (but only felt more depressed) &lt;br /&gt;
|Like above, but for dwarves less prone to anger/more prone to depression.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the crowded tables lately&lt;br /&gt;
|Tried to eat at a table someone else was already eating at.&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused [[table]] next to the chair it sat on while eating.&lt;br /&gt;
|-&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|Dwarf is in [[jail|prison]].&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|-&lt;br /&gt;
|Woken by noise while sleeping recently&lt;br /&gt;
|As above, but a worse thought from being closer to noise.&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the (mud/dirt/grass/rocks/ice/a ('rough stone') floor) recently&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or Dwarf is a [[ambusher|Hunter]].  The thought may be worse with certain terrain.&lt;br /&gt;
|-&lt;br /&gt;
|Slept on rocks/pebbles/ice/a floor/a pile of driftwood) recently&lt;br /&gt;
|Like above.  May or may not be a slightly better thought.&lt;br /&gt;
|-&lt;br /&gt;
|Caught in the rain recently&lt;br /&gt;
|Went outside while it was [[weather|raining]]&lt;br /&gt;
|-&lt;br /&gt;
|Has been caught in freakish weather&lt;br /&gt;
|Dwarf has been outside during a rain of nauseating goo, usually on an Evil surrounding. &lt;br /&gt;
|-&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately&lt;br /&gt;
|Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|-&lt;br /&gt;
|Annoyed by flies&lt;br /&gt;
|Shared a tile with [[fly|flies]].&lt;br /&gt;
|-&lt;br /&gt;
|Accosted by terrible vermin&lt;br /&gt;
|Exposed to [[vermin]] that the dwarf particularly hates.&lt;br /&gt;
|-&lt;br /&gt;
|Saw something unpleasant in a cage recently&lt;br /&gt;
|Dwarf examined a cage containing hated vermin&lt;br /&gt;
|-&lt;br /&gt;
|Killed somebody by accident while sparring recently&lt;br /&gt;
|Sparring dwarf accidentally(?) kills another.  Defunct now that sparring is now totally safe, whatever weapons are used.&lt;br /&gt;
|-&lt;br /&gt;
|Had a miscarriage recently&lt;br /&gt;
|Pregnant dwarves that lose their baby before birth (like female military getting too much damage to the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Attacked recently&lt;br /&gt;
|Dwarf was assaulted by a hostile creature.&lt;br /&gt;
|-&lt;br /&gt;
|Witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a (friend/pet) to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; or a pet died.&lt;br /&gt;
|-&lt;br /&gt;
|Lost a (family member) to tragedy recently&lt;br /&gt;
|Someone related to the dwarf has died.  Worse thought than above. &lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a (friend/pet/family member/annoying acquaintance)&lt;br /&gt;
|Dwarf was exposed to the [[miasma|rotten]] corpse of a companion, loved one or rival.&lt;br /&gt;
|-&lt;br /&gt;
|Unable to find somebody in charge to cry on lately&lt;br /&gt;
|Dwarf couldn't complain to the Expedition Leader/Mayor, either because they are inaccessible or busy. This may also include other nobles.&lt;br /&gt;
|-&lt;br /&gt;
|Upset that a criminal could not be properly punished&lt;br /&gt;
|Crimes always have an &amp;quot;injured&amp;quot; party (the noble who assigns the mandate), and a &amp;quot;criminal&amp;quot; party (the dwarf who breaks the mandate). The injured party gets this thought if the criminal goes unpunished.&lt;br /&gt;
|-&lt;br /&gt;
|Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom)&lt;br /&gt;
|Noble dwarf had to meet a diplomat without an office (or any dining room, if the bedroom was used).&lt;br /&gt;
|-&lt;br /&gt;
|Incredibly embarrassed not to have any rooms lately &lt;br /&gt;
|Noble dwarf went without any kind of room to conduct a meeting in.&lt;br /&gt;
|-&lt;br /&gt;
|Beaten recently&lt;br /&gt;
|[[Justice]] served.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to haul somebody to bed lately&lt;br /&gt;
|Selfish dwarves will be annoyed at needing to help others.&lt;br /&gt;
|-&lt;br /&gt;
|(Irritated at/Unhappy at/Suffered the pain of) having to give somebody (food/water) lately&lt;br /&gt;
|As above, with bringing food or drink to others.&lt;br /&gt;
|-&lt;br /&gt;
|Sustained (minor/major) injuries recently&lt;br /&gt;
|Dwarf recently suffered torn arteries and/or broken bones.&lt;br /&gt;
|-&lt;br /&gt;
|Knocked out during a cave-in lately&lt;br /&gt;
|Being caught in a [[cave-in]].  May or may not be coupled with the above thought.&lt;br /&gt;
|-&lt;br /&gt;
|Choked on smoke/dust underground lately &lt;br /&gt;
|Dwarf was exposed to either smoke from a [[fire]] or [[dust]] from a cave-in.&lt;br /&gt;
|-&lt;br /&gt;
|Suffered the travesty of art defacement&lt;br /&gt;
|Loss of a masterpiece, (usually destroyed or stolen). This is a pretty major hit. Can include mining through an engraved wall, allowing a masterful meal to rot away, or firing at an enemy with a masterwork bolt that sticks in the wound followed by the creature leaving the map.&lt;br /&gt;
|-&lt;br /&gt;
|Complained about the draft lately&lt;br /&gt;
|Civilian dwarf enters [[military]] duty and becomes a Recruit.&lt;br /&gt;
|-&lt;br /&gt;
|Upset about being relieved from duty&lt;br /&gt;
|Military dwarf is removed from active duty and becomes a Peasant.&lt;br /&gt;
|-&lt;br /&gt;
|(Complained about/Enraged by/Depressed by) long patrol duty&lt;br /&gt;
|Military dwarf has active order (or training) for more than one month (one for complaining, two for growing enraged/depressed if the dwarf is slow to anger). Soldiers stop getting this thought upon becoming [[Hero]]es.|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
A positive thought improves a dwarf's mood. A negative thought lowers a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
== The mechanics of thoughts ==&lt;br /&gt;
&lt;br /&gt;
A dwarf's emotional state is quantified in a single number which is influenced by recent thoughts in an unknown manner.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border-collapse:collapse&amp;quot;&lt;br /&gt;
! Number&lt;br /&gt;
! Happiness&lt;br /&gt;
|-&lt;br /&gt;
| 151 or more || ecstatic&lt;br /&gt;
|-&lt;br /&gt;
| 126 to 150 || happy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 125 || quite content&lt;br /&gt;
|-&lt;br /&gt;
| 51 to 75 || fine&lt;br /&gt;
|-&lt;br /&gt;
| 26 to 50 || unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 1 to 25 || very unhappy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || miserable &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Abandon&amp;diff=169687</id>
		<title>v0.34 Talk:Abandon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.34_Talk:Abandon&amp;diff=169687"/>
		<updated>2012-04-11T05:42:43Z</updated>

		<summary type="html">&lt;p&gt;Edmus: Name of page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Perhaps we should rename this as reclaim?&lt;br /&gt;
Seems more appropriate for the listed content is all.&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=153561</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=153561"/>
		<updated>2011-10-09T09:52:37Z</updated>

		<summary type="html">&lt;p&gt;Edmus: http://www.bay12forums.com/smf/index.php?topic=94479.0 This happened to me.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:17, 19 August 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are apparently infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, destroy buildings, speak and learn.  Furthermore, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, and extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  Many, but not all demons, are capable of flight.  Inorganic or zombie demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means.&lt;br /&gt;
These unique demons can be taken prisoner in world-gen by civs, if taken by a human civ you can ask them to join you and you will have a next to unkillable super soldier on your side.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as kangaroo, anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult.&lt;br /&gt;
&lt;br /&gt;
===Containment===&lt;br /&gt;
&lt;br /&gt;
Containment is the simplest strategy for dealing with demons.  A simple constructed wall will block any demon.  Because of their building destroyer status, demons cannot be contained via locked doors.  However, indestructible artifact-quality portals can stop them, as can bridges.  It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap.  If using bridges, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of steel or iron, leading to deconstruction as they pass over them.  Because of their vast numbers, containment is an important part of any attempt to defeat them-- fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult-- but not impossible.  Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used.  Demons do not set off pressure plates, but if you can contain them, retracting upright spikes, casting them into obsidian, or caving a portion of mountain onto them are all effective.  Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them.  Tame animals appear to work well as bait, but need to be replaced as they're killed.  Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind.  Obsidian trappers may find water used as the casting process boiling into steam before it contacts magma.  Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture.  This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with.  Demons do not destroy supports, but a hot enough demon may cause the destruction of nearby supports, just by virtue of the heat damage.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully.  Most demons have vastly more powerful ranged attacks than marksdwarves have.  Fire breath, deadly dust, and poisonous vapors are all common; a single exhalation of a deadly vapor can kill your marksdwarves before they can empty their quivers.&lt;br /&gt;
&lt;br /&gt;
Fortifications are appealing, as they can be dug directly into adamantine without ever exposing your fortress to a path to the demons, but be aware of reports that some demons may be capable of traveling through fortifications.  More, demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you isolate a group of demons that lack special attacks, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a megabeast and extremely fast.  That would be bad enough, but there tends to be pages of them rather than individuals.  However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth.  A strong punch can decapitate creatures like this.  Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of mineral or armor-quality metal.  Blunt weapons can be reasonably effective against weaker material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective.  Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area of effect syndrome attacks and death explosions.  Restraining visibility via a labyrinthine battle ground is a good start.  The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
===Clean-up===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over.  Syndrome-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain.  Some dwarves may carry burning items back from their encounters with very hot demons.  Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames.  Any path used for the fight is best abandoned and walled up.  Demons will continue to enter hell from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through hell even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2010:Demon]]&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=v0.31:Rutherer&amp;diff=153497</id>
		<title>v0.31:Rutherer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=v0.31:Rutherer&amp;diff=153497"/>
		<updated>2011-10-05T09:52:29Z</updated>

		<summary type="html">&lt;p&gt;Edmus: I noticed this in a newly genned worlds legends, the dwarves had rutherers on their side in battles.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|06:52, 9 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|bone=37&lt;br /&gt;
|fat=13&lt;br /&gt;
|skull=1&lt;br /&gt;
|ivory=1&lt;br /&gt;
|meat=90&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=6&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=10&lt;br /&gt;
|liver=3&lt;br /&gt;
|tripe=3&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=3&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Rutherers''' are very large creatures who reside underground in caverns. The value of their body parts is multiplied by three, making them a great target for your {{L|butcher}}s. Their size, however, coupled with the fact that they can appear in groups of two to three makes them a real danger to even experienced adventurers.  Knocking you to the ground with charges and then severely wounding you in some lasting way is common.&lt;br /&gt;
&lt;br /&gt;
They are tameable, but it requires a {{L|Dungeon master}} noble. Rutherers can also accompany {{L|Goblin|goblins}} on {{L|siege}}s as mounts.&lt;br /&gt;
&lt;br /&gt;
They can  be used war-animals in worldgen by dwarves, it is unknown if the same is true for other civs.&lt;br /&gt;
&lt;br /&gt;
They also *can* give birth to triplets.&lt;br /&gt;
&lt;br /&gt;
They aren't aggressive unless you attack them or they are accompanying {{L|Goblin|goblins}} during a {{L|siege}} or similar.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Edmus</name></author>
	</entry>
</feed>