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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ludicer</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-05T12:40:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Bar&amp;diff=310659</id>
		<title>Bar</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Bar&amp;diff=310659"/>
		<updated>2025-09-03T11:02:43Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}{{av}}&lt;br /&gt;
{{For/see|built horizontal and vertical bars|[[Bars]]}}&lt;br /&gt;
{{For/see|designated tavern locations|[[Tavern]]}}&lt;br /&gt;
[[File:metal_bars_preview.png|right]]A '''bar''' (also known as an &amp;quot;ingot&amp;quot;) is a sub-type of building material (interchangeable with a [[block]] for that purpose), and is the base individual unit of [[metal]], [[charcoal]], [[coke]], [[potash]], [[ash]], [[pearlash]], and [[soap]].  All [[metal]]s are created as bars at a [[smelter]], whether processed from [[ore]]s, [[alloy]]ed with other metals, or [[melt]]ed down from existing metal items.&lt;br /&gt;
&lt;br /&gt;
With the exception of non-[[fire-safe]] materials, all bars are as durable as others – a wall made from [[zinc]] will last as long as one made from bars of [[steel]]. As intermediate products, bars never have quality levels and, with the exception of soap, aren't used directly by dwarves. Other than construction, the uses of bars are:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bar !! Used for&lt;br /&gt;
|-&lt;br /&gt;
| [[ash]] || making [[lye]] or [[potash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[fuel|charcoal&amp;lt;br /&amp;gt;or coke]]|| powering standard [[forge]]s, [[smelter]]s, [[kiln]]s, and [[glass furnace]]s,&amp;lt;br /&amp;gt;and making [[pig iron]] and [[steel]]&lt;br /&gt;
|-&lt;br /&gt;
| [[metal]] || [[blacksmith|smithing]] &lt;br /&gt;
|-&lt;br /&gt;
| [[pearlash]] || making clear or crystal [[glass]]&lt;br /&gt;
|-&lt;br /&gt;
| [[potash]] || [[potash|fertilizing]] [[farming|farm]]s or making [[pearlash]]&lt;br /&gt;
|-&lt;br /&gt;
| [[soap]] || [[health care]] and [[cleaning|cleaning self]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All &amp;quot;bars&amp;quot; items are 6000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; in [[size]], which means up to 10 will fit into a [[Storage#Quick_Reference|60000-capacity]] [[bin]]. The only exception to this 6000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; size are possibly partially-used soap bars. In the real world, a single [http://upload.wikimedia.org/wikipedia/commons/c/c6/Gold_bullion_2.jpg 400-tr.oz. bar of gold] is 645 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which suggests that Dwarf Fortress's &amp;quot;bars&amp;quot; items consist of multiple bars (since a single &amp;quot;gold bars&amp;quot; item weighs 115 kilograms).&lt;br /&gt;
&lt;br /&gt;
Only metal bars can be used to build [[workshop]]s, [[road]]s, [[bridge]]s, and other [[construction]]s. &amp;quot;Bars&amp;quot; of [[adamantine]] metal are referred to as &amp;quot;wafers&amp;quot;, but when used as building material they function the same as any other bars.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- I will turn this into a template when I can! Promise! --&amp;gt;&lt;br /&gt;
==Pure metals==&lt;br /&gt;
{{v50 pure metal bars table head}}&lt;br /&gt;
{{v50 metal bars table row|name=Aluminum|tile={{Tile|≡|7:1}}|image=[[File:aluminum_bar_sprite.png]]|source=[[Native aluminum]]|density=2.70|mp=11188|val=40|valinc=+0|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Bismuth|tile={{Tile|≡|5:1}}|image=[[File:bismuth_bar_sprite.png]]|source=[[Bismuthinite]]|density=8.93|mp=10488|val=2|valinc=+1|notes=Only useful for alloying into [[bismuth bronze]].}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Copper|tile={{Tile|≡|6:0}}|image=[[File:bismuth_bronze_bar_sprite.png]]|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|density=8.93|mp=11952|val=2|valinc=+0, +0, -1*|notes=Can be used to forge all weapons, armor, ammunition, and picks.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Gold|tile={{Tile|≡|6:1}}|image=[[File:gold_bar_sprite.png]]|source=[[Native gold]]|density=19.32|mp=11915|val=30|valinc=+0|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Iron|tile={{Tile|≡|0:1}}|image=[[File:iron_bar_sprite.png]]|source=[[Hematite]], [[Limonite]], [[Magnetite]]|density=7.85|mp=12768|val=10|valinc=+2|notes=Can be used to forge all weapons, armor, ammunition, picks, and anvils.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Lead|tile={{Tile|≡|0:1}}|image=[[File:bismuth_bronze_bar_sprite.png]]|source=[[Galena]]|density=11.34|mp=10589|val=2|valinc=-3*|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Nickel|tile={{Tile|≡|7:0}}|image=[[File:nickel_bar_sprite.png]]|source=[[Garnierite]]|density=8.80|mp=12619|val=2|valinc=+0|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Platinum|tile={{Tile|≡|7:1}}|image=[[File:platinum_bar_sprite.png]]|source=[[Native platinum]]|density=21.40|mp=13182|val=40|valinc=+0|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Silver|tile={{Tile|≡|7:1}}|image=[[File:generic_grey_bar_sprite.png]]|source=[[Native silver]], [[Horn silver]], [[Galena]] (50%), [[Tetrahedrite]] (20%)|density=10.49|mp=11731|val=10|valinc=+0, +0, +5*, +7*|notes=Can be used to forge melee weapons and ammunition.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Tin|tile={{Tile|≡|7:0}}|image=[[File:generic_grey_bar_sprite.png]]|source=[[Cassiterite]]|density=7.28|mp=10417|val=2|valinc=+0|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Zinc|tile={{Tile|≡|7:0}}|image=[[File:generic_grey_bar_sprite.png]]|source=[[Sphalerite]]|density=7.13|mp=10755|val=2|valinc=+0|notes=}}&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source''' indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
::'''*''' – Values marked with an asterisk denote ores that can yield multiple metals.&lt;br /&gt;
:*'''Value difference''' indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ. Also keep in mind that multiple bars are produced for each ore boulder smelted, increasing the value difference even further.&lt;br /&gt;
::'''*''' – Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting [[tetrahedrite]] is +1 and [[galena]] is +2.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
{{v50 alloy metal bars table head}}&lt;br /&gt;
{{v50 metal bars table row|name=Billon|tile={{Tile|≡|7:0}}|image=[[File:billion_bar_sprite.png]]|source=[[Silver]] + [[Copper]]|density=8.93|mp=11188|val=6|valinc=+0|notes=see note 1.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Bismuth bronze|tile={{Tile|≡|6:1}}|image=[[File:bismuth_bronze_bar_sprite.png]]|source=1 [[Tin]] + 2 [[Copper]] + 1 [[Bismuth]]*|density=8.25|mp=11868|val=6|valinc=+4|notes=Can be used to forge all weapons, armor, ammunition, and picks. Combat relevant stats are identical to standard '''Bronze'''.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Black bronze|tile={{Tile|≡|5:0}}|image=[[File:black_bronze_bar_sprite.png]]|source=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]]*|density=8.93|mp=11952|val=11|valinc=+0|notes=Unique color.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Brass|tile={{Tile|≡|6:1}}|image=[[File:brass_bar_sprite.png]]|source=[[Zinc]] + [[Copper]]|density=8.55|mp=11656|val=7|valinc=+5|notes=Value difference is +4.5 if [[tetrahedrite]] is used instead of [[copper]].}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Bronze|tile={{Tile|≡|6:0}}|image=[[File:bronze_bar_sprite.png]]|source=[[Tin]] + [[Copper]]|density=8.25|mp=11868|val=5|valinc=+3|notes=Value difference is +2.5 if [[tetrahedrite]] is used instead of [[copper]]. Can be used to forge all weapons, armor, ammunition, and picks.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Electrum|tile={{Tile|≡|6:1}}|image=[[File:electrum_bar_sprite.png]]|source=[[Silver]] + [[Gold]]|density=14.905|mp=11828|val=20|valinc=+0|notes=See note 2.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Fine pewter|tile={{Tile|≡|7:1}}|image=[[File:generic_grey_bar_sprite.png]]|source=3 [[Tin]] + 1 [[Copper]]|density=7.28|mp=10417|val=5|valinc=+3|notes=Value difference is +2.75 if [[tetrahedrite]] is used instead of [[copper]].}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Lay pewter|tile={{Tile|≡|3:0}}|image=[[File:platinum_bar_sprite.png]]|source=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]]|density=7.28|mp=10417|val=5|valinc=+1|notes=Unique color.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Nickel silver|tile={{Tile|≡|7:1}}|image=[[File:generic_grey_bar_sprite.png]]|source=2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]]*|density=8.65|mp=11620|val=3|valinc=+1|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Pig iron|tile={{Tile|≡|0:1}}|image=[[File:lead_bar_sprite.png]]|source=[[Iron]] + [[flux]] stone + [[fuel]]*|density=7.85|mp=12106|val=10|valinc=+0|notes=Only used to make [[steel]].}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Rose gold|tile={{Tile|≡|5:1}}|image=[[File:rose_gold_bar_sprite.png]]|source=3 [[Gold]] + 1 [[Copper]]*|density=19.32|mp=11915|val=23|valinc=+0|notes=Unique color.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Steel|tile={{Tile|≡|7:0}}|image=[[File:steel_bar_sprite.png]]|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]]*|density=7.85|mp=12718|val=30|valinc=+20|notes=Can be used to forge all weapons, armor, ammunition, picks, and anvils.}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Sterling silver|tile={{Tile|≡|7:1}}|image=[[File:platinum_bar_sprite.png]]|source=3 [[Silver]]&amp;lt;br&amp;gt;+ 1  [[Copper]]*|density=10.49|mp=11602|val=8|valinc=+0|notes=}}&lt;br /&gt;
&lt;br /&gt;
{{v50 metal bars table row|name=Trifle pewter|tile={{Tile|≡|7:0}}|image=[[File:lead_bar_sprite.png]]|source=2 [[Tin]] + 1 [[Copper]]|density=7.28|mp=10417|val=4|valinc=+2|notes=Value difference is +1.67 if [[tetrahedrite]] is used instead of [[copper]].}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
; Notes:&lt;br /&gt;
: 1) '''Billon''' can be made with [[tetrahedrite]] or [[galena]] ore (instead of [[silver]] bars) for increased value: (Copper ore + Tetrahedrite: +3.5; Tetrahedrite + Tetrahedrite: +3; Copper ore + Galena: + 2.5; Tetrahedrite + Galena: + 2). &lt;br /&gt;
&lt;br /&gt;
: 2) '''Electrum''' can be made with [[tetrahedrite]] or [[galena]] ore (instead of [[silver]] bars) for increased value: (Gold + Tetrahedrite: +3.5; Gold + Galena: +2.5).&lt;br /&gt;
&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source''' indicates the basic recipe for an alloy – this does not include any [[fuel]] necessary to operate the smelter. See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; – ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy – what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver bars always results in a value increase.&lt;br /&gt;
&lt;br /&gt;
==Special metals==&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{v50 pure metal bars table head}}&lt;br /&gt;
{{v50 metal bars table row|name=Adamantine|tile={{Tile|≡|3:1}}|image=[[File:adamantine_bar_sprite.png]]|source=[[Raw adamantine]]|density=0.200|mp=25000|val=300|valinc=+50|notes=(See below)}}&lt;br /&gt;
{{v50 metal bars table row|name=Divine metal|tile={{Tile|≡|7:0}}|image=[[File:Divine metal anim.gif]]|source=None|density=1|mp=None|val=300|valinc=|notes=(See below)}}&lt;br /&gt;
|}&lt;br /&gt;
'''Adamantine''' cannot be smelted directly, and must be [[Strand extractor|extracted]] first.&lt;br /&gt;
* Can be used to forge anything except beds&lt;br /&gt;
* Blades are 10× sharper than standard metals, which when combined with its very high shear fracture/yield makes it more than 100x as effective as steel for bladed weapons&lt;br /&gt;
* Too light to make effective blunt weapons despite nearly unsurpassed yield and fracture values.&lt;br /&gt;
&lt;br /&gt;
'''Divine metal''' has procedurally generated (i.e. semi-random) names associated with [[deity|deities]].&lt;br /&gt;
* Blades are 1.2× sharper than standard metals&lt;br /&gt;
* Low density makes it worse than all conventional metals for blunt, although it's still better than adamantine&lt;br /&gt;
* Overall stats make it stronger than steel but weaker than adamantine.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Stack]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ish&lt;br /&gt;
| elvish  = emu&lt;br /&gt;
| goblin  = zak&lt;br /&gt;
| human   = tod&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Bar]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Glass&amp;diff=310658</id>
		<title>Glass</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Glass&amp;diff=310658"/>
		<updated>2025-09-03T10:49:32Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:glass_preview.png|right]]'''Glass''' is produced at the [[glass furnace]] using [[fuel]] with either [[sand]] (green glass), sand and [[pearlash]] (clear glass), or [[rock crystal]] and [[pearlash]] (crystal glass). A [[magma glass furnace]] can also be used, in which case no fuel is required.  Raw glass (of all three types) can also be acquired from some [[trading|trade]] caravans and be purchased in the [[embark]] screen.  You have to buy or collect [[sand]] to get the raw materials to make glass.&lt;br /&gt;
&lt;br /&gt;
Glass value corresponds to the difficulty of its production, with green glass having the lowest material value (2), clear glass, intermediate (5), and crystal glass, the highest (10).&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
Glass can be used for most things that can be produced at a [[Stoneworker's workshop]], except slabs, querns and millstones.  Glass can also be used to make [[tube]]s.  Note that the names for some glass products are different from the same products made from different materials. For example, a glass tube has the same uses as a wooden pipe. It can also be used to produce goods normally made at a [[craftsdwarf's workshop]] by a [[stone crafter]], except obsidian short swords and generic crafts. In addition, it may be made as raw glass, which can then be cut as a gem at a [[jeweler's workshop]] by a [[gem cutter]], similarly to cutting generic stones. Note that raw glass '''''cannot''''' be made into glass items (excluding [[strange mood]]s), but can only be cut into [[gem]]-like items which can be used for [[decoration|decorating]] items.&lt;br /&gt;
&lt;br /&gt;
Raw glass, especially raw green glass, is excellent practice for aspiring jewelers (and its production provides experience for [[glassmaker]]s). The value of glass is on par with low-to-mid value gemstones, meaning that a source of sand on your map used in tandem with a [[magma glass furnace]] makes decoration with cut raw green glass an essentially free, and very lucrative, way to increase the value of your goods, while training legendary [[glassmaker]]s and [[jeweler]]s – particularly when those goods are themselves made of glass.&lt;br /&gt;
&lt;br /&gt;
Glass can also be made into [[block]]s which can be used to build [[workshop]]s and [[construction]]s, even glass [[trap component]]s. Unique goods made from glass include glass [[window]]s and [[flask|vial]]s, as well as [[Furniture#Furniture_types_with_multiple_names|renamed versions]] of common furniture.&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
* A glass [[flask]] is called a [[vial]].&lt;br /&gt;
&lt;br /&gt;
For more information on the use of glass, see the [[Glass industry]] page.&lt;br /&gt;
&lt;br /&gt;
Raw and cut glass storage options can be found under the Gem [[stockpile]] sub-menu. Glass blocks are stored in Bar/Block stockpiles.&lt;br /&gt;
&lt;br /&gt;
==Glass Block Floors, AKA The Dwarven X-Ray==&lt;br /&gt;
In DF Premium's graphical mode, floors made out of glass blocks reveal the z-level directly beneath them and everything on those tiles in real time, even if built on top of a solid cave floor. This exploit can be useful when you want to avoid digging into [[Hidden Fun Stuff]], because even though players can see through glass floors no matter what, entities in the game itself never can.[https://www.reddit.com/r/dwarffortress/comments/10tpcbd/glass_floors_reveal_without_digging/]&lt;br /&gt;
&lt;br /&gt;
==Glass and magma==&lt;br /&gt;
Glass behaves somewhat oddly with [[magma]], despite being strictly magma-safe (with a melting point of {{ct|13600}}) – '''built''' glass furniture will survive indefinitely when covered with magma, but '''unbuilt''' glass items tend to disappear instantly when submerged in magma.{{bug|10314}}&lt;br /&gt;
&lt;br /&gt;
==Physical properties==&lt;br /&gt;
Through memory hacking, the material properties of each type of glass have been determined; for reference, they have been reconstructed below as material definitions:&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Green glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_GREEN}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Clear glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CLEAR}}}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Crystal glass&lt;br /&gt;
|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GLASS_CRYSTAL}}}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Glass industry]]&lt;br /&gt;
*[[Glassmaker]]&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Glass]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Peregrine_falcon&amp;diff=308432</id>
		<title>Peregrine falcon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Peregrine_falcon&amp;diff=308432"/>
		<updated>2025-03-09T16:40:00Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{creaturelookup/0&lt;br /&gt;
|image=peregrine_falcon_sprites.png&lt;br /&gt;
|skull=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Peregrine falcons''' are small [[Creature|birds]] who can be found in almost every [[biome]], excluding [[ocean]]s, [[glacier]]s, and [[tropical]] rain [[forest]]s. They spawn one at a time and occasionally dive down from the sky to kill [[vermin]] on the ground, being harmless to a [[dwarf]] and benign to other creatures. Females are known as ''peregrine falcons'', while males are known as ''tiercel peregrines'' (tiercel meaning third, referring to the males being about 1/3rd smaller than the females, which is reflected in-game as a lower body size for males) and their young are called ''peregrine falcon chicks''. All peregrine falcons are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Peregrine falcons can be captured with [[cage]] [[trap]]s and [[Animal trainer|trained]] into low-value [[pet]]s. They can be put into [[nest box]]es in order to be part of a fort's [[egg production]], but hatching them for [[meat]] is worthless – peregrine falcons are too small to produce anything but a [[skull]]. While they are the fastest birds in real life, reaching dive speeds of 200+ mph (320 km/h), ''Dwarf Fortress'' does not handle [[gait]]s faster than 87 km/h, instead using this as maximum flight speed, which nonetheless makes them the fastest fliers in the game. Note that trained peregrine falcons will no longer display their dive-hunting behavior, but when tamed they may hunt vermin, reflecting their real-life use in falconry.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] peregrine falcons for their ''ability to dive through the air''.&lt;br /&gt;
&lt;br /&gt;
[[Image:Falco peregrinus good - Christopher Watson.jpg|thumb|center|400px|Admired for its ''ability to dive through the air''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Peregrine falcon]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_peregrine_falcon&amp;diff=308430</id>
		<title>Giant peregrine falcon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_peregrine_falcon&amp;diff=308430"/>
		<updated>2025-03-09T16:35:08Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_peregrine_falcon_sprite.png&lt;br /&gt;
|bone=24&lt;br /&gt;
|meat=18&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=11&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|feather=1&lt;br /&gt;
|gizzard=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant peregrine falcons''' are enlarged [[Creature|cousins]] of the common [[peregrine falcon]], found in most [[savage]] [[biome]]s. Despite being nearly twice the size of the average [[dwarf]], these somewhat small giants are as benign as their original counterparts, spending their time diving down to kill [[vermin]] in the surface, though their larger size means they can potentially scare livestock and cause job cancellations from dwarves venturing outside. Like normal falcons, males of the species are known as giant tiercel peregrins and are significantly smaller than females. All giant peregrine falcons are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Like their small cousins, one can capture giant peregrine falcons with [[cage]] [[trap]]s and [[Animal trainer|train]] them into [[pet]]s, who possess the standard high value of a giant creature. They are not any better than normal peregrine falcons when it comes to laying [[egg]]s, though they differ for being actually useful for a [[meat industry]], being large enough to produce [[meat]], [[bone]]s and [[fat]] when [[butcher]]ed. Giant peregrine falcons are also exotic [[mount]]s, so you may see [[Elf|elves]] riding them into battle in the event of a [[siege]], which coupled with their incredible flying speed may lead to unexpected amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] giant peregrine falcons for their ''ability to dive through the air''.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cat&amp;diff=308427</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cat&amp;diff=308427"/>
		<updated>2025-03-09T16:31:17Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Cats as pets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cat_sprites.png&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''' are [[domestic animal]]s, and one of the most common [[creature]]s in a typical [[dwarven]] [[fortress]]. They spend their time hunting [[vermin]], creating [[remains|messes]] for their owners to dispose of, and also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity. They do not require any food. All cats are born with Legendary [[skill]] in [[Climber|climbing]], with their newborns being known as ''kittens''.&lt;br /&gt;
&lt;br /&gt;
Cats are infamous for the phenomenon known as a [[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/spike|killing]] pets causes a strong unhappy [[thought]] to their owners, though male cats can be assigned to [[Gelder|gelding]] in order to prevent them from breeding.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] cats for their ''aloofness''.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Cats as pets===&lt;br /&gt;
Cats possess a number of mechanics not found in other domestic animals. They are unique among all other creatures in that they cannot be assigned as [[pet]]s; instead, cats choose dwarves as owners. The mechanics for pet adoption are still in place, so cats will only choose dwarves who have [[Preferences|preference]] for them. If a cat is [[cage]]d, it will not adopt; however, it may adopt the moment it is taken from the cage (even if assigned for immediate [[butcher]]ing). In [[adventurer mode]], cats can be witnessed bumping their heads on friendly creatures to greet them.&lt;br /&gt;
&lt;br /&gt;
Cats are tiny and benign, making them extremely weak in combat and unable to defend themselves outside of very lucky hits. Avoid leaving cats in dangerous areas, lest they fall prey to dangerous creatures and create unhappy thoughts to their adopted dwarves. Thanks to their {{token|AT_PEACE_WITH_WILDLIFE}} token, cats will not perturb natural creatures, but are still prone to being killed by things like [[cavern]] monsters.&lt;br /&gt;
&lt;br /&gt;
Inspecting a cat with {{k|v}} reveals a unique message: {{dftext|This animal isn't interested in your wishes.|7:1}}&lt;br /&gt;
&lt;br /&gt;
===Cats as pest control===&lt;br /&gt;
Cats (both pets and strays) will hunt and kill most vermin they come across, creating remains along the way. This makes them useful for dealing with vermin eating at your food [[stockpile]]s or causing rot; a cat placed over your food stock with a [[pasture]] will keep it free of troublesome vermin. The only other animal with vermin-hunting abilities are trained [[peregrine falcon]]s, which are significantly harder to obtain.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their adopted dwarves. The dwarf will then dismiss the cat, at which point the cat will drop the remains for a dwarf with [[hauling|refuse hauling]] enabled to clean up. Cats with any [[contaminant]] on their fur will clean themselves with their tongue, exposing themselves to any ingestion-induced [[syndrome]]s the contaminant may carry.&lt;br /&gt;
&lt;br /&gt;
===Cats as food===&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 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 [[leather]], [[bone]]s 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;
Kittens cannot be butchered for bones: only [[skull]]s will be created. Immature adult cats (less than 2 years old) may return about 2 meat, fat and 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 and 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 and skin), compared to cats' 0-30% and sometimes no byproducts but the skull.) 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. 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;
{{Translation&lt;br /&gt;
| dwarven = kun&lt;br /&gt;
| elvish  = linì&lt;br /&gt;
| goblin  = sest&lt;br /&gt;
| human   = usa&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Feral cat Virginia crop.jpg|thumb|center|250px|Admired for its  ''aloofness''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Abnormally large cats &amp;quot;C&amp;quot; can easily be mixed up with a [[bronze colossus]] &amp;quot;C&amp;quot;, whose effects on a fortress are a lot more &amp;quot;Fun&amp;quot; than a catsplosion.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cat&amp;diff=308426</id>
		<title>Cat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cat&amp;diff=308426"/>
		<updated>2025-03-09T16:30:05Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Cats as pets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cat_sprites.png&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''' are [[domestic animal]]s, and one of the most common [[creature]]s in a typical [[dwarven]] [[fortress]]. They spend their time hunting [[vermin]], creating [[remains|messes]] for their owners to dispose of, and also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity. They do not require any food. All cats are born with Legendary [[skill]] in [[Climber|climbing]], with their newborns being known as ''kittens''.&lt;br /&gt;
&lt;br /&gt;
Cats are infamous for the phenomenon known as a [[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/spike|killing]] pets causes a strong unhappy [[thought]] to their owners, though male cats can be assigned to [[Gelder|gelding]] in order to prevent them from breeding.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] cats for their ''aloofness''.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
===Cats as pets===&lt;br /&gt;
Cats possess a number of mechanics not found in other domestic animals. They are unique among all other creatures in that they cannot be assigned as [[pet]]s; instead, cats choose dwarves as owners. The mechanics for pet adoption are still in place, so cats will only choose dwarves who have [[Preferences|preference]] for them. If a cat is [[cage]]d, it will not adopt; however, it may adopt the moment it is taken from the cage (even if assigned for immediate [[butcher]]ing). In [[adventurer mode]], cats can be witnessed bumping their heads on friendly creatures to greet them.&lt;br /&gt;
&lt;br /&gt;
Cats are tiny and benign, making them extremely weak in combat and unable to defend themselves outside of very lucky hits. Avoid leaving cats in dangerous areas, lest them fall prey to dangerous creatures and create unhappy thoughts to their adopted dwarves. Thanks to their {{token|AT_PEACE_WITH_WILDLIFE}} token, cats will not perturb natural creatures, but are still prone to being killed by things like [[cavern]] monsters.&lt;br /&gt;
&lt;br /&gt;
Inspecting a cat with {{k|v}} reveals a unique message: {{dftext|This animal isn't interested in your wishes.|7:1}}&lt;br /&gt;
&lt;br /&gt;
===Cats as pest control===&lt;br /&gt;
Cats (both pets and strays) will hunt and kill most vermin they come across, creating remains along the way. This makes them useful for dealing with vermin eating at your food [[stockpile]]s or causing rot; a cat placed over your food stock with a [[pasture]] will keep it free of troublesome vermin. The only other animal with vermin-hunting abilities are trained [[peregrine falcon]]s, which are significantly harder to obtain.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their adopted dwarves. The dwarf will then dismiss the cat, at which point the cat will drop the remains for a dwarf with [[hauling|refuse hauling]] enabled to clean up. Cats with any [[contaminant]] on their fur will clean themselves with their tongue, exposing themselves to any ingestion-induced [[syndrome]]s the contaminant may carry.&lt;br /&gt;
&lt;br /&gt;
===Cats as food===&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 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 [[leather]], [[bone]]s 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;
Kittens cannot be butchered for bones: only [[skull]]s will be created. Immature adult cats (less than 2 years old) may return about 2 meat, fat and 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 and 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 and skin), compared to cats' 0-30% and sometimes no byproducts but the skull.) 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. 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;
{{Translation&lt;br /&gt;
| dwarven = kun&lt;br /&gt;
| elvish  = linì&lt;br /&gt;
| goblin  = sest&lt;br /&gt;
| human   = usa&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Feral cat Virginia crop.jpg|thumb|center|250px|Admired for its  ''aloofness''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Abnormally large cats &amp;quot;C&amp;quot; can easily be mixed up with a [[bronze colossus]] &amp;quot;C&amp;quot;, whose effects on a fortress are a lot more &amp;quot;Fun&amp;quot; than a catsplosion.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=308424</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=308424"/>
		<updated>2025-03-09T16:21:08Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:werebeast_sprite_preview.png|right]]'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature]]s resembling an unnatural cross between a sapient creature and a beast, cursed to transform every full moon into a dangerous and bloodthirsty beast form. The curse can be contracted by incurring the wrath of one's patron [[deity]] or from another werebeast. Werebeasts are hated and feared throughout much of the world, posing a great risk to the player.&lt;br /&gt;
&lt;br /&gt;
There will be a specific amount of werebeasts roaming the lands, depending on [[Advanced world generation#Number_of_Werebeast_Curse_Types| the world's settings]]. They can take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-[[Immortality|immortal]] individual.&lt;br /&gt;
&lt;br /&gt;
The sprite assigned to a werebeast will be closest to its randomly, procedurally generated appearance. There are 72 possible sprites.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated during world generation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having werebeasts (and therefore not having [[fun]]), generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.&lt;br /&gt;
&lt;br /&gt;
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
=== Curse transmission and effects ===&lt;br /&gt;
Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead.  When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached.  Transformations will not remove their status as undead.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at &amp;quot;dabbling&amp;quot; level. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may become caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
=== Combat, strengths and weaknesses ===&lt;br /&gt;
If the werebeast cannot use weapons in its beast form (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and using stealth. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;[[Syndrome|night sickness]]&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* werechameleon&lt;br /&gt;
* weregecko&lt;br /&gt;
* weregilamonster&lt;br /&gt;
* wereiguana&lt;br /&gt;
* werelizard&lt;br /&gt;
* weremonitor&lt;br /&gt;
* wereskink&lt;br /&gt;
* weretortoise**&lt;br /&gt;
* wereturtle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* wereanteater*&lt;br /&gt;
* wereantelope**&lt;br /&gt;
* wereape**&lt;br /&gt;
* werearmadillo&lt;br /&gt;
* werebadger&lt;br /&gt;
* werebear**&lt;br /&gt;
* werebeaver&lt;br /&gt;
* werebison*&lt;br /&gt;
* werebuffalo&lt;br /&gt;
* werebull&lt;br /&gt;
* werecamel**&lt;br /&gt;
* werecapybara&lt;br /&gt;
* werecat&lt;br /&gt;
* werecavy&lt;br /&gt;
* werechinchilla&lt;br /&gt;
* werecivet*&lt;br /&gt;
* werecoati&lt;br /&gt;
* werecoyote&lt;br /&gt;
* weredeer&lt;br /&gt;
* weredonkey**&lt;br /&gt;
* wereelephant&lt;br /&gt;
* wereelk&lt;br /&gt;
* werefox&lt;br /&gt;
* weregiraffe&lt;br /&gt;
* weregoat&lt;br /&gt;
* weregopher*&lt;br /&gt;
* werehare&lt;br /&gt;
* werehedgehog&lt;br /&gt;
* werehorse&lt;br /&gt;
* werehyena&lt;br /&gt;
* werejackal&lt;br /&gt;
* werekangaroo&lt;br /&gt;
* werekoala&lt;br /&gt;
* werelemur*&lt;br /&gt;
* werellama&lt;br /&gt;
* wereloris*&lt;br /&gt;
* weremammoth*&lt;br /&gt;
* weremarmot&lt;br /&gt;
* weremole*&lt;br /&gt;
* weremongoose&lt;br /&gt;
* weremonkey**&lt;br /&gt;
* weremoose&lt;br /&gt;
* weremouse*&lt;br /&gt;
* wereopossum&lt;br /&gt;
* werepanda&lt;br /&gt;
* werepangolin&lt;br /&gt;
* werepanther**&lt;br /&gt;
* werepig&lt;br /&gt;
* wereporcupine&lt;br /&gt;
* wererabbit&lt;br /&gt;
* wereraccoon&lt;br /&gt;
* wererat&lt;br /&gt;
* wererhinoceros&lt;br /&gt;
* weresheep&lt;br /&gt;
* wereshrew*&lt;br /&gt;
* wereskunk&lt;br /&gt;
* weresloth&lt;br /&gt;
* weresquirrel&lt;br /&gt;
* weretapir&lt;br /&gt;
* werewarthog&lt;br /&gt;
* wereweasel&lt;br /&gt;
* werewolf&lt;br /&gt;
* werewombat&lt;br /&gt;
* werezebra*&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae; | !! Graphic !! Werebeast&lt;br /&gt;
|+ Reptile Werebeasts&lt;br /&gt;
|[[File:werechameleon_sprite.png|center]] || Werechameleon || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregecko_sprite.png|center]] || Weregecko || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregilamonster_sprite.png|center]] || Weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereiguana_sprite.png|center]] || Wereiguana || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelizard_sprite.png|center]] || Werelizard || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonitor_sprite.png|center]] || Weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereskink_sprite.png|center]] || Wereskink || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Weretortoise** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mammal Werebeasts&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereanteater_sprite.png|center]] || Wereanteater* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoati_sprite.png|center]] || Werecoati || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werekoala_sprite.png|center]] || Werekoala || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereporcupine_sprite.png|center]] || Wereporcupine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereantelope_sprite.png|center]] || Wereantelope** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoyote_sprite.png|center]] || Werecoyote || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelemur_sprite.png|center]] || Werelemur || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererabbit_sprite.png|center]] || Wererabbit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereape_sprite.png|center]] || Wereape** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredeer_sprite.png|center]] || Weredeer || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werellama_sprite.png|center]] || Werellama || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereraccoon_sprite.png|center]] || Wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werearmadillo_sprite.png|center]] || Werearmadillo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredonkey_sprite.png|center]] || Weredonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereloris_sprite.png|center]] || Wereloris* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererat_sprite.png|center]] || Wererat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebadger_sprite.png|center]] || Werebadger || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelephant_sprite.png|center]] || Wereelephant || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremammoth_sprite.png|center]] || Weremammoth* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererhinoceros_sprite.png|center]] || Wererhinoceros&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebear_sprite.png|center]] || Werebear** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelk_sprite.png|center]] || Wereelk || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremarmot_sprite.png|center]] || Weremarmot || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresheep_sprite.png|center]] || Weresheep&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werebeaver_sprite.png|center]] || Werebeaver || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werefox_sprite.png|center]] || Werefox || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremole_sprite.png|center]] || Weremole* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereshrew_sprite.png|center]] || Wereshrew*&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebison_sprite.png|center]] || Werebison* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregiraffe_sprite.png|center]] || Weregiraffe || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremongoose_sprite.png|center]] || Weremongoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereskunk_sprite.png|center]] || Wereskunk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebuffalo_sprite.png|center]] || Werebuffalo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregoat_sprite.png|center]] || Weregoat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonkey_sprite.png|center]] || Weremonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresloth_sprite.png|center]] || Weresloth&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebull_sprite.png|center]] || Werebull || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregopher_sprite.png|center]] || Weregopher* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremoose_sprite.png|center]] || Weremoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresquirrel_sprite.png|center]] || Weresquirrel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecamel_sprite.png|center]] || Werecamel** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehare_sprite.png|center]] || Werehare || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremouse_sprite.png|center]] || Weremouse* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretapir_sprite.png|center]] || Weretapir&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecapybara_sprite.png|center]] || Werecapybara || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehedgehog_sprite.png|center]] || Werehedgehog || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereopossum_sprite.png|center]] || Wereopossum || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewarthog_sprite.png|center]] || Werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecat_sprite.png|center]] || Werecat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehorse_sprite.png|center]] || Werehorse || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepanda_sprite.png|center]] || Werepanda || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereweasel_sprite.png|center]] || Wereweasel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecavy_sprite.png|center]] || Werecavy || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehyena_sprite.png|center]] || Werehyena || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepangolin_sprite.png|center]] || Werepangolin || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewolf_sprite.png|center]] || Werewolf&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werechinchilla_sprite.png|center]] || Werechinchilla || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werejackal_sprite.png|center]] || Werejackal || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werebeast_sprite.png|center]] || Werepanther** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewombat_sprite.png|center]] || Werewombat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecivet_sprite.png|center]] || Werecivet* || style=&amp;quot;background:#ddd | || [[File:werekangaroo_sprite.png|center]] || Werekangaroo || style=&amp;quot;background:#ddd | || [[File:werepig_sprite.png|center]] || Werepig || style=&amp;quot;background:#ddd | || [[File:werezebra_sprite.png|center]] || Werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note that werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]''.]]&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Only the original werebeast of a particular strain is immune to aging. All subsequent creatures who become infected from that strain will still retain their original lifespans (in the case of elves and goblins, they simply continue to be immortal). While transformed, a werebeast will require neither food nor drink, nor do they require sleep. Note that the immunity to these requirements only applies during the full moon. However, the monthly transformation resets an infected creature's dehydration and hunger levels, thus allowing them to be trapped in a room until they expire from old age (although they will likely go mad well before this happens). Additionally, each transformation will heal any and all of an infected creature's wounds, and will also restore any missing limbs which the creature may have had. &lt;br /&gt;
&lt;br /&gt;
Particularly [[Fun]] ideas for using werecreatures include:&lt;br /&gt;
&lt;br /&gt;
===Infecting your entire fort===&lt;br /&gt;
It is possible for everyone in the fort to become infected; having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service; your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe, as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite time-consuming as well; may kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards, as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly ‼fun‼ for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again, you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiraling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
The following are some commonly used methods to achieve this; in an approximately decreasing order of risk to your fortress population, but increasing effort to implement.&lt;br /&gt;
&lt;br /&gt;
==== Squad assignement method ====&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get [[Wound|injured]] will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves, or being pummeled into submission without spreading their curse. Another significant problem arises when an attack by either the werebeast or a dwarf happens at the moment of transformation. This is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
==== Confinement method ====&lt;br /&gt;
Another method is to simply lock a werebeast in a room with civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The increasing risk with this method, is that werebeasts become legendary fighters/wrestlers very quickly, at which point they are capable of mortally wounding, or outright killing, half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
==== Cage trap method ====&lt;br /&gt;
[[Image:Creature_wereracoon_cage-trap_v50.png|thumb|right|Wereraccoon accidentally caught in cage trap. A safer outcome than most [[‼SCIENCE‼]] failures.]]&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but make sure the room is completely covered in [[cage trap]]s (Though this method may not work with certain types of werebeasts, such as wereraccoons, as they are small enough{{verify}} to be caught in cage traps when transformed). Many injuries inflicted by werebeasts can knock a dwarf [[unconscious]] due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is [[Thought#Justice|released]] from a cage gets an enormous [[Emotion|happiness]] boost that will help him [[Stress|cope with]] the loss of [[Relationship|family and friends]] who were not so lucky.&lt;br /&gt;
&lt;br /&gt;
Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet), that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a [[lever]]), to prevent [[insanity]] due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option to integrate werebeasts into your fort is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in beast form, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the beast form's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating [[military]] force if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Werebeast soldiers are mostly useful when their beast form is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in beast form can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons, they may still be useful as soldiers if their beast form is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their [[Squad#Station_order|stations]], [[Scheduling|alerts]] and [[Squad#Creating_and_assigning_uniforms|uniforms]] (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destructible buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
[[Stupid dwarf trick|Bonus points]] if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from beast form, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your werebeast soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in beast form, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Full Moons / Transformation dates==&lt;br /&gt;
In ''Dwarf Fortress'', werebeasts transform only and always on the exact date of the full moon. Note that the transformation lasts for the full date, not just the night.&lt;br /&gt;
&lt;br /&gt;
The Dwarven [[calendar]] has 12 months, each exactly 28 days long (four 7-day weeks each). In ''Dwarf Fortress'', the full moon occurs about* every 26 days, and falls on the same dates every year. This means that there are exactly thirteen full moons in a dwarven year, with 2 full moons falling in the last month, Obsidian.&lt;br /&gt;
&lt;br /&gt;
:: {| class=wikitable&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #eee;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: navy; color: white;&amp;quot; | Full &amp;lt;br&amp;gt;	&amp;amp;#x26AA; &amp;lt;br&amp;gt; Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Northern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Southern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 2nd&amp;lt;br&amp;gt;''&amp;lt;small&amp;gt;&amp;amp;&amp;lt;/small&amp;gt;''&amp;lt;br&amp;gt;28th &lt;br /&gt;
|}&lt;br /&gt;
:: ''(* The math of {12 months x 28 days each} vs. {13 full moons x 26 days each} is not a perfect match, they're different by 2 days (336 vs. 338). This results in a 25 day lunar cycle between months 7-8 and months 12-1.)''&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
[[File:DnD Lycantrop.png|thumb|Non-leather clothing will be destroyed on any transformation]]&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of &amp;quot;he assumes a bestial form&amp;quot; along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[Vampire|vampirism]] (toppling statues unrelated to your religion has no effect). A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse – which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon, all injuries are instantly healed, then again when the phase ends. This includes otherwise permanent injuries like nerve damage and dismemberment.&lt;br /&gt;
*For 30 game hours you are inexhaustible – the perfect time to train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your experience may vary; sometimes base and maximum stats are ''lower'' than your normal form).&lt;br /&gt;
*Increase in mass that scales up with animal's base size (e.g., a smaller creature adds a marginal amount, a larger creature may gain mass in the 100,000s).&lt;br /&gt;
*Acquire all the animal's traits, including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which, similar to necromancers' agelessness, makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*You will be attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species and your base species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Beast form often starts relatively weaker, and its maximum potential may be less than natural form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}. To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other, more indirect means]], like quarantining them via forbidden doors on hospitals fitted with [[Drowning chamber|hygienic measures]].&lt;br /&gt;
* On first transformation, an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=308423</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=308423"/>
		<updated>2025-03-09T16:08:19Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Defending your fort against werebeasts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:werebeast_sprite_preview.png|right]]'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature]]s resembling an unnatural cross between a sapient creature and a beast, cursed to transform every full moon into a dangerous and bloodthirsty beast form. The curse can be contracted by incurring the wrath of one's patron [[deity]] or from another werebeast. Werebeasts are hated and feared throughout much of the world, posing a great risk to the player.&lt;br /&gt;
&lt;br /&gt;
There will be a specific amount of werebeasts roaming the lands, depending on [[Advanced world generation#Number_of_Werebeast_Curse_Types| the world's settings]]. They can take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-[[Immortality|immortal]] individual.&lt;br /&gt;
&lt;br /&gt;
The sprite assigned to a werebeast will be closest to its randomly, procedurally generated appearance. There are 72 possible sprites.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
A number of different types of werebeast curses are procedurally generated during world generation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having werebeasts (and therefore not having [[fun]]), generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.&lt;br /&gt;
&lt;br /&gt;
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
=== Curse transmission and effects ===&lt;br /&gt;
Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead.  When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached.  Transformations will not remove their status as undead.&lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at &amp;quot;dabbling&amp;quot; level. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may become caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
=== Combat, strengths and weaknesses ===&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;[[Syndrome|night sickness]]&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* werechameleon&lt;br /&gt;
* weregecko&lt;br /&gt;
* weregilamonster&lt;br /&gt;
* wereiguana&lt;br /&gt;
* werelizard&lt;br /&gt;
* weremonitor&lt;br /&gt;
* wereskink&lt;br /&gt;
* weretortoise**&lt;br /&gt;
* wereturtle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{{columns-list|colwidth=10em|&lt;br /&gt;
* wereanteater*&lt;br /&gt;
* wereantelope**&lt;br /&gt;
* wereape**&lt;br /&gt;
* werearmadillo&lt;br /&gt;
* werebadger&lt;br /&gt;
* werebear**&lt;br /&gt;
* werebeaver&lt;br /&gt;
* werebison*&lt;br /&gt;
* werebuffalo&lt;br /&gt;
* werebull&lt;br /&gt;
* werecamel**&lt;br /&gt;
* werecapybara&lt;br /&gt;
* werecat&lt;br /&gt;
* werecavy&lt;br /&gt;
* werechinchilla&lt;br /&gt;
* werecivet*&lt;br /&gt;
* werecoati&lt;br /&gt;
* werecoyote&lt;br /&gt;
* weredeer&lt;br /&gt;
* weredonkey**&lt;br /&gt;
* wereelephant&lt;br /&gt;
* wereelk&lt;br /&gt;
* werefox&lt;br /&gt;
* weregiraffe&lt;br /&gt;
* weregoat&lt;br /&gt;
* weregopher*&lt;br /&gt;
* werehare&lt;br /&gt;
* werehedgehog&lt;br /&gt;
* werehorse&lt;br /&gt;
* werehyena&lt;br /&gt;
* werejackal&lt;br /&gt;
* werekangaroo&lt;br /&gt;
* werekoala&lt;br /&gt;
* werelemur*&lt;br /&gt;
* werellama&lt;br /&gt;
* wereloris*&lt;br /&gt;
* weremammoth*&lt;br /&gt;
* weremarmot&lt;br /&gt;
* weremole*&lt;br /&gt;
* weremongoose&lt;br /&gt;
* weremonkey**&lt;br /&gt;
* weremoose&lt;br /&gt;
* weremouse*&lt;br /&gt;
* wereopossum&lt;br /&gt;
* werepanda&lt;br /&gt;
* werepangolin&lt;br /&gt;
* werepanther**&lt;br /&gt;
* werepig&lt;br /&gt;
* wereporcupine&lt;br /&gt;
* wererabbit&lt;br /&gt;
* wereraccoon&lt;br /&gt;
* wererat&lt;br /&gt;
* wererhinoceros&lt;br /&gt;
* weresheep&lt;br /&gt;
* wereshrew*&lt;br /&gt;
* wereskunk&lt;br /&gt;
* weresloth&lt;br /&gt;
* weresquirrel&lt;br /&gt;
* weretapir&lt;br /&gt;
* werewarthog&lt;br /&gt;
* wereweasel&lt;br /&gt;
* werewolf&lt;br /&gt;
* werewombat&lt;br /&gt;
* werezebra*&lt;br /&gt;
}}--&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae; | !! Graphic !! Werebeast&lt;br /&gt;
|+ Reptile Werebeasts&lt;br /&gt;
|[[File:werechameleon_sprite.png|center]] || Werechameleon || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregecko_sprite.png|center]] || Weregecko || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregilamonster_sprite.png|center]] || Weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereiguana_sprite.png|center]] || Wereiguana || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelizard_sprite.png|center]] || Werelizard || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonitor_sprite.png|center]] || Weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereskink_sprite.png|center]] || Wereskink || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Weretortoise** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretortoise_sprite.png|center]] || Wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Mammal Werebeasts&lt;br /&gt;
! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature !! style=&amp;quot;background:#aeaeae;&amp;quot; | !! Graphic !! Werecreature&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereanteater_sprite.png|center]] || Wereanteater* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoati_sprite.png|center]] || Werecoati || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werekoala_sprite.png|center]] || Werekoala || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereporcupine_sprite.png|center]] || Wereporcupine&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereantelope_sprite.png|center]] || Wereantelope** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werecoyote_sprite.png|center]] || Werecoyote || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werelemur_sprite.png|center]] || Werelemur || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererabbit_sprite.png|center]] || Wererabbit&lt;br /&gt;
|-&lt;br /&gt;
|[[File:wereape_sprite.png|center]] || Wereape** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredeer_sprite.png|center]] || Weredeer || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werellama_sprite.png|center]] || Werellama || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereraccoon_sprite.png|center]] || Wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werearmadillo_sprite.png|center]] || Werearmadillo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weredonkey_sprite.png|center]] || Weredonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereloris_sprite.png|center]] || Wereloris* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererat_sprite.png|center]] || Wererat&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebadger_sprite.png|center]] || Werebadger || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelephant_sprite.png|center]] || Wereelephant || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremammoth_sprite.png|center]] || Weremammoth* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wererhinoceros_sprite.png|center]] || Wererhinoceros&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebear_sprite.png|center]] || Werebear** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereelk_sprite.png|center]] || Wereelk || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremarmot_sprite.png|center]] || Weremarmot || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresheep_sprite.png|center]] || Weresheep&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werebeaver_sprite.png|center]] || Werebeaver || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werefox_sprite.png|center]] || Werefox || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremole_sprite.png|center]] || Weremole* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereshrew_sprite.png|center]] || Wereshrew*&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebison_sprite.png|center]] || Werebison* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregiraffe_sprite.png|center]] || Weregiraffe || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremongoose_sprite.png|center]] || Weremongoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereskunk_sprite.png|center]] || Wereskunk&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebuffalo_sprite.png|center]] || Werebuffalo || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregoat_sprite.png|center]] || Weregoat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremonkey_sprite.png|center]] || Weremonkey** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresloth_sprite.png|center]] || Weresloth&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werebull_sprite.png|center]] || Werebull || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weregopher_sprite.png|center]] || Weregopher* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremoose_sprite.png|center]] || Weremoose || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weresquirrel_sprite.png|center]] || Weresquirrel&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecamel_sprite.png|center]] || Werecamel** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehare_sprite.png|center]] || Werehare || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weremouse_sprite.png|center]] || Weremouse* || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:weretapir_sprite.png|center]] || Weretapir&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecapybara_sprite.png|center]] || Werecapybara || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehedgehog_sprite.png|center]] || Werehedgehog || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereopossum_sprite.png|center]] || Wereopossum || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewarthog_sprite.png|center]] || Werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|[[File:werecat_sprite.png|center]] || Werecat || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehorse_sprite.png|center]] || Werehorse || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepanda_sprite.png|center]] || Werepanda || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:wereweasel_sprite.png|center]] || Wereweasel&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecavy_sprite.png|center]] || Werecavy || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werehyena_sprite.png|center]] || Werehyena || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werepangolin_sprite.png|center]] || Werepangolin || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewolf_sprite.png|center]] || Werewolf&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werechinchilla_sprite.png|center]] || Werechinchilla || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werejackal_sprite.png|center]] || Werejackal || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werebeast_sprite.png|center]] || Werepanther** || style=&amp;quot;background:#ddd;&amp;quot; | || [[File:werewombat_sprite.png|center]] || Werewombat&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;height:60px;&amp;quot; | [[File:werecivet_sprite.png|center]] || Werecivet* || style=&amp;quot;background:#ddd | || [[File:werekangaroo_sprite.png|center]] || Werekangaroo || style=&amp;quot;background:#ddd | || [[File:werepig_sprite.png|center]] || Werepig || style=&amp;quot;background:#ddd | || [[File:werezebra_sprite.png|center]] || Werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note that werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]''.]]&lt;br /&gt;
Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Contrary to popular belief, only the original werebeast of a particular strain is immune to aging. All subsequent creatures who become infected from that strain will still retain their original lifespans (in the case of elves and goblins, they simply continue to be immortal.) While transformed, a werebeast will require neither food nor drink, nor do they require sleep. Note the immunity to these requirements only applies during the full moon. However, the monthly transformation resets an infected creature's dehydration and hunger levels, thus allowing them to be trapped in a room until they expire from old age (although they will likely go mad way before this happens.) Additionally, each transformation will heal any and all of an infected creature's wounds, and will also restore any missing limbs which the creature may have had. &lt;br /&gt;
&lt;br /&gt;
Particularly [[Fun]] ideas for using werecreatures include:&lt;br /&gt;
&lt;br /&gt;
===Infecting your entire fort===&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service; your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe, as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well; May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards, as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly ‼fun‼ for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again, you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
The following are some commonly used methods to achieve this; in an approximately decreasing order of risk to your fortress population, but increasing effort to implement.&lt;br /&gt;
&lt;br /&gt;
==== Squad assignement method ====&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get [[Wound|injured]] will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves, or being pummeled into submission without spreading their curse. Another significant problem arises when an attack by either the werebeast or a dwarf happens at the moment of transformation. This is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
==== Confinement method ====&lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The increasing risk with this method, is that werebeasts become legendary fighters/wrestlers very quickly, at which point they are capable of mortally wounding, or outright killing, half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
==== Cage trap method ====&lt;br /&gt;
&lt;br /&gt;
[[Image:Creature_wereracoon_cage-trap_v50.png|thumb|right|Wereraccoon accidentally caught in cage trap. A safer outcome than most [[‼SCIENCE‼]] failures.]]&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but make sure the room is completely covered in [[cage trap]]s (Though this method may not work with certain types of werebeasts, such as wereraccoons, as they are small enough{{verify}} to be caught in cage traps when transformed). Many injuries inflicted by werebeasts can knock a dwarf [[unconscious]] due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is [[Thought#Justice|released]] from a cage gets an enormous [[Emotion|happiness]] boost that will help him [[Stress|cope with]] the loss of [[Relationship|family and friends]] who were not so lucky.&lt;br /&gt;
&lt;br /&gt;
Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet), that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a [[lever]]), to prevent [[insanity]] due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option to integrate werebeasts into your fort, is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating [[military]] force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their [[Squad#Station_order|stations]], [[Scheduling|alerts]] and [[Squad#Creating_and_assigning_uniforms|uniforms]] (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
[[Stupid_dwarf_trick|Bonus points]] if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Full Moons / Transformation dates==&lt;br /&gt;
In ''Dwarf Fortress'', were-creatures transform only and always on the exact date of the full moon. Note that the transformation lasts for the full date, not just the night.&lt;br /&gt;
&lt;br /&gt;
The Dwarven [[calendar]] has 12 months, each exactly 28 days long (four 7-day weeks each).  In ''Dwarf Fortress'', the full moon occurs about* every 26 days, and falls on the same dates every year. This means that there are exactly thirteen full moons in a dwarven year, with 2 full moons falling in the last month, Obsidian.&lt;br /&gt;
&lt;br /&gt;
:: {| class=wikitable&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Month&lt;br /&gt;
! colspan=2 style=&amp;quot;background: #eee;&amp;quot; | Gregorian equivalent&lt;br /&gt;
! colspan=2 rowspan=2 style=&amp;quot;background: #eee;&amp;quot; | Season&lt;br /&gt;
! rowspan=2 style=&amp;quot;background: navy; color: white;&amp;quot; | Full &amp;lt;br&amp;gt;	&amp;amp;#x26AA; &amp;lt;br&amp;gt; Moon&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Northern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
! style=&amp;quot;background: #ddd;&amp;quot; | Southern&amp;lt;br&amp;gt;Hemisphere&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 1&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 25th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 2&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 23rd&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | 3&lt;br /&gt;
! style=&amp;quot;background: #cfc;&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #cfc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #cfc;&amp;quot; | 21st&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 4&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 19th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 5&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 17th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | 6&lt;br /&gt;
! style=&amp;quot;background: #ffc;&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ffc;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ffc;&amp;quot; | 15th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 7&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 13th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 8&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 10th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | 9&lt;br /&gt;
! style=&amp;quot;background: #fcc;&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;background: #fcc;&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #fcc;&amp;quot; | 8th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 10&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 6th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 11&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 4th&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | 12&lt;br /&gt;
! style=&amp;quot;background: #ccf;&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;background: #ccf;&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
| style=&amp;quot;text-align: center; background: #ccf;&amp;quot; | 2nd&amp;lt;br&amp;gt;''&amp;lt;small&amp;gt;&amp;amp;&amp;lt;/small&amp;gt;''&amp;lt;br&amp;gt;28th &lt;br /&gt;
|}&lt;br /&gt;
:: ''(* The math of {12 months x 28 days each} vs. {13 full moons x 26 days each} is not a perfect match, they're different by 2 days (336 vs. 338). This results in a 25 day lunar cycle between months 7-8 and months 12-1.)''&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
[[File:DnD Lycantrop.png|thumb|Non-leather clothing will be destroyed on any transformation]]&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[Vampire|vampirism]]. (toppling statues unrelated to your religion has no effect.)  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse - which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 30 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species and your base species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CREATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Siege&amp;diff=308422</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Siege&amp;diff=308422"/>
		<updated>2025-03-09T16:07:46Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Necromancer sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:df_goblin_siege.png|thumb|220px|right|Brutal battle during a small siege.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu}}&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium version, it looks like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:siege_icon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at an already-besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well.&lt;br /&gt;
*You can turn off sieges and [[megabeast]]s altogether by changing &amp;quot;civilizations can attack&amp;quot; and &amp;quot;megabeasts can attack&amp;quot; to NO in the difficulty settings.&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
On normal [[difficulty]], the intensity of enemy attacks directly corresponds to your [[fortress]]'s title. Once sieges are possible, 25% of invasions will be sieges instead of [[Ambush|ambushes]].&lt;br /&gt;
&lt;br /&gt;
On hard difficulty, the trigger conditions for enemies are roughly halved, allowing more invaders to attack earlier. The frequency of sieges instead of ambush increases to 50%.&lt;br /&gt;
&lt;br /&gt;
By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[difficulty]] settings.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto; border-spacing: 0;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; padding: 0 1em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Normal enemies&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| 500☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25,000☼&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (10 regulars)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200,000☼&lt;br /&gt;
| 20,000☼&lt;br /&gt;
| Sieges (40 regulars, 5 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300,000☼&lt;br /&gt;
| 30,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Hard enemies&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 15&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| 250☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 30&lt;br /&gt;
| 12,500☼&lt;br /&gt;
| 1,250☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 40&lt;br /&gt;
| 50,000☼&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| Sieges (20 regulars, 1 monster)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 55&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (60 regulars, 10 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 70&lt;br /&gt;
| 150,000☼&lt;br /&gt;
| 15,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s (along with some other &amp;quot;Subterranean&amp;quot; and evil &amp;quot;Fantasy&amp;quot; creatures), that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one - you can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out, and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]] (like unaligned/mundane/giant animals, and good-aligned creatures). Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. They could even bring [[elephant]]s. Be aware that human siegers know about all [[trap]]s that their diplomats have seen before; even their war animals are immune to those traps. If you have had a human diplomat in your fort, assume that your traps are useless against the invaders unless they were built after their last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, anyone that dies in or near battle (or lying somewhere near it) is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as three undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Siege&amp;diff=308421</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Siege&amp;diff=308421"/>
		<updated>2025-03-09T16:03:44Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Human sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:df_goblin_siege.png|thumb|220px|right|Brutal battle during a small siege.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu}}&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium version, it looks like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:siege_icon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at an already-besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well.&lt;br /&gt;
*You can turn off sieges and [[megabeast]]s altogether by changing &amp;quot;civilizations can attack&amp;quot; and &amp;quot;megabeasts can attack&amp;quot; to NO in the difficulty settings.&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
On normal [[difficulty]], the intensity of enemy attacks directly corresponds to your [[fortress]]'s title. Once sieges are possible, 25% of invasions will be sieges instead of [[Ambush|ambushes]].&lt;br /&gt;
&lt;br /&gt;
On hard difficulty, the trigger conditions for enemies are roughly halved, allowing more invaders to attack earlier. The frequency of sieges instead of ambush increases to 50%.&lt;br /&gt;
&lt;br /&gt;
By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[difficulty]] settings.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto; border-spacing: 0;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; padding: 0 1em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Normal enemies&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| 500☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25,000☼&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (10 regulars)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200,000☼&lt;br /&gt;
| 20,000☼&lt;br /&gt;
| Sieges (40 regulars, 5 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300,000☼&lt;br /&gt;
| 30,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Hard enemies&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 15&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| 250☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 30&lt;br /&gt;
| 12,500☼&lt;br /&gt;
| 1,250☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 40&lt;br /&gt;
| 50,000☼&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| Sieges (20 regulars, 1 monster)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 55&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (60 regulars, 10 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 70&lt;br /&gt;
| 150,000☼&lt;br /&gt;
| 15,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s (along with some other &amp;quot;Subterranean&amp;quot; and evil &amp;quot;Fantasy&amp;quot; creatures), that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one - you can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out, and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]] (like unaligned/mundane/giant animals, and good-aligned creatures). Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. They could even bring [[elephant]]s. Be aware that human siegers know about all [[trap]]s that their diplomats have seen before; even their war animals are immune to those traps. If you have had a human diplomat in your fort, assume that your traps are useless against the invaders unless they were built after their last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, anyone that dies in or near battle (or lying somewhere near it) is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Siege&amp;diff=308419</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Siege&amp;diff=308419"/>
		<updated>2025-03-09T16:02:44Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:df_goblin_siege.png|thumb|220px|right|Brutal battle during a small siege.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu}}&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium version, it looks like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:siege_icon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at an already-besieged fortress. They will arrive, though, if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site. Armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. You will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well.&lt;br /&gt;
*You can turn off sieges and [[megabeast]]s altogether by changing &amp;quot;civilizations can attack&amp;quot; and &amp;quot;megabeasts can attack&amp;quot; to NO in the difficulty settings.&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
On normal [[difficulty]], the intensity of enemy attacks directly corresponds to your [[fortress]]'s title. Once sieges are possible, 25% of invasions will be sieges instead of [[Ambush|ambushes]].&lt;br /&gt;
&lt;br /&gt;
On hard difficulty, the trigger conditions for enemies are roughly halved, allowing more invaders to attack earlier. The frequency of sieges instead of ambush increases to 50%.&lt;br /&gt;
&lt;br /&gt;
By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[difficulty]] settings.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto; border-spacing: 0;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; padding: 0 1em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Normal enemies&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| 500☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25,000☼&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (10 regulars)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200,000☼&lt;br /&gt;
| 20,000☼&lt;br /&gt;
| Sieges (40 regulars, 5 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300,000☼&lt;br /&gt;
| 30,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Hard enemies&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 15&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| 250☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 30&lt;br /&gt;
| 12,500☼&lt;br /&gt;
| 1,250☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 40&lt;br /&gt;
| 50,000☼&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| Sieges (20 regulars, 1 monster)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 55&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (60 regulars, 10 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 70&lt;br /&gt;
| 150,000☼&lt;br /&gt;
| 15,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s (along with some other &amp;quot;Subterranean&amp;quot; and evil &amp;quot;Fantasy&amp;quot; creatures), that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
{{dftext|The elves have brought the full forces of their lands against you.|5:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one - you can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out, and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, ''à la'' goblin ambushes, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]] (like unaligned/mundane/giant animals, and good-aligned creatures). Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride rather mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s. If really offended, they'll bring [[Elephant]]s. Be aware that human siegers know of all [[trap]]s that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, anyone that dies in or near battle (or lying somewhere near it) is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as 3 undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308418</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308418"/>
		<updated>2025-03-09T15:56:08Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civilization may become occupied by invaders from the other. Both civilizations have thus laid claim to the occupied sites: the first one by &amp;quot;being there first&amp;quot;, the second one by &amp;quot;might makes right&amp;quot;. The conflict may be resolved by an [[insurrection]] if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308417</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308417"/>
		<updated>2025-03-09T15:55:58Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Site claims */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civilization may become occupied by invaders from the other. Both civilizations have thus laid claim to the occupied sites: the first one by &amp;quot;being there first&amp;quot;, the second one by &amp;quot;might makes right&amp;quot;. The conflict may be resolved by an [[insurrection]] if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308416</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308416"/>
		<updated>2025-03-09T15:55:02Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Claiming sites yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308415</id>
		<title>Claim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Claim&amp;diff=308415"/>
		<updated>2025-03-09T15:53:56Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Claiming sites yourself */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Over the course of the game, different [[faction]]s may lay '''claims''' on a [[site]] or an object, usually an [[artifact]]. Because there can be many different claims on the same object or territory, much conflict ensues, and the player has the opportunity to take a role in both game modes.&lt;br /&gt;
&lt;br /&gt;
== Site claims ==&lt;br /&gt;
&lt;br /&gt;
As a [[civilization]] expands, it progressively lays claims on any sites it founds. Whenever a [[war]] occurs between two neighboring civilizations, a number of sites belonging to a civ may become occupied by invaders from the other. Both civs have thus laid claim to the occupied sites: the first one by 'being there first', the second one by 'might makes right'. The conflict may be resolved by an [[insurrection]], if enough of the site's occupied population decides to overthrow their conquerors and flip back to their previous civilization. Additional third parties may join in and lay claims of their own, adding to the [[fun|confusion and chaos]].&lt;br /&gt;
&lt;br /&gt;
Claims don't seem to affect the belongings of the player's fort ''while they're playing''; even your [[holding]]s are immune against insurrections. However, if you retire your fortress, it will be subject to the various [[world activities]] and an invading force may occupy it while you're not looking.&lt;br /&gt;
&lt;br /&gt;
Many actors only ever claim their site of residence: [[necromancer]]s, [[bandit]]s or [[night troll]]s. Some, like [[megabeast]]s, abandon sites they have previously occupied to claim new ones (this is limited to world generation).&lt;br /&gt;
&lt;br /&gt;
== Claiming sites yourself ==&lt;br /&gt;
&lt;br /&gt;
As an [[Adventure mode|adventurer]], you may claim a site for yourself. This won't have many gameplay consequences if you don't remove all other competing claims; if you do, you will gain the title of lord as well as the ability to gain [[hearthperson]]s.&lt;br /&gt;
&lt;br /&gt;
Outsiders can't claim sites, because they, apparently, don't know about laws. Attempts to do so will result in your character saying &amp;quot;I've forgotten my bold pronouncement&amp;quot;. A workaround is to have the Outsider become a member of a civilization, such as retiring at a civilized [[site]] and unretiring from it.&lt;br /&gt;
&lt;br /&gt;
If you claim a fallen fortress of yours as an adventurer, retire them and then attempt to reclaim that fortress in fortress mode, you will receive a warning of an ambush when the adventurer gets spotted and they will be hostile to your dwarves.&lt;br /&gt;
&lt;br /&gt;
== Artifact claims ==&lt;br /&gt;
&lt;br /&gt;
Whenever an artifact is created, a creature or entity will lay claim to it; if it's a strange mood-generated object, the dwarf will claim it for themselves, their family (as a ''family heirloom''), or gift it to their entity which will take over the claim. [[Scholar]]s and [[Religion|high priests]] lay similar claims to the [[book]]s and holy relics coming from their respective [[library]] or [[temple]], and heroes will keep named items for themselves or their family, likewise. As the world progresses, though, these objects get stolen, plundered or otherwise transferred. Each new owner (creature or entity) may lay an additional claim on it, and seek to gain it back whenever it changes hands. Entities may send [[quester]]s or [[agent]]s to gather information, and [[war]]s may be declared over unresolved changes of ownership.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, if you somehow steal an artifact from a foreign site through a [[mission]], you may attract the attention (and possible subsequent [[siege|wrath]]) of all entities who had previously laid a claim on it... if they [[rumor|find out]] you have it, that is. In adventure mode, you will attract similar attention if you happen to be in possession of a much-coveted artifact and people see you with it. Alternatively, each different claim is a new [[quest]] opportunity for your adventurer, depending on the party you wish to satisfy.&lt;br /&gt;
&lt;br /&gt;
{{V50 entities}}&lt;br /&gt;
{{Category|Events}}&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Claim]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=308414</id>
		<title>Monarch</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Monarch&amp;diff=308414"/>
		<updated>2025-03-09T15:37:33Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Becoming a Mountainhome */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Minorspoiler}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble= Monarch&lt;br /&gt;
| office= Royal Throne Room&lt;br /&gt;
| quarters= Royal Bedroom&lt;br /&gt;
| dining= Royal Dining Room&lt;br /&gt;
| tomb= Royal Mausoleum &lt;br /&gt;
| chests=10&lt;br /&gt;
| cabinets=5&lt;br /&gt;
| racks=5&lt;br /&gt;
| stands=5&lt;br /&gt;
| mandates=5&lt;br /&gt;
| demands=10&lt;br /&gt;
| arrival=&lt;br /&gt;
* Fortress is a duchy capital and the [[duke]] is alive&lt;br /&gt;
* Sufficient happiness&lt;br /&gt;
* [[Fortress|Metropolis]] rank&lt;br /&gt;
}}&lt;br /&gt;
The '''monarch''' is the highest level [[noble]], and also the noble of the highest precedence.  Rather than being promoted from within, like the [[baron]], [[count]], and [[duke]], the existing monarch arrives as an immigrant from the previous capital. However, one of your fortress residents may become monarch if the position is vacant, either by inheriting the title or after conducting &amp;quot;polite discussions with local rivals&amp;quot;. A male monarch is known as a &amp;quot;king&amp;quot; and a female as a &amp;quot;queen&amp;quot;. Either may arrive with a [[consort]], as well as an entourage that can include the [[outpost liaison]], [[general]], elite military dwarves, and ordinary workers.&lt;br /&gt;
&lt;br /&gt;
To attract the existing monarch the fortress must be [[Fortress|City]] rank, promoted to a duchy with the [[duke]] still alive, and reach a certain threshold of overall happiness. These requirements notably do not apply when one of your fortress residents is elevated to monarch.&lt;br /&gt;
&lt;br /&gt;
With the presence of the monarch, a fortress becomes the capital of its [[civilization]]. As a result, it can no longer receive visits from a dwarven [[liaison]] (and so can no longer negotiate trade agreements with the dwarven caravans), nor can it give goods to dwarven caravans as offerings.&lt;br /&gt;
&lt;br /&gt;
The monarch arrives at the same time as an [[immigration]] wave, but has an entirely separate entourage that can spawn from a different part of the map.  The monarch's entourage includes a &amp;quot;royal guard&amp;quot; consisting of dwarves with Legendary +5 skill in a random weapon (but no skill in Fighter), Accomplished skill in Dodger, Shield User, and Armor User, and the &amp;quot;doesn't really care about anything anymore&amp;quot; trait. The monarch will arrive even if you have exceeded your [[Immigration|population cap]]s, though the entourage may be limited by the caps.&lt;br /&gt;
&lt;br /&gt;
It may be that your monarch is an ancient [[vampire]] with thousands of kills to their name before arriving at your fortress. Some monarchs have been known to drop dead (''of regicide, perhaps'') as soon as they enter the map, especially in older worlds. Monarchs may also be of a different race, such as [[Main:Cacame Awemedinade|an elven king]].&lt;br /&gt;
&lt;br /&gt;
Random dwarves in [[dwarf fortress mode]] can become monarchs, if the current monarch dies, or if the position was vacant (common in dying civilizations). If the position no longer exists (i.e. the civilization is truly [[extinct]]) then no monarch will be appointed until the civilization is &amp;quot;resurrected&amp;quot; (by retiring a fortress, for example).&lt;br /&gt;
&lt;br /&gt;
An adventurer can become a monarch; if they succeed in [[talking|persuading]] the current one to [[Combat#Wounds|yield]], the monarch may then offer their position to the adventurer. (Whether they yield or offer may depend on their relative [[personalities]] and [[social skill]]s.{{verify}})&lt;br /&gt;
&lt;br /&gt;
== Becoming a Mountainhome ==&lt;br /&gt;
{{Template:Minorspoiler}}&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|By royal decree, avoiding the hidden fun stuff is no longer possible.]]&lt;br /&gt;
&lt;br /&gt;
Once the monarch arrives and all room requirements are met, the player will be prompted to find &amp;quot;seven symbols not of this world&amp;quot; as well as to construct a &amp;quot;true throne&amp;quot;. These symbols and the materials needed to build the &amp;quot;true throne&amp;quot; can be found inside an [[unusual volcanic wall]] (see for more details). Upon completion of this quest, you will be elevated from the Capital to the Mountainhome of your civilization, and it will be well-earned: this quest is fraught with danger that can end the entire fortress outright. The monarch's entourage of elite soldiers will make the challenges far more doable, but brute force can only take you so far. You'll have to [[exploit|think like a dwarf]] to stand a chance at seeing this to completion.&lt;br /&gt;
&lt;br /&gt;
== In other civilizations ==&lt;br /&gt;
&lt;br /&gt;
Elves also have a monarch position of sorts, but in terms of function and importance they're royalty in name only. The actual position at the top is the [[druid]], capable of appointing the monarch position. Elves are notable only in that they have a defined princess (both their monarchs and the position under them are always female) position that can succeed a queen. However this doesn't actually replicate a hereditary monarchy, as princesses have to be replaced by the druid appointing a new one. Both serve various noble functions, with princesses having many of the same responsibilities as the dwarven [[general]].&lt;br /&gt;
&lt;br /&gt;
Humans and goblins, meanwhile, generate equivalent positions during worldgen. These tend to have names like &amp;quot;law-giver&amp;quot; or &amp;quot;master&amp;quot;, and presumably have most of the functions and behavior dwarven monarchs do – without extracting the information from the world data, however, it can be difficult to tell. In the case of goblins, the position of master often starts off taken by [[demon|something else entirely.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Ezum-sarasti.jpg|thumb|center|300px|Artist rendering of a dwarf king by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
The arrival of the Monarch is not necessarily an advantage for a fortress, as it comes with a significant risk of an accidental [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
If a dwarf goes berserk, or, during a tantrum, attacks a member of the Monarch's entourage, a loyalty cascade can be triggered. This can be particularly [[fun]] as the entourage can include several dwarves with high proficiency in military skills.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MONARCH]&lt;br /&gt;
		[NAME_MALE:king:kings]&lt;br /&gt;
		[NAME_FEMALE:queen:queens]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[SPOUSE_MALE:king consort:kings consort]&lt;br /&gt;
		[SPOUSE_FEMALE:queen consort:queens consort]&lt;br /&gt;
		[SUCCESSION:BY_HEIR]&lt;br /&gt;
		[RESPONSIBILITY:LAW_MAKING]&lt;br /&gt;
		[RESPONSIBILITY:RECEIVE_DIPLOMATS]&lt;br /&gt;
		[RESPONSIBILITY:MILITARY_GOALS]&lt;br /&gt;
		[PRECEDENCE:1]&lt;br /&gt;
		[SPECIAL_BURIAL]&lt;br /&gt;
		[RULES_FROM_LOCATION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION]&lt;br /&gt;
		[MENIAL_WORK_EXEMPTION_SPOUSE]&lt;br /&gt;
		[SLEEP_PRETENSION]&lt;br /&gt;
		[PUNISHMENT_EXEMPTION]&lt;br /&gt;
		[FLASHES]&lt;br /&gt;
		[BRAG_ON_KILL]&lt;br /&gt;
		[CHAT_WORTHY]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[KILL_QUEST]&lt;br /&gt;
		[EXPORTED_IN_LEGENDS]&lt;br /&gt;
		[DETERMINES_COIN_DESIGN]&lt;br /&gt;
		[COLOR:5:0:1]&lt;br /&gt;
		[ACCOUNT_EXEMPT]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[DEMAND_MAX:10]&lt;br /&gt;
		[MANDATE_MAX:5]&lt;br /&gt;
		[REQUIRED_BOXES:10]&lt;br /&gt;
		[REQUIRED_CABINETS:5]&lt;br /&gt;
		[REQUIRED_RACKS:5]&lt;br /&gt;
		[REQUIRED_STANDS:5]&lt;br /&gt;
		[REQUIRED_OFFICE:10000]&lt;br /&gt;
		[REQUIRED_BEDROOM:10000]&lt;br /&gt;
		[REQUIRED_DINING:10000]&lt;br /&gt;
		[REQUIRED_TOMB:10000]}}&lt;br /&gt;
{{nobles}}&lt;br /&gt;
{{Category|Aristocrats}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Smell&amp;diff=306223</id>
		<title>Smell</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Smell&amp;diff=306223"/>
		<updated>2025-01-14T10:57:13Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Notable odor strings */ I think it's best to keep slang on pages that are meant to explain fundamentals to a minimum&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:smell_preview.png|right]]'''Smell''' is a characteristic of a [[creature]]. Each creature has a distinct smell defined by their [[Creature_token#ODOR_STRING|odor string]] and an [[Creature_token#ODOR_LEVEL|odor level]], which defines the strength of their smell. Each creature with at least one body part having the {{tt|SMELL}}{{Verify}} token also has a [[Creature_token#SMELL_TRIGGER|smell trigger]] which simulates their sense of smell by comparing it to the odor level of other creatures: creatures can detect the smell of all creatures with an odor level higher than their own smell trigger.&lt;br /&gt;
&lt;br /&gt;
Smell is mainly relevant in [[adventurer mode]], and only mildly implemented in [[fortress mode]], as any creature caught in [[miasma]] or [[smoke]] will have a negative [[thought]] in the latter game mode. As an adventurer, you can smell your surroundings by simply being within range of the smell, and the game will display the strongest smell around that's perceptible to you with an icon in the upper-right corner of the screen:&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:odors_preview.png]]&amp;lt;br /&amp;gt;&lt;br /&gt;
In order, the odors are [[blood]], [[smoke]], [[mud]], bug innards, cooked flesh, [[Sphere#DISEASE|death]], [[filth]], soot, [[vomit]], soil, [[Sphere#FOOD|freshly baked goods]] and [[brimstone]]. The smell of a specific creature can also be seen in the same way as the previously shown icons, showing the sprite of said creature if they are within the playable creature's smell range.&lt;br /&gt;
&lt;br /&gt;
Smell triggers and odor levels range from zero to 10000. Creatures with an odor level of 10000 can be smelled by literally everyone else, while creatures at zero are completely odorless. Likewise, a creature with a smell trigger of zero can detect literally everyone else's smell, while creatures at 10000 have no sense of smell whatsoever. &lt;br /&gt;
&lt;br /&gt;
The default smell trigger is 50; notably, [[human]]s are at 90 as a way to show their alleged lower-than-average sense of smell, and [[elves]] are at 10 to show their supernatural senses. &lt;br /&gt;
&lt;br /&gt;
== Notable odor strings ==&lt;br /&gt;
Smell strings that describe a specific smell are usually just the name of the creature itself, but there are some exceptions:&lt;br /&gt;
&lt;br /&gt;
*[[Undead]] smell like ''death''.&lt;br /&gt;
*[[Night troll]]s smell like ''bug innards'' or ''death''.&lt;br /&gt;
*[[Fire imp]]s smell like ''smoke''.&lt;br /&gt;
*[[Mud man|Mud men]] smell like ''mud''.&lt;br /&gt;
*[[Hidden Fun Stuff|Hidden Fun Creatures]] smell like ''brimstone''.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;br /&gt;
[[ru:Smell]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Filth&amp;diff=306222</id>
		<title>Filth</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Filth&amp;diff=306222"/>
		<updated>2025-01-14T10:53:35Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Dwarven poop */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:Filth preview.png|right]]&lt;br /&gt;
&lt;br /&gt;
'''Filth''' is one of the more obscure [[material]]s present within the game code, as well as a [[smell]]. It comes in two varieties: solid brown and liquid yellow filth. Randomly generated creatures such as [[forgotten beast]]s may occasionally be composed of [[grime]] and filth, and it is currently unknown where filth can be encountered otherwise.&lt;br /&gt;
&lt;br /&gt;
== Brown filth ==&lt;br /&gt;
This type of filth is a brown-colored solid. It does not melt, but gradually decomposes in [[temperature]]s above {{ct|10180}}. It has a [[density]] of 1200, slightly higher than [[water]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|FILTH_B}}}}&lt;br /&gt;
&lt;br /&gt;
== Yellow filth ==&lt;br /&gt;
Yellow-colored filth is a liquid that freezes at {{ct|10000}} and boils at {{ct|10180}}. It has a [[density]] of 920 when frozen and 1000 when liquid, exactly the same as [[water]].&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
&lt;br /&gt;
===Dwarven poop===&lt;br /&gt;
&lt;br /&gt;
It is true that dwarves do not poop, but they do have other means of... er... removing their waste. A famous dwarven doctor, Urist McIliedHeIsNotFamous, discovered that the average dwarf has an extremely efficient digestive system. Any tiny amount of waste that passes digestion will then be turned into{{snd}}you guessed it{{snd}}beard hair.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|FILTH_Y}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Filth]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Feather_tree&amp;diff=303665</id>
		<title>Feather tree</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Feather_tree&amp;diff=303665"/>
		<updated>2024-09-29T05:54:25Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: I wrote a joke thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=feather_tree_trunk_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''feather tree''' is a special [[tree]] that grows only in [[Surroundings#Good|good]]-aligned areas. Unlike other [[above ground]] trees, it yields cream-colored logs when cut down. It has feather-like &amp;quot;leaves&amp;quot;, and, curiously, it yields [[egg]]s instead of fruit. Beware the [[unicorn]]s that may roam around it, or simply import it from [[Elf|elven]] [[trade|caravans]].&lt;br /&gt;
&lt;br /&gt;
Featherwood is the lightest wood in the game, so it should be used for things that get hauled around very frequently, such as [[bin]]s, [[barrel]]s and [[bucket]]s, decreasing [[dwarf]] speed less as they carry these items, since they are carrying less weight. Featherwood [[shield]]s are also very effective, since a shield's weight doesn't affect its ability to block attacks; it will make a shield's secondary bash attack less effective, though. It is extremely useless for [[ammunition]] – crossbow and ballista bolts will simply glance off enemies due to them weighing almost nothing. Since damage from [[gravity|falling]] is affected by the material of the landing zone, featherwood [[floor]]s can cushion falls and prevent serious injuries.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] feather trees for their ''feathery leaves''.&lt;br /&gt;
&amp;lt;div style=&amp;quot;margin-left:250px;&amp;quot;&amp;gt;&amp;lt;gallery widths=&amp;quot;170px&amp;quot; heights=&amp;quot;170px&amp;quot;&amp;gt;&lt;br /&gt;
ft.png|The majestic Feather Tree in v50 of the game&lt;br /&gt;
feather_tree.png|Only grows Grade-B eggs.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Crudely drawn by Zippy''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Observing that these so-called &amp;quot;trees&amp;quot; are covered in feathers and bear eggs instead of fruit, a growing number of dwarven [[scholar|naturalists]] are advancing the position that feather trees are more properly categorized as birds rather than plants. While not universally accepted, the proposed reclassification has gained some traction in both dwarven and human academic communities, with some recently revised bestiaries now including the species, which has been tentatively renamed the &amp;quot;common woody rootfowl&amp;quot;. Elven scholars have roundly dismissed this avenue of novel scientific inquiry as a coordinated, cynically motivated effort to circumvent treaties imposing limitations on tree-felling in forests abutting traditionally elven territory.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Wood&amp;diff=303664</id>
		<title>DF2014:Wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Wood&amp;diff=303664"/>
		<updated>2024-09-29T05:06:07Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Chopping down trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
[[File:logs.jpg|thumb|230px|right|So many roots that you wood hardly believe it.]]&lt;br /&gt;
''&amp;quot;Timber&amp;quot; redirects here. For the month, see [[Calendar]].''&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw [[item]] form of wood, when they are cut down. For the most part, different kinds of wood are identical, except for differences in [[density]] and [[color]]. It is generally weaker and more lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn, the only month of the dwarven [[calendar]] to not be named after a stone.&lt;br /&gt;
&lt;br /&gt;
== Occurrence and production ==&lt;br /&gt;
&lt;br /&gt;
=== Chopping down trees ===&lt;br /&gt;
&lt;br /&gt;
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.&lt;br /&gt;
&lt;br /&gt;
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.&lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in above-ground [[soil]] only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.&lt;br /&gt;
&lt;br /&gt;
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
&lt;br /&gt;
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s.  Except for [[kobold]]s, all civilizations use some type of wood.&lt;br /&gt;
&lt;br /&gt;
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor - [[Elf|elves]] and subterranean [[animal people]] possess these tokens.&lt;br /&gt;
&lt;br /&gt;
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.&lt;br /&gt;
&lt;br /&gt;
=== Other sources ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wagon wood&amp;quot; can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Tree}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatright&amp;quot;&lt;br /&gt;
|+ Comparison of [[density]], [[weight]], and [[color]]&lt;br /&gt;
! Wood&lt;br /&gt;
! Density&amp;lt;br/&amp;gt;(kg/m³)&lt;br /&gt;
! Weight (Γ)&amp;lt;br/&amp;gt;per log &lt;br /&gt;
! Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Feather tree|Feather]] || 100 || 5 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| Cream&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || 130 || 6.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Candlenut]] ||140 || 7 ||  style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ochre&lt;br /&gt;
|-&lt;br /&gt;
| [[Kapok]] || 260 || 13 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || 360 || 18 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Willow]] || 390 || 19.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Alder]] || 410 || 20.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || 425 || 21.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[Cacao tree|Cacao]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Chestnut]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Saguaro]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ecru&lt;br /&gt;
|-&lt;br /&gt;
| [[Cashew]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Ginkgo]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Rubber tree|Rubber]] || 490 || 24.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| ''Default wood'' || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Highwood]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunnel tube]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|5:1}};&amp;quot;| Violet&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pine]] || 510 || 25.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Beige&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango tree|Mango]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Avocado]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Maple]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Rust&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| [[Nether-cap]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|1:0}}; color: #fff;&amp;quot;| Dark indigo&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Walnut]] || 562 || 28.1 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cedar]] || 570 || 28.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazel]] || 580 || 29 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Bitter orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Kumquat]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Larch]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomelo]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Round lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Acacia]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash (tree)|Ash]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiwood]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Lemon&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahogany]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Mahogany&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Spore tree|Spore]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|3:0}}; color: #fff;&amp;quot;| Teal&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || 610 || 30.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffee]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale &lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Bronze &lt;br /&gt;
|-&lt;br /&gt;
| [[Birch]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt umber&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-cap]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[Coconut palm]] || 680 || 34 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || 690 || 34.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Citron]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Auburn&lt;br /&gt;
|-&lt;br /&gt;
| [[Macadamia]] || 705 || 35.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pecan]] || 735 || 36.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || 770 || 38.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Almond]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Copper&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Date palm]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Paradise nut]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Mangrove]] || 830 || 41.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || 835 || 41.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || 880 || 44 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe sandy&lt;br /&gt;
|-&lt;br /&gt;
| [[Olive]] || 990 || 49.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 1200 || 60 || style=&amp;quot;background: {{fgcolor|5:0}}; color: #fff;&amp;quot;| Purple&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood thorn]] || 1250 || 62.5 || style=&amp;quot;background: {{fgcolor|4:0}}; color: #fff;&amp;quot;| Crimson&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.&lt;br /&gt;
&lt;br /&gt;
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.&lt;br /&gt;
&lt;br /&gt;
=== Weight of logs ===&lt;br /&gt;
&lt;br /&gt;
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.&lt;br /&gt;
&lt;br /&gt;
=== Grown wood ===&lt;br /&gt;
&lt;br /&gt;
All wooden items made by elves are referred to as &amp;quot;grown&amp;quot;. It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Ash ===&lt;br /&gt;
&lt;br /&gt;
Burning wood in a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.&lt;br /&gt;
&lt;br /&gt;
=== Charcoal ===&lt;br /&gt;
&lt;br /&gt;
[[Charcoal]] is a type of [[fuel]] produced by burning wood in a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.&lt;br /&gt;
&lt;br /&gt;
=== Bed ===&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Machine components ===&lt;br /&gt;
&lt;br /&gt;
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight storage ===&lt;br /&gt;
&lt;br /&gt;
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.&lt;br /&gt;
&lt;br /&gt;
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].&lt;br /&gt;
&lt;br /&gt;
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Weapon#Material|Weapon § Material]]&lt;br /&gt;
&lt;br /&gt;
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.&lt;br /&gt;
&lt;br /&gt;
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.&lt;br /&gt;
&lt;br /&gt;
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.&lt;br /&gt;
&lt;br /&gt;
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.&lt;br /&gt;
&lt;br /&gt;
=== Siege engines ===&lt;br /&gt;
&lt;br /&gt;
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the &amp;quot;grown&amp;quot; wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.&lt;br /&gt;
&lt;br /&gt;
=== Other uses ===&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood through [[strange mood]]s. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.&lt;br /&gt;
&lt;br /&gt;
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Driftwood]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lolum&lt;br /&gt;
| elvish  = ave&lt;br /&gt;
| goblin  = dôr&lt;br /&gt;
| human   = pado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Wood|0}}&lt;br /&gt;
[[Ru:Wood]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014:Wood&amp;diff=303663</id>
		<title>DF2014:Wood</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014:Wood&amp;diff=303663"/>
		<updated>2024-09-29T05:05:21Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{catbox}}&lt;br /&gt;
[[File:logs.jpg|thumb|230px|right|So many roots that you wood hardly believe it.]]&lt;br /&gt;
''&amp;quot;Timber&amp;quot; redirects here. For the month, see [[Calendar]].''&lt;br /&gt;
&lt;br /&gt;
'''Wood''' is a hard [[material]] found in nearly all [[tree]]s. It (''currently'') does not form the actual material of tree tiles, which are composed of generic [[plant]] material, but is instead dropped from trees as '''logs''' {{Tile|▬|6:0}}, the raw [[item]] form of wood, when they are cut down. For the most part, different kinds of wood are identical, except for differences in [[density]] and [[color]]. It is generally weaker and more lightweight than other heavy-duty materials, such as [[stone]] or [[metal]]. All wood is flammable, with an ignition point of {{ct|10508}}. Only [[nether-cap]] wood is [[magma-safe]], due to its fixed temperature. The harvesting and use of wood to make products is known as the [[wood industry]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;'''Timber'''&amp;quot; is the name of the ninth month of the dwarven [[calendar]], covering late Autumn, the only month of the dwarven [[calendar]] to not be named after a stone.&lt;br /&gt;
&lt;br /&gt;
== Occurrence and production ==&lt;br /&gt;
&lt;br /&gt;
=== Chopping down trees ===&lt;br /&gt;
&lt;br /&gt;
Wood is obtained by [[designation|{{Key|d}}esignating {{Key|t}}rees]] to be chopped down. Any [[dwarf]] with the [[wood cutting]] [[labor]] enabled and access to a [[battle axe]] will cut down a tree, producing a variable number of 'logs' dependent upon the tree's size and composition. In general, bigger trees yield more logs than smaller ones, though relevant [[plant token]]s can have a significant impact on the total.&lt;br /&gt;
&lt;br /&gt;
Trees start their lives as saplings. Saplings cannot be cut down until they mature into full-grown trees, which can take several years. Creatures frequently moving on a tile with a sapling will eventually kill the sapling, leaving you with a dead sapling occupying the square for a time before it disappears and another plant starts growing.&lt;br /&gt;
&lt;br /&gt;
Saplings will randomly appear in above-ground [[soil]], only if the tiles underneath them are unmined and have at least another z-level of open space above them. If the soil does not have an immediate support for the roots, no saplings will appear. If there is no open space above, saplings will not grow. Underground saplings will begin to randomly appear in soil and [[mud]]dy underground rock only once one of the [[cavern]]s is exposed. Unlike above-ground saplings, underground saplings don't require the level below them to be unmined. However, they also require open space on the z-levels directly above them, otherwise the saplings will never grow.&lt;br /&gt;
&lt;br /&gt;
It is recommended to clear trees out of active corridors. Tree trunks act as walls and may, for example, block the path of wagons to the [[trade depot]]. Building [[road]]s and [[smoothing]] floors prevents new saplings from growing on the tiles.&lt;br /&gt;
&lt;br /&gt;
=== Civilizations ===&lt;br /&gt;
&lt;br /&gt;
Entities with {{token|OUTDOOR_WOOD|e}} and {{token|INDOOR_WOOD|e}} use wood from above-ground and underground trees respectively from their local environment for their products. Additionally, {{token|USE_GOOD_WOOD|e}} and {{token|USE_EVIL_WOOD|e}} allow entities to use wood from good or evil-aligned trees: [[feather tree]]s and [[glumprong]]s.  Except for [[kobold]]s, all civilizations use some type of wood.&lt;br /&gt;
&lt;br /&gt;
{{token|USE_MISC_PROCESSED_WOOD_PRODUCTS|e}} permits the availability of certain wood-derived products: [[lye]], [[charcoal]], and [[potash]]. Dwarves, [[human]]s, and [[goblin]]s possess this. Entities with {{token|WOOD_WEAPONS|e}} and {{token|WOOD_ARMOR|e}} will use wooden weapons and armor - [[Elf|elves]] and subterranean [[animal people]] possess these tokens.&lt;br /&gt;
&lt;br /&gt;
Logs and wooden products are available from [[trading]] by any friendly civilizations. Wood can also be brought before embarking. Logs are quite inexpensive, costing only three points per log, and bringing a large number can help jump-start the wood industry immediately.&lt;br /&gt;
&lt;br /&gt;
=== Other sources ===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Wagon wood&amp;quot; can be obtained from [[wagon]]s. The [[wagon (embark)|initial wagon after embark]] (an entirely different wagon) can be dismantled for three free logs of any type.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
&lt;br /&gt;
{{Main|Tree}}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable floatright&amp;quot;&lt;br /&gt;
|+ Comparison of [[density]], [[weight]], and [[color]]&lt;br /&gt;
! Wood&lt;br /&gt;
! Density&amp;lt;br/&amp;gt;(kg/m³)&lt;br /&gt;
! Weight (Γ)&amp;lt;br/&amp;gt;per log &lt;br /&gt;
! Color&lt;br /&gt;
|-&lt;br /&gt;
| [[Feather tree|Feather]] || 100 || 5 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| Cream&lt;br /&gt;
|-&lt;br /&gt;
| [[Papaya]] || 130 || 6.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Candlenut]] ||140 || 7 ||  style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ochre&lt;br /&gt;
|-&lt;br /&gt;
| [[Kapok]] || 260 || 13 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Custard-apple]] || 360 || 18 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Willow]] || 390 || 19.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Alder]] || 410 || 20.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cherry]] || 425 || 21.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Gold&lt;br /&gt;
|-&lt;br /&gt;
| [[Cacao tree|Cacao]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Chestnut]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Saguaro]] || 430 || 21.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ecru&lt;br /&gt;
|-&lt;br /&gt;
| [[Cashew]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Ginkgo]] || 450 || 22.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Rubber tree|Rubber]] || 490 || 24.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| ''Default wood'' || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Highwood]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Tunnel tube]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|5:1}};&amp;quot;| Violet&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]] || 500 || 25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pine]] || 510 || 25.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Beige&lt;br /&gt;
|-&lt;br /&gt;
| [[Durian]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Mango tree|Mango]] || 520 || 26 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Avocado]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chestnut&lt;br /&gt;
|-&lt;br /&gt;
| [[Maple]] || 540 || 27 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Rust&lt;br /&gt;
|-&lt;br /&gt;
| [[Carambola]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Flax&lt;br /&gt;
|-&lt;br /&gt;
| [[Nether-cap]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|1:0}}; color: #fff;&amp;quot;| Dark indigo&lt;br /&gt;
|-&lt;br /&gt;
| [[Tea]] || 550 || 27.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Walnut]] || 562 || 28.1 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Cedar]] || 570 || 28.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Olive&lt;br /&gt;
|-&lt;br /&gt;
| [[Hazel]] || 580 || 29 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Bitter orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Finger lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Kumquat]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale&lt;br /&gt;
|-&lt;br /&gt;
| [[Larch]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Orange]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomelo]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Round lime]] || 590 || 29.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Acacia]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Ash (tree)|Ash]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Fungiwood]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;| Lemon&lt;br /&gt;
|-&lt;br /&gt;
| [[Goblin-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;| Red&lt;br /&gt;
|-&lt;br /&gt;
| [[Mahogany]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Mahogany&lt;br /&gt;
|-&lt;br /&gt;
| [[Pear]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Spore tree|Spore]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|3:0}}; color: #fff;&amp;quot;| Teal&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower-cap]] || 600 || 30 || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;| White&lt;br /&gt;
|-&lt;br /&gt;
| [[Guava]] || 610 || 30.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Coffee]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe pale &lt;br /&gt;
|-&lt;br /&gt;
| [[Rambutan]] || 620 || 31 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Bronze &lt;br /&gt;
|-&lt;br /&gt;
| [[Birch]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt umber&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-cap]] || 650 || 32.5 || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;| Black&lt;br /&gt;
|-&lt;br /&gt;
| [[Coconut palm]] || 680 || 34 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Sand pear]] || 690 || 34.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Buff&lt;br /&gt;
|-&lt;br /&gt;
| [[Bayberry]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Citron]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Ash gray&lt;br /&gt;
|-&lt;br /&gt;
| [[Oak]] || 700 || 35 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Auburn&lt;br /&gt;
|-&lt;br /&gt;
| [[Macadamia]] || 705 || 35.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pecan]] || 735 || 36.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Apple]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Chocolate&lt;br /&gt;
|-&lt;br /&gt;
| [[Apricot]] || 745 || 37.25 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Pomegranate]] || 770 || 38.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Peach&lt;br /&gt;
|-&lt;br /&gt;
| [[Almond]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Copper&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Plum]] || 795 || 39.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Date palm]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| [[Paradise nut]] || 820 || 41 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Light brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Mangrove]] || 830 || 41.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Dark taupe&lt;br /&gt;
|-&lt;br /&gt;
| [[Persimmon]] || 835 || 41.75 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Tan&lt;br /&gt;
|-&lt;br /&gt;
| [[Lychee]] || 880 || 44 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Taupe sandy&lt;br /&gt;
|-&lt;br /&gt;
| [[Olive]] || 990 || 49.5 || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;| Pale brown&lt;br /&gt;
|-&lt;br /&gt;
| [[Glumprong]] || 1200 || 60 || style=&amp;quot;background: {{fgcolor|5:0}}; color: #fff;&amp;quot;| Purple&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood thorn]] || 1250 || 62.5 || style=&amp;quot;background: {{fgcolor|4:0}}; color: #fff;&amp;quot;| Crimson&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There are 71 types of wood, excluding the default one. Of the 72 trees, [[abaca]] and [[banana]] do not produce wood. Nine types of trees are only found underground, while the remaining 61 grow above-ground in various [[biome]]s, except [[mountain]]s, [[glacier]]s, [[tundra]]s, and [[ocean]]s. The final type of wood, wagon wood, is only produced by the death of a wagon. All wood possesses the same material properties except its density (which affects the weight of an item) and color. It is brown by default, and very few types exhibit a color besides it.&lt;br /&gt;
&lt;br /&gt;
The density of the material is the most important factor when choosing different types of wood. Wooden products made with heavier wood slow down [[hauling]], which negatively impacts the work speed of a fortress in the long-term. The type of wood used in weapons and armor also becomes important in regards to its force, durability, and weight.&lt;br /&gt;
&lt;br /&gt;
=== Weight of logs ===&lt;br /&gt;
&lt;br /&gt;
Each log has a volume of 5,000 or 50 litres. The [[weight]] can be derived by dividing the density (kg/m³) of the material by 20. An oak log will thus weigh 35Γ, a feather wood log 5Γ and a blood thorn log 62.5Γ. Weight is displayed in integers in-game, so a blood thorn log's weight will be displayed as just 62Γ. Wood has a default {{token|SOLID_DENSITY|md}} of 500 kg/m³, about five times lighter than most stone and fifteen times lighter than iron. [[Feather tree|Feather wood]] is the lightest at 100, and [[blood thorn]] wood is the heaviest at 1,250. Papaya (130) and [[glumprong]] (1,200) wood are also notable.&lt;br /&gt;
&lt;br /&gt;
=== Grown wood ===&lt;br /&gt;
&lt;br /&gt;
All wooden items made by elves are referred to as &amp;quot;grown&amp;quot;. It is assumed that elves use an unknown (and unimplemented) [[magic]] to grow their products from trees without chopping them down. Elven [[caravan]]s only accept wooden products made from grown wood.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
=== Ash ===&lt;br /&gt;
&lt;br /&gt;
Burning wood in a [[wood furnace]] is the only major way to produce [[ash]]. It is otherwise rare and difficult to obtain naturally. Ash is essential in the production of [[lye]], [[potash]], and [[pearlash]]. Lye is used for making [[soap]], and potash is used as a [[fertilizer]] for farm plots to yield larger harvests. Pearlash is used for making clear glass and crystal glass in [[glassmaking]]. Ash can also be used as a [[glaze]] for ceramic products. In total, ash has major applications in the soap, farming, glass, and ceramic industries, all of which derives from wood.&lt;br /&gt;
&lt;br /&gt;
=== Charcoal ===&lt;br /&gt;
&lt;br /&gt;
[[Charcoal]] is a type of [[fuel]] produced by burning wood in a wood furnace. [[Smelter]]s, [[forge]]s, [[glass furnace]]s, and [[kiln]]s need fuel to operate. Coke is produced from [[bituminous coal]] or [[lignite]], neither of which is guaranteed to be present on a map, thus charcoal is typically the first reliable fuel for an early fortress. If coke sources are present though, it is recommended to use coke over charcoal so that wood can be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
Once [[magma]] is acquired, charcoal becomes obsolete as a fuel source for workshops. Despite this, charcoal is still significant in the production of [[steel]], where refined coal is required as a source of carbon.&lt;br /&gt;
&lt;br /&gt;
=== Bed ===&lt;br /&gt;
&lt;br /&gt;
[[Bed]]s can only be made from wood, with the exception of [[artifact]] beds created from [[strange mood]]s. Without beds, citizens get unhappy [[thought]]s from sleeping on the ground.&lt;br /&gt;
&lt;br /&gt;
=== Machine components ===&lt;br /&gt;
&lt;br /&gt;
The following [[machine component]]s can only be made from wood: [[water wheel]]s, [[windmill]]s, and [[axle]]s. Axles are necessary in the transfer of [[power]] over distances. Water wheels and windmills are the only power sources to not require a dwarf to generate power.&lt;br /&gt;
&lt;br /&gt;
=== Lightweight storage ===&lt;br /&gt;
&lt;br /&gt;
Wooden items used for [[storage]] are lighter to carry than items made of most stone or metals. [[Barrel]]s, [[bin]]s, [[bucket]]s, [[jug]]s, [[large pot]]s, [[wheelbarrow]]s, [[minecart]]s, and [[cage]]s are items that can be made of wood and are frequently used in [[hauling]] stuff between stockpiles and workshops. Using a lighter material for storage decreases encumbrance and increases movement speed.&lt;br /&gt;
&lt;br /&gt;
The type of wood is very important in [[storage]] items. Among the trees with the lightest wood are: [[feather tree]], [[papaya]], [[candlenut]], [[kapok]], [[custard-apple]], [[willow]], [[alder]], [[cherry]], [[cacao tree|cacao]], [[chestnut]], and [[saguaro]]. Making storage items from the wood of these trees provide the best results. Trees to avoid include [[blood thorn]], [[glumprong]], [[olive]], [[persimmon]], [[mangrove]], [[paradise nut]], [[date palm]], and [[lychee]].&lt;br /&gt;
&lt;br /&gt;
In addition, it only takes one log to produce a bin, cage, wheelbarrow or minecart. Forging them with metal will take two or three bars instead.&lt;br /&gt;
&lt;br /&gt;
=== Weapons and armor ===&lt;br /&gt;
&lt;br /&gt;
:''See also: [[Weapon#Material|Weapon § Material]]&lt;br /&gt;
&lt;br /&gt;
Wood is an extremely terrible material for combat. It has the worst impact and shear properties out of the standard weapons-grade materials (even against bone), making it ineffective in dealing substantial damage, both blunt or cutting. Denser wood has a small effect on its force power, but it remains weak compared to metal. A creature's [[natural weapon]]s can be more lethal than a wooden weapon. Wooden armor provides little to no protection. Wood durability is low, and breaks very quickly from repeated hits against harder materials. Its weakness serves as an advantage in situations where damage is desired to be kept to a minimum. In [[justice]], inflicting punishment with wooden weapons deals very little damage to the accused, which reduces the chance of accidental deaths.&lt;br /&gt;
&lt;br /&gt;
[[Shield]]s and bucklers can be made from wood. Bashes with wooden shields in melee combat are weaker than those delivered by metal shields. The material does not affect a shield's ability to block, and even [[dragonfire]] can be blocked without getting burned at all. Taking in their lower weight, wooden shields are more effective over metal ones for their maneuverability. There is still the drawback of wood breaking faster than metal.&lt;br /&gt;
&lt;br /&gt;
Dwarves can only create wooden melee weapons in the form of [[training weapon]]s, which are used in the military for training. They are useful for [[live training]] and [[danger room]]s, but are not necessary. Training weapons can also be bought from caravans at a cheap price.&lt;br /&gt;
&lt;br /&gt;
[[Short sword]]s made of [[obsidian]] require one log in production. They are more or less a novelty, as metal weapons are superior.&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s can be made from wood by a [[bowyer]]. Wooden crossbows suffer reduced damage in comparison to metal crossbows if they are used to bash enemies in melee combat. However, since even metal crossbows are spectacularly bad melee weapons, this is a fairly unimportant consideration. The lighter wooden crossbow should be prioritized over metal ones for its lesser weight, minimizing encumbrance. [[Bone]] has a density of 500 kg/m³, so bone crossbows should replace wood whenever the type of wood being used is over 500 kg/m³.&lt;br /&gt;
&lt;br /&gt;
A stack of 25 [[bolt]]s is made from a single log. In comparison, 5 bolts are made from a single bone. Wooden bolts are sufficient for training and [[hunting]], although significantly less effective against armored opponents than metal bolts.&lt;br /&gt;
&lt;br /&gt;
=== Siege engines ===&lt;br /&gt;
&lt;br /&gt;
[[Siege engine]] parts can only be made from wood. Although siege engines require lots of effort to manage, they can be very effective defenses when traps and soldiers fail. Both wooden and metal [[ballista arrow]]s also need a log to be made. Wooden ballista arrows are inferior to metal ones. Wooden ballista arrows made from denser wood deal more damage than lighter wood.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
All logs are valued at 3☼. Wooden products are a poor choice for trading, because wood has a [[material multiplier]] of ×1 (no bonus). Elves do not accept any items or decorations made from wood, except the &amp;quot;grown&amp;quot; wood items that only elves produce. They get extremely upset when offered regular wood and will leave with no further possible trading for the season.&lt;br /&gt;
&lt;br /&gt;
=== Other uses ===&lt;br /&gt;
&lt;br /&gt;
Wood can be used to make most [[finished good]]s, [[furniture]], and [[tool]]s. Items can be [[decoration|decorated]] with wood through [[strange mood]]s. Colorful wood from underground, good, and evil trees are useful for aesthetic creations; they include black, blue, cyan, red, magenta, yellow, and white.&lt;br /&gt;
&lt;br /&gt;
Wooden [[construction]]s can safely hold magma, but wooden [[building]]s will burn so using other materials is recommended where fire is a potential risk. [[Floor]]s constructed using lightweight wood will reduce the damage from falls. The lighter the wood, the softer the impact.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s prioritize destroying wooden [[door]]s and [[floor hatch]]es.{{verify}} Wooden buildings can be used in [[trap design]]s as cheap, affordable bait to lure them toward traps.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Driftwood]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lolum&lt;br /&gt;
| elvish  = ave&lt;br /&gt;
| goblin  = dôr&lt;br /&gt;
| human   = pado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Wood FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
{{Category|Wood|0}}&lt;br /&gt;
[[Ru:Wood]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=300050</id>
		<title>Cave-in</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=300050"/>
		<updated>2024-04-30T07:24:39Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Bugs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:{{DFtext|A section of the cavern has collapsed!|4:0:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:cave_in_v50_anim.gif|thumb|217px|right|A cave-in from the floor above.]]A '''cave-in''' is when walls, floors, and other terrain plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide support). Since it is only a placeholder, the system is highly unrealistic&amp;amp;mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Up stairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level.&lt;br /&gt;
&lt;br /&gt;
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them.  No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
===Falling terrain===&lt;br /&gt;
* Any unsupported terrain crashes down through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching a wall, up or up/down stair, a fortification, a multi-tile tree, or a support. &lt;br /&gt;
* Falling tiles do not stay connected in one mass; each falling column will fall as far as it can as described above.&lt;br /&gt;
* Falling natural [[floor]]s, [[stair]]s and [[ramp]]s will be destroyed, leaving behind a natural floor of the highest such terrain; natural stone walls pile up; and constructions deconstruct, leaving behind their building materials.&lt;br /&gt;
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green &amp;quot;Grass&amp;quot;.&lt;br /&gt;
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.&lt;br /&gt;
* Falling soil will change into the soil type at the layer it falls to, or the lowest type on the map if it falls into the stone layers.&lt;br /&gt;
* Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain.&lt;br /&gt;
&lt;br /&gt;
=== Below the cave-in===&lt;br /&gt;
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s. To clarify, it will kill all non-ghost creatures between the tile below the initial tile caving in to its final resting point.&lt;br /&gt;
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}&lt;br /&gt;
* All [[building]]s and most [[construction]]s under the falling area are destroyed, as are natural ramps and unsupported floors. Only walls, supports, up and up/down stairs, and fortifications (both mined and constructed) remain intact.&lt;br /&gt;
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). &lt;br /&gt;
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. &lt;br /&gt;
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).&lt;br /&gt;
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.&lt;br /&gt;
&lt;br /&gt;
=== Above the cave-in===&lt;br /&gt;
* Buildings above the cave-in will deconstruct if they are no longer supported.&lt;br /&gt;
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. &amp;lt;s&amp;gt;No&amp;lt;/s&amp;gt; Pun intended.&lt;br /&gt;
=== Other effects===&lt;br /&gt;
[[File:dust_preview_anim.gif|right]]&lt;br /&gt;
* A large amount of dust is generated, as pictured to the right. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).&lt;br /&gt;
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.&lt;br /&gt;
* Any terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in.&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.  If you're feeling lazier, use [[statue]]s to keep dwarves off the wrong squares.  Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.&lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
Intentional cave-ins serve several purposes:&lt;br /&gt;
* '''Terraforming'''&lt;br /&gt;
*: The natural floor tiles will preserve their type after falling several z-levels. It's a good way of moving the sand and clay tiles deeper, closer to the magma furnaces. A controlled cave-in of upper soil layers will help make an underground pasture field. Moving a whole layer of soil floor tiles along with the supporting soil layer will make it possible to create an underground orchard. Over time, tree saplings specific to the surface biome will start growing on this caved-in soil. The supporting layer must remain unmined to allow the growth of roots.&lt;br /&gt;
* '''Defense'''&lt;br /&gt;
*: Use cave-ins to block off water approaches to underground cavern levels. Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Death'''&lt;br /&gt;
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures. This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to &amp;quot;mercifully&amp;quot; deliver an [[Wound|&amp;quot;injured&amp;quot;]] dwarf from the &amp;quot;wretched&amp;quot; fate of lying in a bed all by [[Noble|himself.]]&lt;br /&gt;
* '''Removal of floor tiles'''&lt;br /&gt;
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain – this is a good way to hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you saved yourself!&lt;br /&gt;
* '''Breaking through multiple aquifer levels'''&lt;br /&gt;
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
* '''Trapping [TRAPAVOID] creatures:'''&lt;br /&gt;
*: Since the dust from a cave-in can knock creatures [[unconscious]], and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for [[kobold]]s and [[gremlin]]s, as all other creatures which avoid traps are also immune to being knocked unconscious.&lt;br /&gt;
* '''Moving water/magma faster than [[Screw_pump#Pump_stack|pump stack]]s'''&lt;br /&gt;
*: Main article: [[Magma piston]]&lt;br /&gt;
* '''Cavern Control'''&lt;br /&gt;
*: Suppose that a cavern has a [[lake]] that extends to the edge of the region. You can use a cave-in to drop a wall of rock into the water to cut that lake off from the edge of the region. This helps you secure that cavern edge from spawning creatures. You could then empty the water and grow trees on the muddy lake bottom.&lt;br /&gt;
&lt;br /&gt;
=== Caving in the top level/terrain from inside ===&lt;br /&gt;
You can cause terrain above you to cave in without going outside by first mining up stairs below the &amp;quot;borderline&amp;quot; you want to channel, channel the tiles above them, and removing the stairs afterwards. The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Not literal [[vermin]]; those won't be blocked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Layer material can change when collapsing soil layers.{{bug|1206}}&lt;br /&gt;
*Forest fires cause constant collapses.{{bug|6829}} &lt;br /&gt;
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens, including releasing underground tree spores.&lt;br /&gt;
*Cave-ins can occur randomly if you dig out an area of surface containing trees, creating lots of [[fun]].{{bug|9479}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Cave-in]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=300049</id>
		<title>Cave-in</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Cave-in&amp;diff=300049"/>
		<updated>2024-04-30T07:24:26Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Using cave-ins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
:{{DFtext|A section of the cavern has collapsed!|4:0:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:cave_in_v50_anim.gif|thumb|217px|right|A cave-in from the floor above.]]A '''cave-in''' is when walls, floors, and other terrain plummet downwards to lower [[Z-axis|Z-levels]] under the influence of [[gravity]]. A cave-in will occur if constructions or ground tiles are detached from all support ([[bridge]]s and [[hatch]]es do not provide support). Since it is only a placeholder, the system is highly unrealistic&amp;amp;mdash;you can hold up a giant megafortress by a slender pillar of soap. [[Main:Toady One|Toady One]] has stated he intends to implement more realistic cave-ins in future versions. &lt;br /&gt;
&lt;br /&gt;
Cave-ins can be disabled in the [[d_init.txt]] file by changing [CAVEINS:YES] to [CAVEINS:NO].&lt;br /&gt;
&lt;br /&gt;
== How cave-ins work ==&lt;br /&gt;
Any ''disconnected'' [[construction]] or section of [[rock]] or [[soil]] will cave in. The game checks for connections along the X, Y, and Z axes (that's left/right, up/down, and above/below). Any construction, even [[stairs]] (natural or constructed), and [[support]]s (naturally) provide support/connections. [[Tree]] trunks provide support on all axes. [[Stairs|Up stairs]] will provide support for the z-level above even if there is no downstairs above, acting as an invisible floor. '''Diagonal connections and [[bridge]]s do not provide support.''' Ramps will not provide support to the tile above them, but will act as a connection for the adjacent tiles on the same level.&lt;br /&gt;
&lt;br /&gt;
Note that supports and fortifications, but '''not''' [[statue]]s, create an invisible floor on the level above them.  No dwarf can enter the invisible floor, but it will hold an area attached to the floor tiles in four directions alongside it or the constructed/natural wall above it.&lt;br /&gt;
&lt;br /&gt;
== Results of a cave-in ==&lt;br /&gt;
&lt;br /&gt;
===Falling terrain===&lt;br /&gt;
* Any unsupported terrain crashes down through multiple [[floor]]s and [[ramp]]s, and stops only upon reaching a wall, up or up/down stair, a fortification, a multi-tile tree, or a support. &lt;br /&gt;
* Falling tiles do not stay connected in one mass; each falling column will fall as far as it can as described above.&lt;br /&gt;
* Falling natural [[floor]]s, [[stair]]s and [[ramp]]s will be destroyed, leaving behind a natural floor of the highest such terrain; natural stone walls pile up; and constructions deconstruct, leaving behind their building materials.&lt;br /&gt;
* [[Tree]]s, [[shrub]]s and saplings that fall are obliterated. Falling [[grass]] of all types (including [[cave moss]] and [[floor fungus]]) gets turned into undifferentiated green &amp;quot;Grass&amp;quot;.&lt;br /&gt;
* Anything falling into a fluid sinks to the bottom. Therefore, it is not a good idea to punch a skylight into your meeting area if you forgot that e.g. your [[gem]] pile was directly below and you had a [[magma]] tube three Z levels afterwards... you get the idea.&lt;br /&gt;
* Falling soil will change into the soil type at the layer it falls to, or the lowest type on the map if it falls into the stone layers.&lt;br /&gt;
* Aquifer tiles will continue producing water, and other tile properties will remain the same in the fallen terrain.&lt;br /&gt;
&lt;br /&gt;
=== Below the cave-in===&lt;br /&gt;
* Any [[creature]] caught directly underneath (on the same tile underneath) a cave-in is killed, the only exception being [[Ghost]]s. To clarify, it will kill all non-ghost creatures between the tile below the initial tile caving in to its final resting point.&lt;br /&gt;
* Most [[plant]]s under a cave-in are obliterated, but not multi-tile [[tree]]s.&lt;br /&gt;
* Any item caught under falling natural walls is destroyed completely. Natural floors and constructed walls and floors have a chance of destroying items.{{verify}}&lt;br /&gt;
* All [[building]]s and most [[construction]]s under the falling area are destroyed, as are natural ramps and unsupported floors. Only walls, supports, up and up/down stairs, and fortifications (both mined and constructed) remain intact.&lt;br /&gt;
* Supported natural terrain will remain intact during the cave-in (terrain unsupported from below will collapse). &lt;br /&gt;
* Any fluid displaced by falling natural walls is not destroyed, but transported to directly on top of the fallen walls. This principle can be used to construct [[magma piston]]s. &lt;br /&gt;
* Any mined minerals or stone in the area directly under the cave-in will be forced out from under the cave-in (or even up a few z-levels too, if the cave-in falls a long distance).&lt;br /&gt;
* Dropping rock layers on top of a cavern-soil floor will remove the soil; [[irrigation]] will be required to resume [[tree farm]]ing.&lt;br /&gt;
&lt;br /&gt;
=== Above the cave-in===&lt;br /&gt;
* Buildings above the cave-in will deconstruct if they are no longer supported.&lt;br /&gt;
* Anything standing on the area that caves in falls and may get away with being stunned. The fall victim has a chance of being unable to walk away, somewhat proportional to the distance fallen but not set in stone. &amp;lt;s&amp;gt;No&amp;lt;/s&amp;gt; Pun intended.&lt;br /&gt;
=== Other effects===&lt;br /&gt;
[[File:dust_preview_anim.gif|right]]&lt;br /&gt;
* A large amount of dust is generated, as pictured to the right. Any creature caught by the dust from the collapse is knocked [[unconscious]] and can be thrown a few tiles even up z-levels, which may cause them to fall off, say, a narrow bridge fifty z-levels above the ground, or can mash them into a fine paste against the wall. Dwarves will receive an unhappy thought from choking on dust clouds (which won't matter if they're dead).&lt;br /&gt;
* [[Magma mist]] will be generated in all tiles of magma that were in the path of the cave-in.&lt;br /&gt;
* Any terrain that is rendered unsupported by the cave-in will cause a subsequent cave-in.&lt;br /&gt;
&lt;br /&gt;
== Avoiding cave-ins ==&lt;br /&gt;
Do not make unconnected sections of rock.&lt;br /&gt;
&lt;br /&gt;
Actually, you're quite unlikely to cause cave-ins unless you are actively trying to cause them. In which case, you'd be wondering how to avoid cave-ins that ''cause damage'' to your folks. That's simple: Add a [[support]] under the stone mass, and link it to a distant [[lever]]. When you're done, hide everyone, pull the lever and watch the fireworks.  If you're feeling lazier, use [[statue]]s to keep dwarves off the wrong squares.  Provided they move directly away from the cave-in area, the dust may not catch them - and they don't blunder off edges and die unless the dust catches them.&lt;br /&gt;
&lt;br /&gt;
One of the more common accidental cave-ins results when you're taking out the floor in a checker-pattern (dwarves [[channel]]ing may sometimes tend to make this mistake) and the area below isn't supported, resulting in a situation like the diagram below:&lt;br /&gt;
&lt;br /&gt;
 Floor -1&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒ X +▒ &amp;lt;-- The X is a floor tile. It's not attached, so it will fall down.&lt;br /&gt;
 ▒  +&amp;gt;▒&lt;br /&gt;
 ▒    ▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 &lt;br /&gt;
 Floor -2&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒...▒▒ &amp;lt;-- Causing this area to receive a cave-in flow and knocking out any dwarves in its reach.&lt;br /&gt;
 ▒...&amp;lt;▒&lt;br /&gt;
 ▒....▒&lt;br /&gt;
 ▒▒▒▒▒▒&lt;br /&gt;
&lt;br /&gt;
Another thing to watch out for is if you want to dig away a hill above ground, to make room for your fancy overground fort. You may dig away the hill on one level, and then have a huge platform of &amp;quot;floor&amp;quot; on the z-level above that falls on your [[miner]] if they get disconnected from the ground. Easy thing to miss the first time you do it. To avoid this, channel ''from the surface downwards'', which doesn't remove anything that isn't supported - though you might still mine out something that was supporting a floor you ''weren't'' mining, so be careful. Miners also don't check that there's nobody standing on the floor that will shortly cease to exist - meaning that several miners channelling floors in the same area are a danger to each other. So you should allow only one dwarf to mine out floors in an area at a time.&lt;br /&gt;
&lt;br /&gt;
== Using cave-ins ==&lt;br /&gt;
Intentional cave-ins serve several purposes:&lt;br /&gt;
* '''Terraforming'''&lt;br /&gt;
*: The natural floor tiles will preserve their type after falling several z-levels. It's a good way of moving the sand and clay tiles deeper, closer to the magma furnaces. A controlled cave-in of upper soil layers will help make an underground pasture field. Moving a whole layer of soil floor tiles along with the supporting soil layer will make it possible to create an underground orchard. Over time, tree saplings specific to the surface biome will start growing on this caved-in soil. The supporting layer must remain unmined to allow the growth of roots.&lt;br /&gt;
* '''Defense'''&lt;br /&gt;
*: Use cave-ins to block off water approaches to underground cavern levels. Combined with walls higher up, a cavern can (with great effort) be rendered completely safe from all intruding vermin.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* '''Death'''&lt;br /&gt;
*: Since a cave-in kills all [[creatures]] instantly, it can provide a [[Unfortunate accident|convenient]] or amusing way to off a group of creatures. This is also one of the most effective ways of dealing with [[titan]]s and [[forgotten beast]]s with dangerous [[syndrome]]s, especially airborne contaminants (deadly dust/vapors) and poisonous blood. For certain randomly generated creatures, they may be so indestructible that a cave-in is the ''only'' way to kill them. Also, it's a great way to &amp;quot;mercifully&amp;quot; deliver an [[Wound|&amp;quot;injured&amp;quot;]] dwarf from the &amp;quot;wretched&amp;quot; fate of lying in a bed all by [[Noble|himself.]]&lt;br /&gt;
* '''Removal of floor tiles'''&lt;br /&gt;
*: Causing a cave-in will destroy non-reinforced (no wall or support underneath) floor tiles directly underneath the falling terrain – this is a good way to hollow out a large area. All that's left to do is a little bit of cleanup on the edges, but look at all the channeling you saved yourself!&lt;br /&gt;
* '''Breaking through multiple aquifer levels'''&lt;br /&gt;
*: Showcase with two levels: [[User:Rhenaya/HowtoDualAquifer]]&lt;br /&gt;
* '''Trapping [TRAPAVOID] creatures:'''&lt;br /&gt;
*: Since the dust from a cave-in can knock creatures [[unconscious]], and any unconscious creature triggers a trap (including your dwarves and other friendly creatures), combine a cave-in with nearby cage traps for the capture. Note that this is only useful for [[kobold]]s and [[gremlin]]s, as all other creatures which avoid traps are also immune to being knocked unconscious.&lt;br /&gt;
* '''Moving water/magma faster than [[Screw_pump#Pump_stack|pump stack]]s'''&lt;br /&gt;
*: Main article: [[Magma piston]]&lt;br /&gt;
* '''Cavern Control'''&lt;br /&gt;
*: Suppose that a cavern has a [[lake]] that extends to the edge of the region. You can use a cave-in to drop a wall of rock into the water to cut that lake off from the edge of the region. This helps you secure that cavern edge from spawning creatures. You could then empty the water and grow trees on the muddy lake bottom.&lt;br /&gt;
&lt;br /&gt;
=== Caving in the top level/terrain from inside ===&lt;br /&gt;
You can cause terrain above you to cave in without going outside by first mining up stairs below the &amp;quot;borderline&amp;quot; you want to channel, channel the tiles above them, and removing the stairs afterwards. The tiles above the up stairs can be mined from below while standing on the stair, so you don't have to go outside. Ramps would also work for that alone, but the ramps would allow enemies to enter, whereas the up-stairs alone do not allow passage to above as there is no corresponding down-stair above them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;Not literal [[vermin]]; those won't be blocked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Layer-material can change when collapsing soil layers.{{bug|1206}}&lt;br /&gt;
*Forest fires cause constant collapses.{{bug|6829}} &lt;br /&gt;
*Rarely, a cave-in may happen right at the start of the game. This can have several effects depending on where it happens, including releasing underground tree spores.&lt;br /&gt;
*Cave-ins can occur randomly if you dig out an area of surface containing trees, creating lots of [[fun]].{{bug|9479}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
[[ru:Cave-in]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Support&amp;diff=300048</id>
		<title>Support</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Support&amp;diff=300048"/>
		<updated>2024-04-30T07:16:19Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:support_preview.png|right]]'''Supports''' are pillars built to prevent or control [[cave-in]]s. Supports connect to the tile above, the four tiles orthogonal to that tile, the four tiles orthogonal to the support itself, the tile below the support, and the four tiles orthogonal to that tile. Supports transfer ''support'' from any of their &amp;quot;connection&amp;quot; tiles to all other connection tiles. A completely unsupported support will cave in. Multiple supports can be chained together to transfer support over a long distance without creating climbing/jumping paths.&lt;br /&gt;
&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓▓&lt;br /&gt;
   I      I         I    &lt;br /&gt;
   I     I           I   &lt;br /&gt;
   I    I             I&lt;br /&gt;
   I    I             I &lt;br /&gt;
  ▓▓▓    I▓▓▓   ▓▓▓   I &lt;br /&gt;
                 I   I  &lt;br /&gt;
                  III   &lt;br /&gt;
[#000].&lt;br /&gt;
}}&lt;br /&gt;
Support chains (side view)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Unlike constructed [[wall]]s, supports do ''not'' create a [[floor]] tile on the Z-level above.   Nonetheless, the square above a support ''acts'' like a floor in that it will hold up adjacent (not diagonal) floor squares.  Supports do not block movement, fluids or missile fire. Supports made of wood are vulnerable to [[fire]] and certain [[building destroyer]]s.&lt;br /&gt;
&lt;br /&gt;
==Building a support==&lt;br /&gt;
Supports are built through the build menu ({{k|b}}-{{k|S}}) and require one [[stone]], [[log]], [[block]] or [[bar]] of any type.  Construction is done by a [[carpenter]] (for [[wood]]), [[metalsmith]] (for [[metal]]s), or [[mason]] (for all other materials, such as stone, [[glass]], or [[soap]]). &lt;br /&gt;
&lt;br /&gt;
Supports must be built on solid surfaces, but do not require that the floor remains after construction is complete. &amp;quot;Hanging&amp;quot; supports can be constructed by building them atop constructed walls, then removing the walls, allowing chains of supports without any walkable tiles.&lt;br /&gt;
&lt;br /&gt;
==Collapsing a support==&lt;br /&gt;
Supports can be linked to [[mechanism]]s and collapse when [[lever|trigger]]ed, causing a cave-in if the support was the only thing preventing it. This can be used as an offensive weapon or as a useful tool for breaking through layers or damming underground pools. See [[cave-in]] for more information on using the rock itself as a tool. &lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Machine components}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Clay&amp;diff=300047</id>
		<title>Clay</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Clay&amp;diff=300047"/>
		<updated>2024-04-30T07:08:13Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in [[soil layer]]s. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
== Ceramics ==&lt;br /&gt;
{{main|Ceramic industry}}&lt;br /&gt;
&lt;br /&gt;
Five different soil types are classified as clay: clay, [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]], each of which can be gathered for use in [[Ceramic industry|ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile (note that clay can be collected from adjacent clay walls, even diagonally), much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile – any dwarf with the item hauling [[labor]] enabled can collect clay.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similarly to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel, or a magma kiln. &lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] – for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay. &lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on clay soil, which causes the underlying clay to be temporarily unavailable for collection, giving the message &amp;quot;Urist McClaydigger cancels Collect Clay: Clay vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McClaydigger cancels Collect Clay: Need valid, active clay collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a dirt [[road]] ({{K|b}}-{{K|o}}) over the grass.  You can also put a floor [[grate]] over a clay floor to prevent growth while allowing clay to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
Occasionally, it is possible to &amp;quot;cultivate&amp;quot; clay by channeling down into the lowest normal layer of the caverns, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor of [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind. In some cases, this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
Clay cannot be used in jewelcrafting unlike any other stone or ore. Furthermore, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Designation of a clay collection tile will repeatedly gather clay while the kiln has the job on repeat. This clay can then be used as a fire-safe building material for exterior walls. Using this strategy allows you to build a fort quickly without hauling heavy stone or using burnable wood. Placing the collection zone near the main stairway increases efficiency – remember to forbid clay from your stone stockpiles to avoid wasted hauling and valuable storage for real rocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Clay-ss-2005.jpg|thumb|300px|center|Naturally occurring clay.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{soil}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Clay&amp;diff=300046</id>
		<title>Clay</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Clay&amp;diff=300046"/>
		<updated>2024-04-30T07:07:35Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Ceramics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Clay''' is one of the many types of [[soil]] that can be found in [[soil layer]]s. [[Aquifer]]s are never present in clay layers.&lt;br /&gt;
&lt;br /&gt;
== Ceramics ==&lt;br /&gt;
{{main|Ceramic industry}}&lt;br /&gt;
&lt;br /&gt;
Five different soil types are classified as clay: clay, [[clay loam]], [[sandy clay]], [[silty clay]], and [[fire clay]], each of which can be gathered for use in [[Ceramic industry|ceramics]]. If your [[embark]] site has at least one type of clay, it will be shown as ''Clay'' in the embark screen's biome viewer.&lt;br /&gt;
&lt;br /&gt;
The gathering and use of clay is done from a [[kiln]] or [[magma kiln]] and behaves similarly to most material production, but includes elements similar to [[glass]] production. In order to gather clay, a [[activity zone#Clay Collection|gathering zone]] must first be designated over a clay-bearing tile (note that clay can be collected from adjacent clay walls, even diagonally), much like with [[sand]]; however, gathering clay creates a clay &amp;quot;boulder&amp;quot; (the same as raw stone) and does not require a bag. These clay boulders are stored in a stone stockpile and may be used to build [[workshop]]s and [[construction]]s, but constructed clay floors '''cannot''' be used in place of natural soil. As with sand, clay can be gathered indefinitely from a single tile – any dwarf with the item hauling [[labor]] enabled can collect clay.&lt;br /&gt;
&lt;br /&gt;
Clay can be made into pots, [[block|bricks]], [[statue]]s, [[hive]]s and [[Finished goods|craft]]s. Small pots, called [[jug]]s, function similarly to bags and waterskins, while large pots are treated like barrels. Creating any object from clay requires a unit of fuel, or a magma kiln. &lt;br /&gt;
&lt;br /&gt;
Before an [[earthenware]] pot (large or small) can hold liquids, it must be '''glazed'''. Glazing is performed at a [[kiln]] and requires either a unit of [[ash]] or a unit of [[cassiterite]] ([[tin]] ore), plus a unit of fuel. [[Stoneware]] and [[porcelain]] pots do not need to be glazed.&lt;br /&gt;
&lt;br /&gt;
When an underground plant ([[tree|trees]], [[shrub|shrubs]], [[grass]] or moss) grows on a muddy stone floor tile (after discovering a [[Caverns|cavern]]) and is either trampled, gathered, cut down or removed via building a dirt road on top of it, the floor tile turns into a soil type appropriate to the [[biome]] – for biomes which lack soil layers altogether (such as mountains and glaciers), a random soil type will be selected, which might sometimes be clay. &lt;br /&gt;
&lt;br /&gt;
[[Grass]], [[tree|sapling]]s and [[shrub]]s can grow on clay soil, which causes the underlying clay to be temporarily unavailable for collection, giving the message &amp;quot;Urist McClaydigger cancels Collect Clay: Clay vanished&amp;quot; if the job is in progress, or &amp;quot;Urist McClaydigger cancels Collect Clay: Need valid, active clay collection zone&amp;quot; if the job is new. You can easily remove the grass ''and'' prevent it from growing back by building a dirt [[road]] ({{K|b}}-{{K|o}}) over the grass.  You can also put a floor [[grate]] over a clay floor to prevent growth while allowing clay to be collected, but you must first remove the grass/sapling/sapling; you can do this by placing a dirt road ({{K|b}}-{{K|O}}) over it.&lt;br /&gt;
&lt;br /&gt;
Occasionally, it is possible to &amp;quot;cultivate&amp;quot; clay by channeling down into the lowest normal layer of the caverns, revealing a &amp;quot;[[Semi-molten rock|magma flow]]&amp;quot; above a floor of [[semi-molten rock]] (and a [[ramp]] on the level below, if the square had not previously been revealed).  If a [[floor]] is constructed over the flow, then deconstructed, a natural floor of clay or [[sand]] may be left behind. In some cases, this may be the sole domestic source of clay for a fortress.&lt;br /&gt;
&lt;br /&gt;
Clay cannot be used in jewelcrafting unlike any other stone or ore. Furthermore, clay cannot be fired from a [[catapult]], loaded into a [[stone-fall trap]], or used in place of stone at a [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
Designation of a clay collection tile will repeatedly gather clay while the kiln has the job on repeat. This clay can then be used as a fire-safe building material for exterior walls. Using this strategy allows you to build a fort quickly without hauling heavy stone or using burnable wood. Placing the collection zone near the main stairway increases efficiency - remember to forbid clay from your stone stockpiles to avoid wasted hauling and valuable storage for real rocks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Clay-ss-2005.jpg|thumb|300px|center|Naturally occurring clay.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{soil}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Fire_clay&amp;diff=300045</id>
		<title>Fire clay</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Fire_clay&amp;diff=300045"/>
		<updated>2024-04-30T07:04:35Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{soillookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Fire clay''' is one of the many types of [[soil]] that can be found in [[soil layer]]s. [[Aquifer]]s are never present in fire clay.&lt;br /&gt;
&lt;br /&gt;
Fire clay is a special variety of [[clay]] that is used in the production of [[stoneware]], which needs no glazing to store liquids.&lt;br /&gt;
&lt;br /&gt;
[[File:fire_clay.png|thumb|250px|center|Fire clay]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
&lt;br /&gt;
{{DF2014 soil}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Villain&amp;diff=299734</id>
		<title>Villain</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Villain&amp;diff=299734"/>
		<updated>2024-04-26T03:02:02Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Supernatural */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:villain_preview.png|thumb|260px|right|Always plotting. Always scheming. Always manipulating. Always thinking... Always hating.]]&lt;br /&gt;
'''Villain''' is a catch-all term for all intelligent [[historical figure]]s with nefarious intent, making use of [[intrigue]] to plot more-or-less undercover for a given goal, which may range from rather prosaic (artifact theft, or abstract embezzling) to extremely nefarious (taking over the world with an undead empire). Likewise, the means and NPCs involved may vary accordingly. In the current version, it is not possible for one's adventurer (''or adventuring party'') to become a villain (or ''villainous organization''), though they may attempt to expose them.&lt;br /&gt;
&lt;br /&gt;
Villains come in various flavors: some of them are a natural fit for villainy, like [[demon]] lords or [[necromancer]]s, while others can be various rulers or position holders, or even regular [[historical figure]]s with appropriate personality traits. Plotters can use their organization and leadership locations, whether that's a [[monastery]], a mercenary compound, or their own castle.&lt;br /&gt;
&lt;br /&gt;
Given the amount of plotting, corrupting and well-detailed actions a villain goes through, they can be one of the smartest and most dangerous antagonists in the game.&lt;br /&gt;
&lt;br /&gt;
== Type of plots ==&lt;br /&gt;
&lt;br /&gt;
=== Mundane ===&lt;br /&gt;
For non-supernatural villains, plots include corrupt imprisonment, framing, snatching, sabotage and directing wars to their enemies. They also include intentionally corrupting the government of an enemy (rather than targeting based on location or current assets). Dwarves and others are variously tempted by e.g. the opportunity to embezzle or accept bribes using the power of their positions. If their personality and values aren't up to the challenge, they may eventually fall to temptation and undertake corrupt activities in an ongoing fashion, which will make them a target for both law enforcement and blackmail.&lt;br /&gt;
&lt;br /&gt;
For hostage-taking, they can obtain a ransom (depending on the position and family of the hostage), imprison the hostage for a period, or just murder them if they run out of ideas. If the villain holds a particularly strong [[grudge]] and is vengeful and cruel, they might torture and/or sell the hostage (depending on their values and which civilizations are around). One bright side is that personal prisoners have a chance to escape (it is harder to escape from towers, especially those with dungeons), including those taken by night trolls. Corrupt imprisonment and framing are similar to each other, but the first requires the villain to either personally hold or have influence over the leader or law enforcement of a civilization, while the latter involves excellent intrigue skill use against those same position holders as well as the target. If successful, the target (either a grudge or somebody else to be neutralized) will be charged with a crime and receive whatever punishment is due for it, from exile, to imprisonment, or execution. The villains make sure to check the laws first before they attempt to use either of these techniques. &lt;br /&gt;
&lt;br /&gt;
Starting wars involves corrupting leaders, advisors and generals associated to civilizations with which the target civilization is currently at peace. Skilled intrigue can disturb diplomatic relations, though this is rather abstract. Similarly, sabotage is a bit thin on the ground, but if successful, harms the abstract '[[account]]' of either a grudge-target or the [[company]]/[[guild]] they are a part of, which does have an effect on them (buildings are not actually destroyed on the site map, however).&lt;br /&gt;
&lt;br /&gt;
===Supernatural===&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s may plot to take over the world – up-and-coming necromancers may raid old battlefields or infiltrate cities for corpses to build up their army, but once the necromancer is feeling powerful enough, they usually attack the outlying hamlets of a market town, and if the &amp;quot;snowball&amp;quot; gets big enough, the market town as well, all in the same invasion during a given year.&lt;br /&gt;
&lt;br /&gt;
[[Mummy|Mummies]] store artifacts in tombs, and if worldgen thieves go for them, this can cause disturbances, as in adventure mode. The resulting mummies form a grudge against the thieves, but also generally take up necromantic and villainous ways. &lt;br /&gt;
&lt;br /&gt;
[[Demon]]s also plot more-or-less openly to start wars and steal things, although their [[agent]]s will still be undercover. Demons associated with the [[sphere]] of death will be able to raise corpses and practice necromancy.&lt;br /&gt;
&lt;br /&gt;
== Plotting ==&lt;br /&gt;
&lt;br /&gt;
The current set of corruption techniques are intimidation, asserting rank, blackmail, flattery, exploiting religious sympathies, promising to take revenge on an enemy, and direct bribery. These are used to corrupt position holders variously and to gain new agents. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer (artifacts, positions, or more abstractly, a portion of a site's available [[tribute]] for that year), fear (for their life, or a family member), ideological alignment (easy to check with the value system, though factors like loyalty will need to be accounted for), and revenge are all possibilities. &lt;br /&gt;
&lt;br /&gt;
The villain or their agent chooses a technique based on whichever one they think will provide the best outcome, but if an organization has not been penetrated, or the agent isn't good at their job (intrigue, judging intent, etc.), their assessment of which technique will work can be incorrect (by design). For instance, they might think a bribe is a good idea, but if they are a terrible judge of character and have nobody inside the target's organization, they might not realize that the target is not greedy or in debt, and therefore not susceptible to bribery. But if the target were greedy, or in debt, and the agent has an insider and a good judge-intent roll, they will correctly assess bribery as a useful possibility. Generally, the moments of intimidation, flattery and bribery, have unified modifiers based on skill, personality, and the relationship variables (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and can be selected more intelligently, with the ability (upcoming in a bit) to expose most of the factors in the decision-making to legends mode.&lt;br /&gt;
&lt;br /&gt;
Villains make use of cutouts/handlers to work with assassins, and don't need to hire assassins and other agents themselves. In the case where a villain or a handler is duty-bound and important, where a journey that might take several days would seem inappropriate, they may send messages more abstractly, over the same period of time. They often make use of criminal organizations and bandit gangs. For villains without brighter ideas, doing some petty crime with a few like-minded individuals is a start, and then these groups can fuse and otherwise associate, with various skimming and [[tribute]] and so forth as some of them grow more powerful. This allows the standard anti-bandit/criminal quests to lead into evidence network crawling, as the most successful groups can draw back to a more villainous status (ie; they need discovering rather than generating direct quests.) Plots can propagate out into dedicated criminal organizations from the non-criminal position holders (often through intermediaries), and criminal organizations can also expand out into other cities, forming branches much as the merchant companies do, where they then try to muscle out and subordinate local groups. &lt;br /&gt;
&lt;br /&gt;
Necromancers and vampires may use their secrets and their blood, respectively, to entice people to join their villainous schemes. Grateful and dutiful villains actually follow through and share their power when an asset proves themselves useful, but others never fulfil their promise.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Intrigue]]&lt;br /&gt;
*[[Agent]]&lt;br /&gt;
&lt;br /&gt;
{{category|Non-player characters}}&lt;br /&gt;
[[ru:Villain]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Vault&amp;diff=299540</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Vault&amp;diff=299540"/>
		<updated>2024-04-25T07:03:40Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}{{Quality|Unrated}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:Vault_slab_room.png|thumb|244px|The slab.]]&lt;br /&gt;
[[File:Vault map steam.png|200px|thumb|What a vault looks like on the world map after being discovered. This particular one was discovered via dfhack's reveal-hidden-sites script.]]&lt;br /&gt;
&lt;br /&gt;
A '''vault''' ([[File:icon_site_vault.png]] / {{Raw Tile|■|0:0:1}}) is a site that constitutes the ultimate challenge for any [[Adventurer mode|adventurer]]. Vaults are created by [[demon]]s during world generation as part of the process of escaping into the world. After constructing the vault and a [[slab]], demons enlist the help of a [[deity]] with a relevant [[sphere]], and the deity performs a ritual at the vault to bring the demon physically into the world (for example, a god associated with Fortresses may release a demon associated with Fortresses). The slab used in the ritual is then stored in the vault, and various guardian [[angel]]s make it their duty to defend the vault, and the slab, against adventurers.&lt;br /&gt;
&lt;br /&gt;
After the demon has been brought into the world, it returns to the [[underworld spire]] from which it originally emerged. When history begins, [[goblin]] [[civilization]]s build a [[dark fortress]] around the spire and make it their capital, with the demon their leader. It is not known for certain whether there are always the same number of goblin civilizations as escaped demons, but it seems to be the case.&lt;br /&gt;
&lt;br /&gt;
Vaults are large cylindrical structures constructed from [[slade]], descending many Z-levels into the ground and filled with a mostly linear chain of rooms (similar to those found in [[sewer]]s and [[tomb]]s) occupied by the angelic guardians and containing occasional parkour-esque climbing challenges. Along the way can be found several [[lever]]s linked to vertical [[bars]] which must be raised in order to progress further. At the bottom of the vault is a giant slab inscribed with the demon's true name, and this knowledge allows you to track it down and either banish it or compel it to serve you (join you as a companion).&lt;br /&gt;
&lt;br /&gt;
There are three types of [[angel]]s you will meet in vaults: assistants (bestial creatures with random features and low combat skills), soldiers (sentient humanoids with weapons and armor made of [[Divine metal|divine materials]] and Talented-level combat skills), and the archangels (gigantic beasts with size comparable to [[forgotten beast]]s, and possessing Grand Master combat skills). Every vault has exactly 50 assistants, 25 soldiers, and one archangel. Vaults will actively replenish themselves with new angels after each visit, meaning the angels must be defeated in one go, without any rest. However, the Archangel will keep the wounds received between runs, so it's possible to defeat it eventually.&lt;br /&gt;
&lt;br /&gt;
=== Find a vault ===&lt;br /&gt;
In fortress mode, you can find a vault just by '[c]ivilization/World info' and '[a]rtifacts' you can find a slab with {{DFtext|This is a [stone/metal name] slab. All craftmanship is of the highest quality. The slab reads &amp;quot;I am [demon name],[translated name], once of the Underworld. By the fated, I bind myself to this place|7:1}}&lt;br /&gt;
&lt;br /&gt;
In adventure mode, you need to ask a likely member of a civilization with &amp;quot;ask about the surrounding area&amp;quot; they will tell you the nearest site including the vault, by spamming the same question they will say {{DFtext|The Farmer Urist: [vault name] is in [location]. In a time before time, the [demon name] created [vault name]|7:1}}. The radius size told for the site is limited, but how big it is is still unknown, the farthest known is 9 tiles away from the map, if the demon is killed during world generation, the vault is likely never mentioned.&amp;lt;br&amp;gt;&lt;br /&gt;
Also, if all civilizations are extinct, you will be only a human outsider in adventure mode, and since you have to start from ''some'' [[site]] somewhere, it can be a vault.&lt;br /&gt;
&lt;br /&gt;
Attempting to conquer a vault and retrieve its slab will be a difficult challenge for even the best-equipped and skilled adventurer. It is recommended to have at least high physical attributes, mastery of at least one weapon skill, and a breadth of capability in others. The rewards will be worth the effort and risk; knowledge of the slab and the divine armor and weapons from felling angel soldiers will tremendously improve your adventurer.&lt;br /&gt;
&lt;br /&gt;
Conquering a vault in fortress mode through [[raid]]s is marginally easier due to the more abstract way combat is treated, and if you demand surrender you may sometimes win without a fight. Once you have conquered a vault, its angels (and only its specific type of angels) become a playable race in adventure mode.&lt;br /&gt;
&lt;br /&gt;
[[File:vault2.jpg|thumb|360px|center|An ancient vault.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by 000Fesbra000''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
{{Translation| dwarven = ubbul | elvish = thenaca | goblin = ötak | human = pamnot}}&lt;br /&gt;
*The slab may not load, or certain rooms may not be connected, preventing players from accessing the final chamber. [[DFHack]] may be used to reveal the local map (which will unreveal once the player character moves) and then teleport the player character to the inaccessible area (the player character's id is given by cprobe).&lt;br /&gt;
*Alternatively, the &amp;quot;flashstep&amp;quot; command may be used to teleport the player directly to the cursor(from the [L]ook key, for example).&lt;br /&gt;
*Unlike discovering a river, the vault is only possible to be discovered by fast travel, if you know the location is on a mountain (assume you're using Legends Viewer), you cannot use fast travel to discover it by yourself, unless you ask the nearest civilization from the vault.&lt;br /&gt;
*Some entities belonging in the vault might spawn in the wall.&lt;br /&gt;
*The slab might spawn on the floor, not on a one tile higher floor surrounded by ramps.&lt;br /&gt;
*The slab is not even included in the vault at all.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=299539</id>
		<title>Divine metal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=299539"/>
		<updated>2024-04-25T07:01:56Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{Metal|name=Divine metal|color=0:0:1&lt;br /&gt;
|ore=&lt;br /&gt;
* N/A&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 200&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000&lt;br /&gt;
* Liquid [[density]] 1000&lt;br /&gt;
* Molar mass 20000&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|wiki=List of fictional elements, materials, isotopes and atomic particles}}&lt;br /&gt;
__TOC__&lt;br /&gt;
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s as well as deep underground. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. (Similar [[divine fabric]]s are used by vault guardians for clothing and soft items.)&lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
[[File:divine_metal_art_preview.png|thumb|247px|right|A dwarf wearing armor made with metal made by the gods.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Metadomino''&amp;lt;/small&amp;gt;]]Divine metals appear to have identical [[Material definition token|material properties]] and lists of items craftable from them; the only differences between them are the names, colors, and [[deity]] associations. All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0. They are extremely light, at a solid density of only 1000, and have a superior max edge of 12000. They are granted [[sphere]]s matching the associated [[deity]] that created the metal (and the guardians who wield it), and a descriptive name with the formula of &amp;quot;(adjective) metal&amp;quot; – examples of such are &amp;quot;multicoloured metal&amp;quot;, &amp;quot;pale metal&amp;quot;, and &amp;quot;twisting metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Overall, their material properties are much better than the corresponding values of [[steel]] and mostly worse than those of [[adamantine]]. They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective (unlike adamantine, which is worthless for blunt weapons). As armor, they are the only form of metal that is immune to [[dragonfire]], as it cannot melt or boil. Despite this immunity to melting when worn as armor, divine metals can be designated for melting at a smelter. Doing so will produce a number of divine metal bars equal to the yield of the item type. The bars can then be used at a metalsmith's forge to create weapons, armor, etc. just like normal metal bars.&lt;br /&gt;
&lt;br /&gt;
Loading a generated world in the [[object testing arena]] allows one to test weapons and armour made of divine metals. As of now, this version of the game has all divine metal - in any form - appearing as grey, and no other colors.&lt;br /&gt;
[[File:Divine_metal_preview.png|thumb|260px|center|You can smell the gods on this sphere.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = Nabaskel 	 	 	&lt;br /&gt;
| elvish  = Mecalalethi&lt;br /&gt;
| goblin  = Ngungdubsnusm&lt;br /&gt;
| human   = Nirnorigu&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!--to make sure this page comes up when searching for a specific divine metal--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;text-align: left;&amp;quot;&lt;br /&gt;
|+ &amp;lt;!-- caption --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! Sphere    !! Name              !! Color*&lt;br /&gt;
|-&lt;br /&gt;
| Blight    || rusted metal      || style=&amp;quot;background: {{fgcolor|4:0}}; color: #fff;&amp;quot;|Rust&lt;br /&gt;
|-&lt;br /&gt;
| Chaos     || twisting metal    || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;|Red&lt;br /&gt;
|-&lt;br /&gt;
| Darkness  || dark metal         || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;|Black&lt;br /&gt;
|-&lt;br /&gt;
| Dawn     || glowing metal    || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;|Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Day      || bright metal || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;|White&lt;br /&gt;
|-&lt;br /&gt;
| Death    || pale metal   || style=&amp;quot;background: {{fgcolor|3:1}};&amp;quot;|Pale blue&lt;br /&gt;
|-&lt;br /&gt;
| Deformity || pock-marked metal || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;|Black&lt;br /&gt;
|-&lt;br /&gt;
| Disease  || blistered metal || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;|Black&lt;br /&gt;
|-&lt;br /&gt;
| Earth     || ruddy metal        || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;|Burnt sienna&lt;br /&gt;
|-&lt;br /&gt;
| Fire      || flickering metal   || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;|Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Jewels   || faceted metal    || style=&amp;quot;background: {{fgcolor|2:1}};&amp;quot;|Green&lt;br /&gt;
|-&lt;br /&gt;
| Light    || shining metal || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;|White&lt;br /&gt;
|-&lt;br /&gt;
| Lightning || flashing metal    || style=&amp;quot;background: {{fgcolor|6:1}};&amp;quot;|Yellow&lt;br /&gt;
|-&lt;br /&gt;
| Moon      || translucent metal || style=&amp;quot;background: {{fgcolor|3:1}};&amp;quot;|Clear&lt;br /&gt;
|-&lt;br /&gt;
| Mountains || frosty metal      || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;|White&lt;br /&gt;
|-&lt;br /&gt;
| Muck      || slick metal        || style=&amp;quot;background: {{fgcolor|6:0}}; color: #fff;&amp;quot;|Brown&lt;br /&gt;
|-&lt;br /&gt;
| Music     || singing metal     || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;|White&lt;br /&gt;
|-&lt;br /&gt;
| Night    || black metal      || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;|Black&lt;br /&gt;
|-&lt;br /&gt;
| Rainbows  || multicolored metal || style=&amp;quot;background: {{fgcolor|2:1}};&amp;quot;|Clear&lt;br /&gt;
|-&lt;br /&gt;
| Sky      || clear blue metal || style=&amp;quot;background: {{fgcolor|3:1}};&amp;quot;|Sky blue&lt;br /&gt;
|-&lt;br /&gt;
| Stars     || twinkling metal   || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;|White&lt;br /&gt;
|-&lt;br /&gt;
| Storms   || crashing metal  || style=&amp;quot;background: {{fgcolor|7:0}};&amp;quot;|Gray&lt;br /&gt;
|-&lt;br /&gt;
| Sun       || blazing metal     || style=&amp;quot;background: {{fgcolor|7:1}};&amp;quot;|White&lt;br /&gt;
|-&lt;br /&gt;
| Thunder   || booming metal      || style=&amp;quot;background: {{fgcolor|7:0}};&amp;quot;|Gray&lt;br /&gt;
|-&lt;br /&gt;
| Torture   || searing metal      || style=&amp;quot;background: {{fgcolor|0:1}}; color: #fff;&amp;quot;|Black&lt;br /&gt;
|-&lt;br /&gt;
| Volcanos  || flowing metal     || style=&amp;quot;background: {{fgcolor|4:1}}; color: #fff;&amp;quot;|Red&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;The color text represents their internal color token, while the background is the actual color they appear as in-game. See [[color]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.05)|&lt;br /&gt;
[INORGANIC:DIVINE_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[DIVINE]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:1]&lt;br /&gt;
	[BUILD_COLOR:7:0:1]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:WHITE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:blazing metal]&lt;br /&gt;
	[MATERIAL_VALUE:300]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON]&lt;br /&gt;
	[ITEMS_WEAPON_RANGED]&lt;br /&gt;
	[ITEMS_AMMO]&lt;br /&gt;
	[ITEMS_DIGGER]&lt;br /&gt;
	[ITEMS_ARMOR]&lt;br /&gt;
	[ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	[SPHERE:SUN]&lt;br /&gt;
&lt;br /&gt;
[INORGANIC:DIVINE_3]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[DIVINE]&lt;br /&gt;
	[DISPLAY_COLOR:7:0:1]&lt;br /&gt;
	[BUILD_COLOR:7:0:1]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:WHITE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:twinkling metal]&lt;br /&gt;
	[MATERIAL_VALUE:300]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON]&lt;br /&gt;
	[ITEMS_WEAPON_RANGED]&lt;br /&gt;
	[ITEMS_AMMO]&lt;br /&gt;
	[ITEMS_DIGGER]&lt;br /&gt;
	[ITEMS_ARMOR]&lt;br /&gt;
	[ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	[SPHERE:STARS]&lt;br /&gt;
&lt;br /&gt;
[INORGANIC:DIVINE_5]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[DIVINE]&lt;br /&gt;
	[DISPLAY_COLOR:6:0:1]&lt;br /&gt;
	[BUILD_COLOR:6:0:1]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:YELLOW]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:flashing metal]&lt;br /&gt;
	[MATERIAL_VALUE:300]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON]&lt;br /&gt;
	[ITEMS_WEAPON_RANGED]&lt;br /&gt;
	[ITEMS_AMMO]&lt;br /&gt;
	[ITEMS_DIGGER]&lt;br /&gt;
	[ITEMS_ARMOR]&lt;br /&gt;
	[ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	[SPHERE:LIGHTNING]&lt;br /&gt;
&lt;br /&gt;
[INORGANIC:DIVINE_7]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[DIVINE]&lt;br /&gt;
	[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
	[BUILD_COLOR:4:0:0]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:RUST]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&lt;br /&gt;
	[STATE_NAME_ADJ:ALL_SOLID:rusted metal]&lt;br /&gt;
	[MATERIAL_VALUE:300]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON]&lt;br /&gt;
	[ITEMS_WEAPON_RANGED]&lt;br /&gt;
	[ITEMS_AMMO]&lt;br /&gt;
	[ITEMS_DIGGER]&lt;br /&gt;
	[ITEMS_ARMOR]&lt;br /&gt;
	[ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	[SPHERE:BLIGHT]&lt;br /&gt;
}}&lt;br /&gt;
{{metals}}&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;br /&gt;
[[ru:Divine metal]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=299538</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=299538"/>
		<updated>2024-04-25T06:58:27Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Applications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:necromancer_sprite_preview.png|right]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]]-users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s. Most [[creatures]] that are necromancers will have their sprite appear with skin of a pale purple color. [[Animal people]] will appear as they are, with no color palette changes.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
[[File:necromancer_revive_anim.gif|thumb|305px|right|Two fighting necromancers revive nearby corpses.]]Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]], [[Creature_token#CAN_LEARN| learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized animal people. At some point in its life, one of these creatures may suddenly become [[Personality trait#Goals|&amp;quot;obsessed with his/her/its own mortality&amp;quot;]] and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice(s) one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of [[immortality]], in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY|personality}} is raised by 50, while their {{token|TRUST|personality}} is lowered by 50, and some necromancer secrets add  {{token|LIKES_FIGHTING}}.&lt;br /&gt;
&lt;br /&gt;
The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal – different secrets will yield different powers.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves. The [[Advanced_world_generation#Number_of_Secret_Types|number of secrets]], and [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|which advanced powers]] they can convey, can be set in advanced world generation.&lt;br /&gt;
&lt;br /&gt;
A single necromancer can learn multiple &amp;quot;strains&amp;quot; of necromancy by reading different sources. Ambitious necromancers tend to create more towers of the same strain via proxy, so you might find your world populated by a single strain. Usually, it's easier when you know which tower houses what kind of undead, or when you go after the source slabs via legends mode. Recovery is also easier when you have a sneaky [[squad]] of artifact raiders in fort mode.&lt;br /&gt;
&lt;br /&gt;
=== Raise corpse/intelligent undead ===&lt;br /&gt;
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP|body}} token or are attached to body parts which do ([[skin]] and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NOT_LIVING}}.  Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or {{token|OPPOSED_TO_LIFE}}. In fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens if they were such when they died. It also means putting necromancers in military squads is very risky, as they might accidentally revive your enemies with fun new powers. In adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
&lt;br /&gt;
=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
&lt;br /&gt;
=== Ghoulification ===&lt;br /&gt;
Certain necromancers may also turn living creatures into [[infected ghoul]]s. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power. Ghouls are opposed to life and attack/infect all living creatures who aren't ghouls through bites. They still retain their sentience and can still bleed to death, but they maintain their gear and abilities, are immune to drowning, do not tire, and have extravision.&lt;br /&gt;
&lt;br /&gt;
== In world generation ==&lt;br /&gt;
{{imagefix|[[File:df_necromancer_portrait.png|right]]|8|6}}[[File:Secrets.png|thumb|Secrets of life and death.]]In world generation, necromancers may raise suspicions from their fellow citizens due to not aging, which can lead them to be expelled. This does not apply to necromancers living in goblin and elven civilizations since both goblins and elves are already immortal. Upon being expelled, the necromancer may form a grudge against the civilization and turn to [[villain]]y, and they will generally take refuge in a site of their own.&lt;br /&gt;
&lt;br /&gt;
Necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few [[intelligent undead]] as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Necromancers can make zombies build their tower up a bit to increase the site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. &lt;br /&gt;
&lt;br /&gt;
Necromancers may conduct horrible [[experiment]]s on civilians and their [[domestic animal|livestock]], turning them into night creatures known as experiments. Eventually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
&lt;br /&gt;
Necromancers can also turn intelligent creatures into [[infected ghoul]]s. The ghouls can then be found around necromancer towers, but it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE|int}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s, and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]].&lt;br /&gt;
&lt;br /&gt;
Books containing the secrets of life and death will include any of the following words in their title: (Note: &amp;quot;the End&amp;quot; can also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
{{gamedata&lt;br /&gt;
|title=[[Speech file|Names]]&lt;br /&gt;
|{{#df_raw:v50:text_secret_death.txt}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. Conversely, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers spread death-[[sphere|aligned]] [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Necromancers from opposing entities will attack each other, but amusingly, their undead armies will be neutral to everyone. Due to their ability to amass large armies quickly, necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within 20 tiles' distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily accompanying their minions.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid target for a clobbering.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Residents/citizens===&lt;br /&gt;
&lt;br /&gt;
Residents and citizens alike can also become necromancers if they happen to read material (such as [[codex|codexes]]/[[quire|quires]]) that contain the secrets of life and death. One way to acquire such materials is by trading for them from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down so much, the conversion may not be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are [https://www.reddit.com/r/dwarffortress/comments/znmm0u/this_necrodwarf_has_killed_the_same_elf_121_times/ ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.]&lt;br /&gt;
&lt;br /&gt;
Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
&lt;br /&gt;
A necromancer may raise the dead when threatened, which is fun when your battlefield is full of previously hostile sentients. This is why you should almost always manually control the necromancer in fortress mode.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beaten up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers appear to no longer revive anything.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered, and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the monarch in question must be isolated from any corpses, as ''they'' may be friendly, but the zombies they tend to create... will be of the dwarven-arm-ripping variety. They should either be isolated from the dead with a [[burrow]], or assigned to training/killing reanimation duties. Regardless, necromancers are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
===Visitors or immigrants===&lt;br /&gt;
[[File:necro_and_giant.png|thumb|260px|right|A hostile giant resurrected by a necromancer, making it cause ''more'' havoc on a fortress.]]Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, [[Villain|scheming something]]). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf – this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
&lt;br /&gt;
Unless one knows exactly what they're doing, it may be in the player's best interest not to put necromancers in their military, as they can – in a combat-induced panic – resurrect enemies that will continue harassing your fortress. Not only that, but due to the now-zombified enemy not feeling any pain and ''already'' being dead, it may take more effort to kill them. Again.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means (bestowed by a death god) as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death by reading them, however.&lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, and due to the fact that lighting barely exists yet, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a fellow necromancer, is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. Be advised that you cannot become a necromancer as an [[experiment]].&lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, including 0.47.05, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explode into gore, collapses into gore, or are otherwise &amp;quot;pulped&amp;quot; via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapon and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time. However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
As in fortress mode, necromancer companions and NPCs will automatically raise the dead when in the heat of battle. To counter this in adventure combat, mangle a sentient being using a blunt weapon so they can never be raised, or butcher them once and mangle the raised skin. Butchering doesn't take time, so it doesn't hurt to immediately butcher someone you killed.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can destroy someone's soul by raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
Be warned that raising a corpse in front of a lot of people who are already in combat will cause a lag spike.&lt;br /&gt;
&lt;br /&gt;
==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed to fight it again, which can happen over and over in an endless loop – all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, [[Material definition token#SYNDROME|syndrome-inducing materials]]) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate [[interaction token]]s.&lt;br /&gt;
&lt;br /&gt;
It is also possible to increase the number of necromancers, and therefore [[Tower_(necromancy)| towers]], by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly increases its chances of discovering the secrets of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers and, therefore, undead are present in large numbers for more [[fun]]. &lt;br /&gt;
[[File:necromancer_preview.jpg|thumb|360px|center|One of the worst ways to deal with grief.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ChrisCold''&amp;lt;/small&amp;gt;.]]&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:MORTAL]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=299537</id>
		<title>Necromancer</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Necromancer&amp;diff=299537"/>
		<updated>2024-04-25T06:51:18Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Residents/citizens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:necromancer_sprite_preview.png|right]]'''Necromancers''' {{Tile|Ñ|5:1}} are [[immortal]] beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]]-users who raise legions of [[undead]] and seclude themselves in [[Tower_(necromancy)|tower]]s. Most [[creatures]] that are necromancers will have their sprite appear with skin of a pale purple color. [[Animal people]] will appear as they are, with no color palette changes.&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
[[File:necromancer_revive_anim.gif|thumb|305px|right|Two fighting necromancers revive nearby corpses.]]Necromancers initially begin as normal [[historical figure]]s who are [[Creature_token#MAXAGE|mortal]], [[Creature_token#CAN_SPEAK|can speak]], [[Creature_token#CAN_LEARN| learn]] and are also part of an [[civilization|entity]]; in unmodded games these are [[dwarf|dwarves]], [[human]]s and civilized animal people. At some point in its life, one of these creatures may suddenly become [[Personality trait#Goals|&amp;quot;obsessed with his/her/its own mortality&amp;quot;]] and seek to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the  {{token|SUPERNATURAL|c}} tag) who has a [[sphere|DEATH sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will reward the worshipper with an artifact [[slab]] containing the secrets of life and death, which is then swiftly claimed by the recipient for diligent learning, thus becoming a necromancer. This original necromancer may then take as apprentice(s) one or more fellow immortality-seekers, who will obtain the knowledge of their master.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of [[immortality]], in that they do not [[age]], need to [[food|eat]], [[thirst|drink]], or require [[sleep]], as they [[No Exert|never get tired or exhausted]]. However, they ''do'' need to breathe, unlike [[vampire]]s. Necromancers are still fertile, and in fortress mode, female dwarf necromancers can give birth. Their {{token|ANXIETY_PROPENSITY|personality}} is raised by 50, while their {{token|TRUST|personality}} is lowered by 50, and some necromancer secrets add  {{token|LIKES_FIGHTING}}.&lt;br /&gt;
&lt;br /&gt;
The defining characteristic of necromancers is that they know the secrets of life and death, which gives them extra powers. However, not all secrets are created equal – different secrets will yield different powers.&lt;br /&gt;
&lt;br /&gt;
== Secrets ==&lt;br /&gt;
Each secret gives a combination of magical abilities, which come in the form of [[interaction token]]s. These abilities may vary widely in type and power level, but will always include the ability to raise corpses and [[intelligent undead]]. Depending on their [[sphere]]s (which stem from the spheres of the original [[deity]] that granted those secrets) secrets may also grant the ability to summon [[nightmare]]s, [[bogeymen]], and also the ability to &amp;quot;ghoulify&amp;quot; a living creature (in effect, giving it a [[syndrome]] that turns it into a [[thrall]], much like [[evil]] clouds). In addition, the intelligent undead will also be granted powers of their own, which may range from raising blisters to rotting nerves, to even being able to raise the dead themselves. The [[Advanced_world_generation#Number_of_Secret_Types|number of secrets]], and [[Advanced_world_generation#Allow_Divination.2C_Experiments.2C_and_Necromancy_types|which advanced powers]] they can convey, can be set in advanced world generation.&lt;br /&gt;
&lt;br /&gt;
A single necromancer can learn multiple &amp;quot;strains&amp;quot; of necromancy by reading different sources. Ambitious necromancers tend to create more towers of the same strain via proxy, so you might find your world populated by a single strain. Usually, it's easier when you know which tower houses what kind of undead, or when you go after the source slabs via legends mode. Recovery is also easier when you have a sneaky [[squad]] of artifact raiders in fort mode.&lt;br /&gt;
&lt;br /&gt;
=== Raise corpse/intelligent undead ===&lt;br /&gt;
Necromancers always have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, which can include heads or any body parts which have a {{token|GRASP|body}} token or are attached to body parts which do ([[skin]] and [[hair]]). Corpses must be within the necromancer's line of sight – about 15 tiles – to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer and {{token|OPPOSED_TO_LIFE}}, regardless of previous allegiances. Unless the necromancer attacks their new undead minions, they will remain companions in Adventure mode. If you are a necromancer and attack one of your undead companions, all of them will turn neutral. Animated corpses are also neutral toward creatures that are {{token|NOT_LIVING}}.  Necromancers will also, occasionally, revive corpses as [[intelligent undead]] – in this case, the revived creature will retain most of its personality and existing loyalties. The name &amp;quot;undead&amp;quot; never quite appears as such in the game – instead, a procedurally-generated name like &amp;quot;lost butcher&amp;quot; or &amp;quot;risen zombie&amp;quot; is used. These undead have special powers but won't be enslaved or {{token|OPPOSED_TO_LIFE}}. In fortress mode, this means that intelligent undead raised by necromancer citizens of your fortress will stay citizens if they were such when they died. It also means putting necromancers in military squads is very risky, as they might accidentally revive your enemies with fun new powers. In adventure mode, if you attempt to raise someone you killed as an intelligent undead, they will remember you attacked and killed them, and will be hostile to you.&lt;br /&gt;
&lt;br /&gt;
=== Summon [[nightmare]]s/[[bogeymen]] ===&lt;br /&gt;
Secrets aligned with the nightmare sphere will grant the ability to summon nightmares or bogeymen at a random location near the target to haunt it. In-game, necromancers with this ability will &amp;quot;call upon the night&amp;quot; to do so. These summons are large and freakish, but last a short amount of time. Nightmares are neutral toward creatures with {{token|NO_FEAR}}.&lt;br /&gt;
&lt;br /&gt;
=== Ghoulification ===&lt;br /&gt;
Certain necromancers may also turn living creatures into [[infected ghoul]]s. The victims will be said to have &amp;quot;been infected with a contagious ghoulish condition&amp;quot;. In adventure mode, you cannot make ghouls even if the announcement after reading a secret-containing book says you learned the power. Ghouls are opposed to life and attack/infect all living creatures who aren't ghouls through bites. They still retain their sentience and can still bleed to death, but they maintain their gear and abilities, are immune to drowning, do not tire, and have extravision.&lt;br /&gt;
&lt;br /&gt;
== In world generation ==&lt;br /&gt;
{{imagefix|[[File:df_necromancer_portrait.png|right]]|8|6}}[[File:Secrets.png|thumb|Secrets of life and death.]]In world generation, necromancers may raise suspicions from their fellow citizens due to not aging, which can lead them to be expelled. This does not apply to necromancers living in goblin and elven civilizations since both goblins and elves are already immortal. Upon being expelled, the necromancer may form a grudge against the civilization and turn to [[villain]]y, and they will generally take refuge in a site of their own.&lt;br /&gt;
&lt;br /&gt;
Necromancers who have a sufficient following may use their undead minions to build dark [[Tower (necromancy)|tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. Necromancers will also raise a few [[intelligent undead]] as lieutenants. The building of a tower is carried out by the original necromancer of a group (the one who was given the slab) as apprentices join the group after the tower is built. Therefore, each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Necromancers can make zombies build their tower up a bit to increase the site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a wilderness population instead. The wilderness population can still be used for invasions, but they are also able to roam on to player forts in the region and also encounter adventurers. &lt;br /&gt;
&lt;br /&gt;
Necromancers may conduct horrible [[experiment]]s on civilians and their [[domestic animal|livestock]], turning them into night creatures known as experiments. Eventually, these experiments may leave the necromancer that made them and join other civilizations. In older worlds, many civilizations will likely have significant populations of escaped experiments. In adventure mode, it is not currently possible to create necromancer experiments.&lt;br /&gt;
&lt;br /&gt;
Necromancers can also turn intelligent creatures into [[infected ghoul]]s. The ghouls can then be found around necromancer towers, but it is not currently possible to turn a creature into a ghoul in adventure mode.   &lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a {{token|MUNDANE_RECORDING_POSSIBLE|int}} tag, necromancers will often write numerous [[book]]s during world generation, some concern the secrets of life and death (''blessed, or mayhap, cursed'') so that anyone who reads them will become a necromancer. Like the slab, all (''first-edition, not copies'') books, even those that do not contain secrets, are considered [[artifact]]s, and as such can be viewed in the &amp;quot;Codices and scrolls&amp;quot; list in [[legends|legends mode]].&lt;br /&gt;
&lt;br /&gt;
Books containing the secrets of life and death will include any of the following words in their title: (Note: &amp;quot;the End&amp;quot; can also turn up in mundane titles as well, typically as part of the phrase &amp;quot;after the end&amp;quot;)&lt;br /&gt;
{{gamedata&lt;br /&gt;
|title=[[Speech file|Names]]&lt;br /&gt;
|{{#df_raw:v50:text_secret_death.txt}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. Conversely, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers spread death-[[sphere|aligned]] [[evil]] regions around them. Destroying the tower and killing the necromancers in it (e.g. through a [[raid]] to raze the site) will reverse the evil-spreading.&lt;br /&gt;
&lt;br /&gt;
Necromancer towers seem to be treated as a type of criminal government{{verify}} and as such function similarly to a regular civilization. Necromancers from opposing entities will attack each other, but amusingly, their undead armies will be neutral to everyone. Due to their ability to amass large armies quickly, necromancers are currently one of the most powerful geopolitical forces in the game, often declaring war on and destroying even powerful goblin civilizations in older worlds.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
{{DFtext|The dead walk. Hide while you still can!|5:1}}&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]], but only if their tower or town is within 20 tiles of your fortress. As such, picking a location within 20 tiles' distance of such a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancer sieges will ever arrive (they may still show up as migrants and/or visitors), except if you [[mission|attack]] them. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if the former has an apprentice) may or may not arrive with the siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle. They may also send small squads or armies of experiments to attack you, sometimes stealthily accompanying their minions.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind the zombies into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there is more dangerous. The undead that the necromancer(s) will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and a necromancer happens upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled them in yet, you can draft them and take a leisurely walk through town, as undead will ignore them (unless attacked), and the necromancer, has one arrived, is an easy, valid target for a clobbering.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Residents/citizens===&lt;br /&gt;
&lt;br /&gt;
Residents and citizens alike can also become necromancers if they happen to read material (such as [[codex|codexes]]/[[quire|quires]]) that contain the secrets of life and death. One way to acquire such materials is by trading for them from a [[caravan]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. It is possible to add necromantic texts as part of your library, allowing you to turn your dwarves into necromancers once they read them. It is also possible to use the world map to send military squads to raid necromancer towers for the reading material contained in them. Dwarven necromancers no longer age, need to eat, or sleep, but they will also no longer need to drink, which can slow them down so much, the conversion may not be worth it.  They ''may'' also raise the occasional corpse, which will often attack non-necromancers, while this might not sound like a big deal if you already have a fort full of necromancer dwarves, the real [[fun]] comes when diplomats, trade caravans, and outpost liaisons show up and if you have the dead walking among your populace. Also, be wary of sending necromancers out in melee, as intelligent undead invaders may remain hostile to your necromancers, who are [https://www.reddit.com/r/dwarffortress/comments/znmm0u/this_necrodwarf_has_killed_the_same_elf_121_times/ ceaseless in bashing their heads in before killing them again in an endless, FPS-killing cycle.]&lt;br /&gt;
&lt;br /&gt;
Another way of getting necromantic reading material into your library is to &amp;quot;liberate&amp;quot; it in adventure mode, then drop the book off at a retired fortress. This will then be able to be picked up by your dwarves to read at their leisure.&lt;br /&gt;
&lt;br /&gt;
A necromancer may raise the dead when threatened, which is fun when your battlefield is full of previously hostile sentients. This is why you should almost always manually control the necromancer in fortress mode.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of the corpse stockpile, can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beaten up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near the necromancer, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, they will be the first one in, and you can then seal off the tunnel and trap them inside. It's difficult to get the necromancer in there alone, without a few zombies following, but it shouldn't matter. [[Cage trap]]s will work too; however, caged necromancers appear to no longer revive anything.  You must put necromancers on a restraint afterwards if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered, and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the monarch in question must be isolated from any corpses, as ''they'' may be friendly, but the zombies they tend to create... will be of the dwarven-arm-ripping variety. They should either be isolated from the dead with a [[burrow]], or assigned to training/killing reanimation duties. Regardless, necromancers are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
===Visitors or immigrants===&lt;br /&gt;
[[File:necro_and_giant.png|thumb|260px|right|A hostile giant resurrected by a necromancer, making it cause ''more'' havoc on a fortress.]]Necromancers may also casually arrive as [[visitor]]s or [[immigrant]]s in your fortress. When visiting, they won't attack you or attempt to raise any corpse they see – they came to relax, and just happen to know the secrets of life and death (the visitors are normally, though not necessarily always, [[Villain|scheming something]]). They ''will'', however, use their powers in combat (for instance, if they enlist as mercenaries in your squads), but not necessarily mindless corpse-raising – they may revive one of your dwarves that just died as an [[intelligent undead]], who is loyal to your fortress and has extra powers. Necromancer immigrants can be put to work like any other immigrant dwarf – this may be bad for your meat supply when they practice their craft on the corpses produced by your hunters, however.&lt;br /&gt;
&lt;br /&gt;
Unless one knows exactly what they're doing, it may be in the player's best interest not to put necromancers in their military, as they can – in a combat-induced panic – resurrect enemies that will continue harassing your fortress. Not only that, but due to the now-zombified enemy not feeling any pain and ''already'' being dead, it may take more effort to kill them. Again.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in towers {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. Towers require abundant human populations (low savagery, large tracts of neutral land) and a high number of secrets to be generated in world generation. Elves or goblins cannot become necromancers through normal means (bestowed by a death god) as their immortality means they cannot become obsessed with their own mortality. They can still learn the secrets of life and death by reading them, however.&lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible{{verify}}, and due to the fact that lighting barely exists yet, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a fellow necromancer, is by far the easiest way to obtain the slab/a book. Seriously. The undead are {{token|OPPOSED_TO_LIFE}}, but these night creatures are {{token|NOT_LIVING}}, so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. Be advised that you cannot become a necromancer as an [[experiment]].&lt;br /&gt;
&lt;br /&gt;
* '''4. Fire. A lot of fire.'''&lt;br /&gt;
The undead hordes will not cross small fires. The aspiring adventurer can outrun undead, leading them away from the tower, then run for the entrance. If there are more undead inside, run away. Repeat this until the undead have emptied from the tower, outrunning them and herding them. Run to the tower entrance and light fires around it, sealing them out. Take your time, enjoy the books, maybe mess with a necromancer. When you're ready to leave, scale the wall or jump over the fire. Bonus points: completely enclose the undead in a fire circle they cannot escape from. Side note: while running from undead, igniting the grass in clever places will slow them down even further.&lt;br /&gt;
&lt;br /&gt;
* '''5. Vampire recruit'''&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
* '''6. Leapfrog'''&lt;br /&gt;
{{k|j}}umping is an often overlooked but fairly powerful combat tool, especially against large hordes of very stupid zombies. Huge numbers have no impact of how effective jumping is, and zombies don't really try all that hard to get out of your way. It's fairly easy to just leap through entire hordes of zombies until you get to the tower proper, at which point you can just dash up some stairs and wait a bit for the zombies to forget you. The actual sentient inhabitants of the tower are strangely hospitable (even to the living) and don't seem to mind you that much, although some experiments seem to turn aggressive if you try talking to them. Once you've found the secret the zombies have probably forgotten about you and will ignore you now that you're also a night creature, and any that still remember you can be dispatched easily without causing any more trouble.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and can't get tired or exhausted, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural {{token|MAXAGE}} is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your physical [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise them to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, including 0.47.05, probably due to a bug, or it's a design choice. Because let's be honest, just because you're a necromancer doesn't mean you can't learn new things, right?)&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
It is worth noting that you can only raise corpses with intact heads or grasping body parts (hands). That is, if the creature's head and hands explode into gore, collapses into gore, or are otherwise &amp;quot;pulped&amp;quot; via damage to the head or torso, then that corpse cannot be raised. It is still possible, however, to raise a corpse that has had its head completely severed. The arms and head of a single individual can also be raised as different zombies, granted they are separated properly to begin with.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapon and wrestling skills and can be used to build for you, including animated body parts. A crafty adventurer may cut the limbs off their undead slaves and reanimate them, counting as an additional companion, and reducing build time. However, while a necromancer can still be friendly to mortals, its minions will attack everything living in sight.&lt;br /&gt;
&lt;br /&gt;
For combat, because raised dead lose all their skills as well as the ability to learn, only the attributes and size of the creature at the time of their death are important.&lt;br /&gt;
&lt;br /&gt;
As in fortress mode, necromancer companions and NPCs will automatically raise the dead when in the heat of battle. To counter this in adventure combat, mangle a sentient being using a blunt weapon so they can never be raised, or butcher them once and mangle the raised skin. Butchering doesn't take time, so it doesn't hurt to immediately butcher someone you killed.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can destroy someone's soul by raising a corpse as a non-intelligent undead. This rewrites their faction and soul traits, and any subsequent resurrection will raise them as a soulless creature loyal to you. This is very useful when you are in mass combat.&lt;br /&gt;
&lt;br /&gt;
Be warned that raising a corpse in front of a lot of people who are already in combat will cause a lag spike.&lt;br /&gt;
&lt;br /&gt;
==[[Object testing arena]]==&lt;br /&gt;
Necromancy can be assigned to any creature by simply changing the &amp;quot;effect&amp;quot; of the spawned creature to &amp;quot;necromancer&amp;quot; by pressing {{k|u}}. As expected, necromancers will reanimate dead creatures and severed body parts, though, depending on which team the player has set for the spawned necromancer and that of any creature that died that said necromancer chose to resurrect, strange behaviors can occur.&lt;br /&gt;
&lt;br /&gt;
For example, a necromancer revives the body parts of a dead, dismembered dwarf in an effort to aid itself in fighting, but because the dwarf was on the &amp;quot;independent&amp;quot; team (or just a different one from the necromancer), the body parts just end up attacking the necromancer that raised them. So said necromancer may end up killing what it resurrected, only to keep resurrecting what it just killed to fight it again, which can happen over and over in an endless loop – all due to the clashing of how the arena handles teams/sides and the necromancer's natural AI in raising the dead to help itself.&lt;br /&gt;
&lt;br /&gt;
==Modding==&lt;br /&gt;
{{mod}}&lt;br /&gt;
It is entirely possible to create your own unique secret class, with powers ranging from material emission (fireballs, firebreath, [[Material definition token#SYNDROME|syndrome-inducing materials]]) to turning corpses into enthralled creatures, such as giant lions.&lt;br /&gt;
This can be accomplished by creating an &amp;quot;interaction_secretnamehere&amp;quot; raw file with the appropriate [[interaction token]]s.&lt;br /&gt;
&lt;br /&gt;
It is also possible to increase the number of necromancers, and therefore [[Tower_(necromancy)| towers]], by permitting more races to have necromancers. This can be done by adding mortality to races that are not mortal ([[Elf|Elves]] and [[Goblin]]s) with the {{token|MAXAGE}} token, or by adding intelligence to other creature tokens. Even having the ability to pray seems to add yet more original necromancers (that have discovered the secret by worshiping). This could be done by giving religion to races that don't have it, like goblins (see some digging on these subjects here: http://www.bay12forums.com/smf/index.php?topic=161352.0, http://www.bay12forums.com/smf/index.php?topic=154533.0). It also seems that having a DEATH [[Entity_token#RELIGION_SPHERE|sphere]] in the religion of the race vastly increases its chances of discovering the secrets of life and death.&lt;br /&gt;
&lt;br /&gt;
Example: &lt;br /&gt;
Modded goblin race with:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&lt;br /&gt;
	[RELIGION:PANTHEON]&lt;br /&gt;
	[RELIGION_SPHERE:DEATH]&lt;br /&gt;
 &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
in entity_default and:[MAXAGE:200:250] in creature_standard, will generate a lot of tower-building necromancers.&lt;br /&gt;
&lt;br /&gt;
Doing this for all races with massive population amounts in your world will ensure that towers and, therefore, undead are present in large numbers for more [[fun]]. &lt;br /&gt;
[[File:necromancer_preview.jpg|thumb|360px|center|One of the worst ways to deal with grief.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ChrisCold''&amp;lt;/small&amp;gt;.]]&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version 0.47.04)|&lt;br /&gt;
[INTERACTION:SECRET_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:SECRET]&lt;br /&gt;
		[IS_NAME:the secrets of life and death]&lt;br /&gt;
		[IS_SPHERE:DEATH]&lt;br /&gt;
		[IS_SPHERE:NIGHTMARES]&lt;br /&gt;
		[IS_SECRET_GOAL:IMMORTALITY]&lt;br /&gt;
		[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]&lt;br /&gt;
		[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:MORTAL]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:CAN_SPEAK]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:necromancer:necromancers:necromantic:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0:ABRUPT]&lt;br /&gt;
			[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Animate corpse]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Raise damned butcher]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_UNDEAD_RES_11]&lt;br /&gt;
				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
				[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
				[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
				[CDI:WAIT_PERIOD:10]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon bogeymen]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:100]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Summon nightmare]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
				[CDI:VERB:call upon the night:calls upon the night:NA]&lt;br /&gt;
				[CDI:WAIT_PERIOD:12000]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Create ghoul]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_ANIMATE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_ANIMATION]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
	[I_EFFECT:ANIMATE]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:130:0:TOUGHNESS:300:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_SPEED_CHANGE:SPEED_PERC:60:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_UNDEAD_RAISE_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:CORPSE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_ITEM]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_REQUIRES:FIT_FOR_RESURRECTION]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_MANUAL_INPUT:corpses]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:RESURRECT]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:RAISED_UNDEAD]&lt;br /&gt;
			[CE_DISPLAY_TILE:TILE:165:3:0:1:START:0:ABRUPT]&lt;br /&gt;
			[CE_DISPLAY_NAME:NAME:damned butcher:damned butchers:damned butcher:START:0:ABRUPT]&lt;br /&gt;
			[CE_PHYS_ATT_CHANGE:STRENGTH:200:1000:TOUGHNESS:200:1000:START:0:ABRUPT]&lt;br /&gt;
			[CE_ADD_TAG:NO_AGING:NOT_LIVING:STERILE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
			[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
			[CE_CAN_DO_INTERACTION:START:0:ABRUPT]&lt;br /&gt;
				[CDI:ADV_NAME:Propel away]&lt;br /&gt;
				[CDI:INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
				[CDI:TARGET:B:LINE_OF_SIGHT]&lt;br /&gt;
				[CDI:TARGET_RANGE:B:25]&lt;br /&gt;
				[CDI:BP_REQUIRED:BY_TYPE:GRASP]&lt;br /&gt;
				[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
				[CDI:VERB:make a flicking motion:makes a flicking motion:NA]&lt;br /&gt;
				[CDI:MAX_TARGET_NUMBER:B:1]&lt;br /&gt;
				[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_RES_POWER_11_1]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
		[I_TARGET:B:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_MANUAL_INPUT:target]&lt;br /&gt;
	[I_EFFECT:PROPEL_UNIT]&lt;br /&gt;
		[IE_PROPEL_FORCE:100000]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_B_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_SUMMON_N_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_TARGET:A:LOCATION]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_LOCATION]&lt;br /&gt;
	[I_TARGET:B:LOCATION]&lt;br /&gt;
		[IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5]&lt;br /&gt;
	[I_EFFECT:SUMMON_UNIT]&lt;br /&gt;
		[IE_TARGET:B]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[IE_CREATURE_CASTE_FLAG:NIGHT_CREATURE_NIGHTMARE]&lt;br /&gt;
		[IE_TIME_RANGE:200:300]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:SECRET_GHOUL_11]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[EXPERIMENT_ONLY]&lt;br /&gt;
	[I_SOURCE:EXPERIMENT]&lt;br /&gt;
		[IS_HIST_STRING_1: infected ]&lt;br /&gt;
		[IS_HIST_STRING_2: with a contagious ghoulish condition]&lt;br /&gt;
		[IS_TRIGGER_STRING_SECOND:have]&lt;br /&gt;
		[IS_TRIGGER_STRING_THIRD:has]&lt;br /&gt;
		[IS_TRIGGER_STRING:been infected with a contagious ghoulish condition]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the ghoulish condition]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
		[IT_MANUAL_INPUT:victim]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
		[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
		[SYN_CLASS:GHOUL]&lt;br /&gt;
		[CE_FLASH_TILE:TILE:165:4:0:1:FREQUENCY:2000:1000:START:0:ABRUPT]&lt;br /&gt;
		[CE_DISPLAY_NAME:NAME:diseased ghoul:diseased ghouls:diseased ghoul:START:0:ABRUPT]&lt;br /&gt;
		[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0:ABRUPT]&lt;br /&gt;
		[CE_REMOVE_TAG:TRANCES:MISCHIEVOUS:START:0:ABRUPT]&lt;br /&gt;
		[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:SECRET_GHOUL_11:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromancer]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=299233</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Steel&amp;diff=299233"/>
		<updated>2024-04-24T03:34:05Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Alloy3&lt;br /&gt;
|name=Steel&lt;br /&gt;
|sample=&lt;br /&gt;
[[File:SteelSample.png|256px|center|frameless]]&lt;br /&gt;
|color=0:7:1&lt;br /&gt;
|color1=0:0:1&lt;br /&gt;
|color2=0:0:1&lt;br /&gt;
|color3=7:0:1&lt;br /&gt;
|tile3=•&lt;br /&gt;
|uses=&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[iron]] [[bar]] &lt;br /&gt;
* 1 [[pig iron]] [[bar]] &lt;br /&gt;
* 1 [[flux]] [[stone]]&lt;br /&gt;
* 1 [[fuel|coal]] [[bar]] &lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
{{firemagmasafe|yes|yes}}&lt;br /&gt;
* [[Melting point]] {{ct|12718}}&lt;br /&gt;
* [[Boiling point]] {{ct|14968}}&lt;br /&gt;
* [[Ignition point]] none&lt;br /&gt;
* [[Solid density]] 7850&lt;br /&gt;
* Liquid [[density]] 6980&lt;br /&gt;
* [[Specific heat]] 500&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is an [[alloy]] of [[iron]] and carbon ([[fuel|refined coal]]), made at a smelter. It is the best common [[metal]] for smithing most [[weapon]]s and [[armor]]. Steel also has the third highest value of all metals, tied with that of [[gold]].&lt;br /&gt;
&lt;br /&gt;
Steel can be created at a [[smelter]] by a [[dwarf]] with the [[furnace operator]] [[labor]] activated.&lt;br /&gt;
&lt;br /&gt;
Only dwarven [[civilization]]s produce and regularly make use of steel, and its production could be seen as a dwarf state secret – [[human]] and [[goblin]] civilizations make do with lesser metals and alloys like [[bronze]], iron and [[copper]].&lt;br /&gt;
&lt;br /&gt;
==Sedimentary layers==&lt;br /&gt;
To smelt steel, you will need [[iron]] [[bar]]s, [[flux]] stone, and [[fuel]]. Flux is used to remove impurities, including carbon, during the smelting process, while fuel (charcoal or coke) removes oxygen and puts back in a small amount of carbon. The end result is steel: iron with just the right amount of carbon in it. The three ores of iron (hematite, magnetite, and limonite) can only be found in [[sedimentary layer]]s, with the exception of hematite, which can occasionally be found in igneous extrusive layers. Furthermore, four of the five [[flux]] stones (calcite, chalk, dolomite, and limestone) are found only in sedimentary layers, as well as both [[coal]] ores (bituminous coal and lignite).&lt;br /&gt;
&lt;br /&gt;
If you have no sedimentary layers at your fortress site, your only hope to make steel is with:&lt;br /&gt;
* hematite from [[igneous extrusive]] layers, or iron ore imported from [[trade]] caravans, or [[melt]]ing iron items brought by [[siege]]rs ([[goblinite]]) and caravans&lt;br /&gt;
* marble from [[metamorphic]] layers, or imported [[flux]]&lt;br /&gt;
* [[charcoal]] from [[wood]], or coke from imported [[bituminous coal]] or [[lignite]]&lt;br /&gt;
&lt;br /&gt;
If you embark in a forest [[biome]], you can produce thousands of units of wood from the surface trees alone, without even tapping into the [[cavern]]s.  Charcoal requires more labor per unit than coke, but is often easier to acquire.&lt;br /&gt;
&lt;br /&gt;
Note that bituminous coal and lignite, like most stones, cost only 3☼ at embark or from caravans. With [[Sample_Starting_Builds#Minmax_build|a cunning-enough starting build]], it is possible to embark with enough coal boulders to produce several hundred units of coke, but only if your parent [[civilization]] has access to coal; otherwise, it will not be available at all.&lt;br /&gt;
&lt;br /&gt;
==Recipe==&lt;br /&gt;
&amp;lt;!-- EDITORS: If you think these calculations are incorrect, please explain on the Talk page. Also see &amp;quot;100% Recipe&amp;quot; in notes at bottom.  --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Steel production is fairly complex compared to the creation of other [[alloy]]s, which only involves one step to combine bars of different pure metals to create the final product. Steelmaking from iron bars* has 2 steps, and both steps require coke or charcoal ''as part of the actual reaction'', combining that &amp;quot;[[fuel]]&amp;quot; with the other ingredients. This is required ''in addition'' to any heating source, if using a non-magma smelter (full details below).&lt;br /&gt;
&lt;br /&gt;
: ''(* If starting from iron ''[[ore]]'', you will first need to create iron bars. Steel (or Pig Iron) cannot be created directly from ore. 1 ore creates 4 bars, but the recipe only requires 2 at a time.)''&lt;br /&gt;
&lt;br /&gt;
'''Recipe:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necessary ingredients; produces '''2 bars of steel''':&lt;br /&gt;
* 2 bars [[iron]]&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
* 2 units [[flux]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
* 4 units of [[fuel]] (or only 2 if magma powered)&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
# Unless you are using a [[magma smelter]], melting iron [[ore]] to create iron bars also requires +1 unit of fuel at a conventional ('''non'''-[[magma smelter|magma]]) [[smelter]], producing a total of 4 bars of iron, twice what the recipe uses. This translates to also needing &amp;quot;half a unit&amp;quot; of additional fuel to the ingredients above for each recipe. Since you cannot use &amp;quot;half a unit&amp;quot;, you will need a full unit up front, producing 4 iron bars to start, so add that in to any larger, long-term calculations for ore -&amp;gt; steel.&lt;br /&gt;
# [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], and/or [[Marble]]&lt;br /&gt;
# For larger production runs, if using a '''non'''-[[magma smelter]], you may also have to create more fuel. This means either burning wood at a [[wood furnace]], or using 1 fuel to turn [[bituminous coal]] into +8 fuel each or [[lignite]] into +4 fuel each. Add this to any larger, long-term calculations for steel production. (Read: Don't get caught short, and don't consume your very last fuel without a way of producing more!)&lt;br /&gt;
&lt;br /&gt;
[[Image:SteelSword.png|thumb|right|200px|''A [[steel]] [[short sword]].'']]&lt;br /&gt;
'''Step 1:''' Use one iron bar to '''create [[pig iron]]''':&lt;br /&gt;
&lt;br /&gt;
* 1 bar of [[iron]]&lt;br /&gt;
* 1 [[flux]] stone&lt;br /&gt;
* 1 unit of [[fuel]] (as a source of carbon)&lt;br /&gt;
* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
'''Produces''':&lt;br /&gt;
* 1 bar of pig iron&lt;br /&gt;
&lt;br /&gt;
'''Step 2:''' Combine the pig iron bar with the second iron bar to '''produce steel''':&lt;br /&gt;
&lt;br /&gt;
* 1 bar of iron&lt;br /&gt;
* 1 bar of pig iron&lt;br /&gt;
* 1 [[flux]] stone&lt;br /&gt;
* 1 unit of fuel (as a source of carbon)&lt;br /&gt;
* 1 unit of fuel, or magma (to heat the forge)&lt;br /&gt;
'''Produces''':&lt;br /&gt;
*'''2 bars of steel'''&lt;br /&gt;
&lt;br /&gt;
To go from raw materials to finished products (assuming 1 bar per crafted item) at a conventional forge, a total of...&lt;br /&gt;
* 8 iron bearing ore (= 32 iron bars)&lt;br /&gt;
* 32 flux stone&lt;br /&gt;
* 13 bituminous coal (or 26 lignite or 104 logs)&lt;br /&gt;
... will have no leftover raw material and will yield '''32''' single-bar steel items.  This is assuming, of course, that your dwarves can time-travel, and use the last remaining piece of coke to fire the [[furnace]], to create the first [[fuel]] to get things rolling.&lt;br /&gt;
 [[File:SteelChart.png|center|450px]]&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~&lt;br /&gt;
&lt;br /&gt;
==100% Reaction Recipes==&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Magma + catalyst '''&lt;br /&gt;
&lt;br /&gt;
1 [[iron]] [[ore]] + 4 [[flux]]stone  + 4 [[fuel]] = 4 bars of steel&lt;br /&gt;
* 4 Bituminous coal + 9 [[iron]] [[ore]] + 36 [[Flux]]stone = 36 bars of steel&lt;br /&gt;
* 4 [[Lignite]] + 5 [[iron]] [[ore]] + 20 [[Flux]]stone = 20 bars of steel&lt;br /&gt;
* 8 [[Wood]] + 2 [[iron]] [[ore]] + 8 [[Flux]]stone = 8 bars of steel&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''' Recipe: Non-Magma '''&lt;br /&gt;
&lt;br /&gt;
* 9 [[wood]] + 1 [[iron]] [[ore]] + 4 [[flux]]stone = 4 bars of steel&lt;br /&gt;
* 9 bituminous coal + 8 [[iron]] [[ore]] + 32 [[flux]]stone = 32 bars of steel&lt;br /&gt;
* 9 [[lignite]] + 4 x [[iron]] [[ore]] + 16 x [[flux]]stone = 16 bars of steel&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Automated steel production==&lt;br /&gt;
&lt;br /&gt;
You can fully automate the production of steel via the use of a [[work order]]. The arrangement of these orders would be:&lt;br /&gt;
&lt;br /&gt;
:*Make 9 [[coke]] from [[bituminous coal]] (18 [[lignite]], or 72 [[charcoal]]), then add the {{K|c}}ondition to restart if completed, checked daily (press {{K|+}} or {{K|-}} until &amp;quot;Restart if completed, checked daily&amp;quot; is visible).&lt;br /&gt;
:*Smelt 8 [[magnetite]] ''(or [[hematite]] or [[limonite]])'' [[ore]], then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 9 [[coke]] from [[bituminous coal]]&amp;quot;&lt;br /&gt;
:*Make 16 pig iron bars, then add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Smelt 8 magnetite ''(or etc.)'' ores&amp;quot;&lt;br /&gt;
:*Make 16 steel bars, then  add the {{K|c}}ondition to restart if completed, checked daily. then set the {{K|o}}rder condition to &amp;quot;Make 16 pig iron bars&amp;quot;&lt;br /&gt;
:*Wait until the &amp;quot;Smelt 8 magnetite&amp;quot; order activates (once the coke or charcoal is done) to set its {{K|o}}rder condition to &amp;quot;Make 16 steel bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This automated process would produce 32 steel bars every 4 days, assuming you have an adequate flow of ore, coke-producing stone, flux stone and labourers. You can also make multiple work order sets to increase production as much as necessary.&lt;br /&gt;
&lt;br /&gt;
When using all magma furnaces, the ratio changes to 4 coke (from bituminous coal), 9 iron ore, 18 pig iron, and 18 steel bars. This process should produce 36 steel bars every 4 days with 0 extra products.&lt;br /&gt;
&lt;br /&gt;
Alternatively, you can put together a pipeline:&lt;br /&gt;
&lt;br /&gt;
* Make coal from your preferred fuel if there's less than 20 refined coal and more than 10 of your preferred fuel&lt;br /&gt;
* Make pig iron if there's less than 20 pig iron and more than 10 each of coal, iron, and flux&lt;br /&gt;
* Make steel if there's less than (however much) steel and more than 10 each of pig iron, iron, and flux&lt;br /&gt;
&lt;br /&gt;
You will need stockpiles of the intermediate products, and there will be some sitting around, but this will make more steel whenever you use up some.&lt;br /&gt;
&lt;br /&gt;
==Planned Steel Production==&lt;br /&gt;
It is always recommended to have more [[iron]] bars than [[pig iron]] bars because, supposing you have an abundance of [[charcoal]]/[[coke]] and [[flux]], you can always turn iron into pig iron, but not vice versa. In a fortress with only a limited number of iron bars and pig iron bars, you want to plan the two steps of steel production to maximize the steel bar yield:&lt;br /&gt;
* Step 1: Make pig iron bars, but also leave enough iron bars available for step 2 of the steel bar production&lt;br /&gt;
* Step 2: Have iron bars and pig iron bars in ratio 1:1, process them into steel bars&lt;br /&gt;
&lt;br /&gt;
===Questions===&lt;br /&gt;
* How many pig iron job orders should be issued to result in a 1:1 iron to pig iron ratio?&lt;br /&gt;
* How many steel bars can be optimally produced from all this?&lt;br /&gt;
&lt;br /&gt;
===General formulas===&lt;br /&gt;
Variables:&lt;br /&gt;
    ''i'': number of available iron bars&lt;br /&gt;
    ''p'': number of available pig iron bars&lt;br /&gt;
&lt;br /&gt;
Formula for stage 1, pig iron production plan:&lt;br /&gt;
&lt;br /&gt;
    ''j'': job orders for pig iron production to be issued&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2 (round down for iron surplus, or up for pig iron surplus)&lt;br /&gt;
&lt;br /&gt;
It is recommended to round down for iron surplus. Should need arise, an iron bar can be forged into a [[weapon]], whereas a pig iron bar cannot.&lt;br /&gt;
&lt;br /&gt;
Formula for the potential steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'': number of potential steel bars&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
&lt;br /&gt;
===Example===&lt;br /&gt;
'''Question:'''&lt;br /&gt;
&lt;br /&gt;
If I have 32 iron bars and 8 pig iron bars, how many steel bars can I produce from this and how? (Presupposing an abundance of [[flux]] and [[fuel]])&lt;br /&gt;
&lt;br /&gt;
'''Current stocks:'''&lt;br /&gt;
* 32 iron bars&lt;br /&gt;
* 8 pig iron bars&lt;br /&gt;
    ''i'' = 32&lt;br /&gt;
    ''p'' = 8&lt;br /&gt;
&lt;br /&gt;
'''Calculation:'''&lt;br /&gt;
&lt;br /&gt;
Formula for pig iron job orders, (where ''i'' &amp;gt; ''p''):&lt;br /&gt;
&lt;br /&gt;
    ''j'' = (''i'' – ''p'')/2&lt;br /&gt;
    ''j'' = (32 – 8)/2&lt;br /&gt;
    ''j'' = 24/2&lt;br /&gt;
&lt;br /&gt;
    ''j'' = 12 (rounded down)&lt;br /&gt;
&lt;br /&gt;
Formula for expected steel bar yield:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 2 * (round_down(''j'') + p)&lt;br /&gt;
    ''s'' = 2 * (12 + 8)&lt;br /&gt;
    ''s'' = 2 * 20&lt;br /&gt;
&lt;br /&gt;
    ''s'' = 40&lt;br /&gt;
&lt;br /&gt;
This can also be calculated from the initial amounts:&lt;br /&gt;
&lt;br /&gt;
    ''s'' = ''i'' + ''p'' rounded down to the closest even number&lt;br /&gt;
&lt;br /&gt;
'''Answer:'''&lt;br /&gt;
&lt;br /&gt;
From 32 iron bars and 8 pig iron bars, 40 steel bars can be produced. Here is how:&lt;br /&gt;
&lt;br /&gt;
'''Plan:'''&lt;br /&gt;
* Stage 1: Issue 12 job orders to make pig iron bars. This will turn 12 iron bars into 12 pig iron bars. 20 of our original 32 iron bars will remain. 12 new pig iron bars are produced, increasing pig iron bar stocks from 8 to 20.&lt;br /&gt;
* Stage 2: After stage 1 is completed, we will have 20 iron bars and 20 pig iron bars. We issue 20 job orders to make steel bars (each job order will produce two steel bars).&lt;br /&gt;
* Result: 40 new steel bars, 0 iron bars, 0 pig iron bars left unused. &lt;br /&gt;
Note: 10 metal bars can produce a full set of [[armor]] and a [[weapon]] for one [[soldier]].&lt;br /&gt;
&lt;br /&gt;
===Simplification, rule of thumb===&lt;br /&gt;
If there are at least 20 iron bars more than pig iron bars, issue a job order to make 10 [[pig iron]] bars. If not, issue job orders to make steel bars, as many as there are pig iron bars.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = deler&lt;br /&gt;
| elvish  = inire&lt;br /&gt;
| goblin  = zodsto&lt;br /&gt;
| human   = kadest&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=299232</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=299232"/>
		<updated>2024-04-24T03:19:12Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Dead */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:civilization_v50_preview.png|right]]A '''civilization''' (also known as an '''entity''') is an organized society formed by a group of distinct, [[Learning|intelligent]] [[creature]]s. Civilizations are characterized by recognizable [[names and symbols]], [[Performer|art forms]], and [[language]]s, communities possessing common [[ethic]]s and [[Personality trait#Beliefs|value]]s, the development of advanced [[site]]s and [[structure]]s, the use of defined resources, governing systems with individuals or groups exercising authority, interactions with the [[surroundings|environment]], and the creation of complex relationships and [[diplomacy]] between other entities, which can result in global networks of [[trade]], the sharing of [[knowledge]], and conflicts due to disagreements, which may break out into [[war]].&lt;br /&gt;
&lt;br /&gt;
[[World generation]] controls the number of civilizations in each world. All civilizations will initially be one of the five main [[race]]s, although over time, individuals of other races can join them. In [[dwarf fortress mode]], only [[dwarven]] civilizations are currently playable by default; to play as others requires [[modding]]. [[Adventurer mode|Adventurer]]s can be from dwarven, [[elven]], or [[human]] civilizations, or they can be human outsiders from no civilization.&lt;br /&gt;
&lt;br /&gt;
To start an (''unmodded'') game in fortress mode, there must be one or more dwarven civilizations; by default, the [[Advanced_world_generation#Playable_Civilization_Required|Playable Civilization Required]] option ensures this is true. You can select your civilization at the [[location|site selection]] screen, and each will have some different items available for you to [[embark]] with.&lt;br /&gt;
&lt;br /&gt;
Civilizations also determine what types of items a particular civilization can craft, that is why sometimes in a game, for example, your dwarven civilization might not know how to make a specific item, such as low boots.&lt;br /&gt;
&lt;br /&gt;
==Types of civilizations==&lt;br /&gt;
===Mountain===&lt;br /&gt;
The '''mountain civilization''' is established by the [[dwarf|dwarves]] [[File:Dwarf sprite.png|20px]] / {{Tile|☺|3:0}}. Mountain civilizations centralize in [[industry]], [[alcohol]], [[mining]] deep, producing ☼masterful [[craft]]s☼, and creating pretty epic [[stories]]. Mountain civilizations build great [[fortress]]es on the edge of mountain ranges, smaller [[hillock]]s in the hill-lands, and [[mountain halls]] deep in the mountain. Fortresses and mountain halls are connected by roads and underground [[tunnel]]s.&lt;br /&gt;
&lt;br /&gt;
===Plains===&lt;br /&gt;
The '''plains civilization''' is established by the [[human]]s [[File:Human sprite.png|20px]] / {{Tile|U|3:0}}. Humans are the most variable out of all the civilizations. Plains civilizations build vast [[town]]s and rural [[hamlet]]s in low plains near bodies of water. Broad roads connect nearby towns together.&lt;br /&gt;
&lt;br /&gt;
===Forest===&lt;br /&gt;
The '''forest civilization''' is established by the [[elf|elves]] [[File:Elf sprite.png|20px]] / {{Tile|e|3:0}}. Forest civilizations are firmly devoted to the protection and well-being of nature, including [[tree]]s. ''Especially'' trees. Harming plants (most importantly, trees) is considered an unspeakable crime. Forest civilizations build [[forest retreat]]s made of large, outdoor structures of living trees in wooded areas.&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
The '''evil civilization''' is established by the [[goblin]]s [[File:Goblin sprite.png|20px]] / {{Tile|g|7:0}}. Evil civilizations are keen on going to war and &amp;lt;s&amp;gt;rescuing&amp;lt;/s&amp;gt; [[snatcher|kidnapping]] innocent children. They are undoubtedly the most cruel of all the civilizations. Evil civilizations construct sinister [[dark fortress]]es and blot the land with [[dark pit]]s.&lt;br /&gt;
&lt;br /&gt;
Evil civilizations are formed by certain supernatural [[demon|beings]] from an [[hidden fun stuff|eerie place]].&lt;br /&gt;
&lt;br /&gt;
===Skulking===&lt;br /&gt;
The '''skulking civilization''' is established by the [[kobold]]s [[File:Kobold sprite.png|20px]] / {{Tile|k|6:0}}. Skulking civilizations [[thief|steal]] items from nearby civilizations and stay distant from other affairs, populating the natural [[cave]]s. Cave residents do not show as neighbors on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
===Subterranean animal people===&lt;br /&gt;
Unnamed tribes spawn in deep [[cavern]]s underground, and are populated by various [[animal people|humanoids resembling animals]], forming small, crude camps. Creatures that form underground civilizations are as follows:&lt;br /&gt;
&lt;br /&gt;
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
&lt;br /&gt;
==Dead and struggling civilizations==&lt;br /&gt;
When a civilization is destroyed by war or other calamities, it becomes a dead civilization. A civilization that is quite close to being dead is said to be struggling or dying.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, a player may embark while part of a struggling civilization – sometimes even as part of a dead civilization.&lt;br /&gt;
If you are embarking as a dead or struggling civilization, you are warned about that at embark. It can be tricky to determine if your civilization is struggling or dead, but here are some indicators:&lt;br /&gt;
&lt;br /&gt;
===Struggling===&lt;br /&gt;
*The dwarven caravan may appear, but may also be absent for one or several years at a time.&lt;br /&gt;
*The outpost liaison may also appear with the caravan, but could also be absent (even if the caravan comes) for several years.&lt;br /&gt;
*Migrants should arrive as normal.&lt;br /&gt;
*Your (struggling) civilization will show on the Civilization screen right after embark, though it may be said to have no important leaders.&lt;br /&gt;
*A monarch might be appointed: most likely triggered by some unknown event, at which one of your dwarves become monarch after a polite discussion with its peers, but at the latest at the turn of the second year of your fortress (and frequently it's the expedition leader). Note that a monarch can be elected in your fortress even when the civilization was healthy at embark, in which case the election was triggered by the death of the previous monarch and nobody was elected at the other sites.&lt;br /&gt;
&lt;br /&gt;
===Dead===&lt;br /&gt;
*All dwarven civilizations in existence are dead. If at least one is not, the dead ones will not be available for embark.&lt;br /&gt;
*Only two migrant waves, no more.&lt;br /&gt;
*No dwarven caravans, ever.&lt;br /&gt;
*No monarch in the fortress or out in the world, ever.&lt;br /&gt;
*Right after embark, the Civilization screen is completely empty. Your (dead) dwarven civilization will show up once you make contact with any other civilization, including kobolds.&lt;br /&gt;
&lt;br /&gt;
If your dying civilization has no sites, but isn't being treated as dead, it may be because remaining historical populations (often nobles/monarchs) remain behind at a ruined site, possibly because their status as nobles prevents their migration. If having trouble creating a dead civilization, going to some ruins in Dwarf or Adventure mode and killing the site's residents may kill the civilization.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
There exist 7 information screens in the [[Civilization and World Info]] screen: World, Missions, News and Rumors, People, Artifacts, Holdings and Tribute, and Civilizations. &lt;br /&gt;
&lt;br /&gt;
===World===&lt;br /&gt;
The world map can be accessed by pressing {{k|w}} from the [[Civilization and World Info]] menu. Use the cursor keys to navigate around the map and view other lands.&lt;br /&gt;
&lt;br /&gt;
===Missions===&lt;br /&gt;
[[DF2014:Mission|Missions]] are commands that send one or more of your squads to visit sites outside of your fortress. They are created in the [[Civilization and World Info]] screen  (accessed by pressing {{k|c}}-{{k|m}} in the main fortress view). There are multiple types of missions, such as raids, explorations, artifact recovery, and citizen recovery. ([[DF2014:Mission|Mission Page]])&lt;br /&gt;
&lt;br /&gt;
===News and Rumors===&lt;br /&gt;
News and rumors can be accessed from the [[Civilization and World Info]] menu by pressing {{k|n}}.  Display items include:&lt;br /&gt;
* Armies and settlers on the move as moving dots (The dots start at one location and move to a destination)&lt;br /&gt;
* O - Towns that were conquered&lt;br /&gt;
* A - Red: Towns that were attacked &lt;br /&gt;
* A - Yellow: An artifact's last known location&lt;br /&gt;
* R - Refugees fleeing an army&lt;br /&gt;
* P - Political event&lt;br /&gt;
&lt;br /&gt;
===People and Artifacts===&lt;br /&gt;
The People view can be accessed by pressing {{k|p}} from the [[Civilization and World Info]] menu.  It lists the recoverable missing citizens, as well as prisoners in other [[site]]s that you may rescue yourself, and the Artifacts view can be accessed by pressing {{k|a}}, listing all known artifacts.  Artifact recovery missions can be launched by selecting an artifact and pressing {{k|r}}&lt;br /&gt;
&lt;br /&gt;
===Civilizations===&lt;br /&gt;
Civilizations that you have been in contact with (either by trade or war) can be viewed by pressing {{k|c}} to go to the [[Civilization and World Info]] and then {{k|c}}. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and trade agreements for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[death]] and [[fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}. [More information is needed about the other screens.&lt;br /&gt;
&lt;br /&gt;
The {{Tile|P|2:1}} or {{Tile|W|6:4:1}} to the right of the civilization screen indicates the current relationships between the selected civilization with other civilizations on the list. {{Tile|P|2:1}} indicates peace (note for goblins, you will still get sieges even if you are at &amp;quot;peace&amp;quot; with them) and {{Tile|W|6:4:1}} indicates war. As an example, if you select the dwarven civilization, and next to a goblin civilization is {{Tile|W|6:4:1}} (which is not uncommon) it means that—congratulations—your civilization is at war with the goblins. If you view your trade agreements with a civilization you are at war with the imports will be terror and the offerings will be vengeance. Do note that it is possible to be at war with your own civ, this is often caused by [[Mission|raids]].&lt;br /&gt;
&lt;br /&gt;
Be aware that &amp;quot;neighbors&amp;quot; on the screen are not necessarily ''close'' neighbors, they are merely civilizations that have been contacted by yours. Your civilization may have connections with another civilization that is found on the far side of the world.&lt;br /&gt;
&lt;br /&gt;
===Holdings and Tribute===&lt;br /&gt;
Pressing {{k|h}} will change the world tab to a map-like version. You can press {{k|l}} for the legend. Each civilization will have its own symbol surrounded by a certain color of tile. If those tiles are red, you are at war with that civilization. If the tiles are light green, you are at peace. If they are dark blue, it is your civilization. Your site will be surrounded in light blue and your occupied holdings will be surrounded by magenta. Your vassal holdings will be surrounded by a grayish-blue color, and your tributaries will be a {{Tile|T|0:7:0}} surrounded by gray, while occupied tributaries will be an {{Tile|O|0:5:0}} surrounded by purple. If you are economically linked to a settlement, the settlement will show up as an {{Tile|E|0:2:0}} surrounded by green.&lt;br /&gt;
[[File:HoldingsandTribute.png|thumb|right|A world on the Holdings and Tribute tab]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
===Concerning Orcs===&lt;br /&gt;
The orc is a civilization that has been widely popular in the past, but has never been worthy of being in ''Dwarf Fortress''. However, if one would like an orc in their game, they must only overfeed a goblin.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Entity token]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Civilizations can be struggling, even though they should by normal logic be dead, such as having had no living members or sites for over 1,000 years.{{bug|9503}} &lt;br /&gt;
* Dead civilizations' missions never complete. {{bug|10891}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Smoothing&amp;diff=299220</id>
		<title>Smoothing</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Smoothing&amp;diff=299220"/>
		<updated>2024-04-23T05:42:20Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* How to Smooth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:smooth_stone_preview_v50.png|thumb|230px|right|The left room's walls and floor are smoothed. The right room's walls and floor are not.]]'''Smoothing''' rough [[stone]] is a simple way to increase the value of a [[room]]. Walls and floors become Smooth ''Material'' Wall/Floor when smoothed. It is impossible to [[climb]] a smooth wall.&lt;br /&gt;
&lt;br /&gt;
==How to Smooth==&lt;br /&gt;
A dwarf must have the [[Stonecutter|Stonecutting]] labour active. Designate the area to be smoothed ({{k|v}}-{{k|m}}). Note that this can only be done with natural stone – soil cannot be smoothed, and [[construction]]s are already considered to be smooth for most purposes.&lt;br /&gt;
&lt;br /&gt;
Smoothed &amp;quot;natural&amp;quot; [[ice]] has different names from regular smoothed items. The walls are &amp;quot;straight&amp;quot; and floors are &amp;quot;level&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Follow up==&lt;br /&gt;
After a natural stone surface is smoothed, it may be further improved by [[engraving]]. This increases the room's value, but, unlike smoothing, engraving has quality levels. A wall can only be engraved once (for floors, there is a [[DF2014:Engraving#Removal|workaround]]). Using only skilled [[engraver]]s will result in higher room and fortress values.&lt;br /&gt;
&lt;br /&gt;
Smoothed walls are also a prerequisite for carving [[fortification]]s. Engraved walls can also be carved into fortifications, but the engravings will be destroyed in the process.&lt;br /&gt;
&lt;br /&gt;
{{Category|Designations}}&lt;br /&gt;
[[ru:Smoothing]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=299219</id>
		<title>Bogeyman</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Bogeyman&amp;diff=299219"/>
		<updated>2024-04-23T05:41:18Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old|Bogeymen were updated with 0.47.01, are now restricted to certain evil regions and gained new powers}}&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman_sprite_preview.png|right]]A '''bogeyman''' {{Tile|ñ|0:1}} is a procedurally-generated [[night creature]] which is mostly known for attacking unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]] or [[Adventurer mode#Sleep|sleep]] outside at night, alone, within those [[Sphere|domains of evil affiliated with shadows or nightmares]] – both fast travelling and travelling normally on the local map trigger the appearance of bogeymen. The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared.&lt;br /&gt;
&lt;br /&gt;
Graphically, the default sprites that bogeymen use will be of black, mysterious-looking creatures that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s and [[demon]]s. However, given the fact that bogeymen can transform into other creatures, they can borrow other sprites as well.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:bogeymen_transforming_anim.gif|thumb|275px|right|Two bogeymen transforming in the [[object testing arena]].]][[File:Bogeyman Attack.png|thumb|286px|right|A group of bogeymen attacking a hapless adventurer.]]A number of different types of bogeyman are procedurally generated at every world creation, similar to [[night troll]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] – if you prefer not having to deal with bogeymen, generating a world with &amp;quot;{{tt|Number of bogeymen types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, bogeymen all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, some bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey. All bogeymen are intelligent creatures, and reading their description will reveal the bogeyman &amp;quot;hurls vicious insults constantly&amp;quot;. Bogeymen are restricted to regions aligned with [[demon]]ic evil, particularly the [[sphere]]s of nightmares or darkness. Bogeymen can be summoned by [[necromancer]]s with the appropriate [[secret]]s, and by nightmare-aligned [[demon]]s.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are by far the smallest of all night creatures (save transformed small creatures), ranging from 10,000 cm³ to 20,000 cm³, making the largest bogeymen only as big as a [[kobold]]. However, this doesn't mean they should be underestimated; all bogeymen possess Expert [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of being one of the most agile types of creature in the game, which makes them exceptionally hard to hit. Bogeymen can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Bogeymen need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000; due to not existing in [[Fortress mode]], bogeymen never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to be [[Animal trainer|trained]] even if they did spawn in fortresses.&lt;br /&gt;
&lt;br /&gt;
Bogeymen have the powers to transform into animals, as well as to 'call upon the night' and summon other creatures – including more bogeymen! They do this, presumably, by using the [[Interaction_token#I_EFFECT|Summon interaction]]. This can make even a single bogeyman quickly turn into several, which then each begin to summon wild animals such as [[DF2014:Tiger|tigers]]. More research needs to be done on the exact limitations of these abilities, and exact data is difficult to extrapolate due to summon interactions being both new and difficult to reverse engineer.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up, but they, too, vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. They can't be animated by [[necromancer]]s.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately – if you end the game in this way, you will be described in [[legends mode]] as having {{DFtext|died in the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
Bogeymen summoned in fortress mode are friendly.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bogeymen for their ''terror-inspiring antics''.&lt;br /&gt;
&lt;br /&gt;
== Avoiding bogeymen ==&lt;br /&gt;
Bogeymen can be avoided by not traveling in evil, nightmare-aligned regions, and having a companion is no longer necessary to avoid them. &lt;br /&gt;
&lt;br /&gt;
When you are [[ambush]]ed by bogeymen, you will get the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
A turn after receiving this message, 4–6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
If you try to travel or sleep/wait while at least one of the bogeymen is still alive, you will receive the message:&lt;br /&gt;
&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Interestingly, bogeymen will be friendly towards creatures with the {{token|NOFEAR}} token. Playing as one of those will make you totally safe from bogeymen; in an modded game, the (three currently) available creatures with this token are humanoid arachnid people: the [[bark scorpion man]], the [[brown recluse spider man]], and the [[jumping spider man]]. It doesn't prevent bogeyman encounters, however; sleeping in the wilderness may still result in getting surrounded by cackling, and the bogeymen will still teleport towards you, as well as prevent you from sleeping or traveling.&lt;br /&gt;
&lt;br /&gt;
Bogeymen will ambush [[werebeasts]], and are as unfriendly as anyone else toward them, but will vanish on their own within the game hour.&lt;br /&gt;
&lt;br /&gt;
== Dealing with bogeymen ==&lt;br /&gt;
If you're playing as an adventurer with a [[gait|speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
=== Killing them all ===&lt;br /&gt;
The most obvious solution. However, it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a usually trivial task, but don't underestimate their blows. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
=== Surviving until dawn ===&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option: keep on doing that until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
=== Entering a shelter ===&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (currently used) paved roads, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this was one of the reasons why townspeople encouraged you to spend the night in their homes. You can find the nearest shelter by examining the map in your {{k|Q}}uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring. They will not attack again for the rest of the night.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions.&lt;br /&gt;
&lt;br /&gt;
== Fighting bogeymen ==&lt;br /&gt;
Bogeymen are tough because they have very high agility, giving them a high speed and are naturally skilled in unarmed combat and dodging, so their punches hurt and they are difficult to hit. With low weapon skills you'll have a hard time hitting them, but once you can hit them they become very easy to kill. If you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
*A [[shield]] is invaluable, as getting hit can break your bones and quickly spell your death. Ditto for some [[armor]].&lt;br /&gt;
*Legendary [[weapon skill]] or near is highly recommended to help overcome their dodging. &lt;br /&gt;
*Carefully planned maneuvering is the key to survival.&lt;br /&gt;
*Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
*Wrestling moves will usually work. Bogeymen are so small that they have a hard time breaking wrestling holds from the other races. They do not feel pain so breaking bones will not disable them, but breaking a leg will slow them down.&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.&lt;br /&gt;
&lt;br /&gt;
Remember, prone bogeymen are much slower, so charge at them as often as you can, so you can knock them off their feet. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you.&lt;br /&gt;
&lt;br /&gt;
If you are not opposed to cheesy tactics, or just too slow to run away, you can instead block their line of sight by setting grass fires. If you can create at least a partial or full circle of fire around you, the terrestrial bogeymen will be unable to fight you. Once the bogeymen lose sight of your adventurer, it becomes a trivial game of throwing whatever can be grabbed. If you're feeling particularly vindictive, you can jump out of the fire behind them, and just behead them. Be wary of trees, as bogeymen have no qualms about climbing their way to you from above.&lt;br /&gt;
&lt;br /&gt;
If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other night creatures, bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon]]s to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
*Whatever you do, don't allow yourself to get surrounded. If a group of bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at a time if you are fast enough. &lt;br /&gt;
*Don't let bogeymen get the initiative. If you let the bogeyman attack you, their skilled punches will likely break a bone and you'll be dead. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
*If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them – you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest [[town]], [[fortress]], [[cave]] or [[lair]]. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If a bogeyman manages to get too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
[[File:bogeyman2.png|thumb|300px|center|A drawing of bogeymen.&amp;lt;br /&amp;gt;''Art by kruggsmash'']]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.dat in version [[DF2014:Release_information/0.47.04|0.47.04]])|[CREATURE:NIGHT_CREATURE_16]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TRUNK:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small skinless humanoid.  It has a curling trunk and it hurls vicious insults constantly.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_17]&lt;br /&gt;
	[NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[CASTE_NAME:bogeyman:bogeymen:bogeyman]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:50:5000:50000]&lt;br /&gt;
	[NIGHT_CREATURE_BOGEYMAN]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[CLUSTER_NUMBER:4:6]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[PERSONALITY:HUMOR:100:100:100]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:MISERY]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[SPHERE:NIGHTMARES]&lt;br /&gt;
	[BODY_SIZE:0:0:14000]&lt;br /&gt;
	[CREATURE_TILE:164]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TWO_FLIGHTLESS_WINGS:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SKIN]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:SLATE_GRAY]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:0:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
		[STATE_COLOR:ALL:DARK_INDIGO]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[CAN_DO_INTERACTION:BOGEYMAN_POLYMORPH]&lt;br /&gt;
		[CDI:ADV_NAME:Transform]&lt;br /&gt;
		[CDI:TARGET:A:SELF_ONLY]&lt;br /&gt;
		[CDI:USAGE_HINT:DEFEND]&lt;br /&gt;
		[CDI:WAIT_PERIOD:100]&lt;br /&gt;
	[DESCRIPTION:A small humanoid with lidless eyes.  It has thin wings of stretched skin and it hurls vicious insults constantly.  Its slate gray skin is sleek and smooth.  Now you will know why you fear the night.]&lt;br /&gt;
	[PREFSTRING:terror-inspiring antics]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
{{Category|Trapavoid}}&lt;br /&gt;
[[ru:Bogeyman]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Size&amp;diff=299206</id>
		<title>Size</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Size&amp;diff=299206"/>
		<updated>2024-04-22T06:00:50Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''You may be looking for size of [[clothing]], [[armor]], the dimensions of a [[tile]], or the [[List_of_creatures_by_adult_size|list of creatures by size.]]''&lt;br /&gt;
&lt;br /&gt;
'''Size''' is a measure of how big a [[creature]] or [[item]] is, as volume in cubic centimeters[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163], and called {{token|BODY_SIZE|c}} or &amp;lt;code&amp;gt;[[Item_definition_token|[SIZE]]]&amp;lt;/code&amp;gt; in [[raw file]]s.&lt;br /&gt;
&lt;br /&gt;
Size has many important effects on the game, many through its direct effect on item [[weight]], but as [[material science|material properties]] go, its implementation is sometimes underwhelming - witness the incredible compression of matter, space, and time that is the [[QSP]]. When even multiple full grown [[dragon]]s occupy a single square, size becomes a little difficult to contextualize. It doesn't help that a [[bronze colossus]] fits in a basic [[wood]]en [[cage]] (although, a [[fire man]] fits in it too).&lt;br /&gt;
&lt;br /&gt;
Size directly affects such things as [[Weapon#Size|which weapons]] your dwarves can equip, [[butcher]]ing returns, [[storage]] limits, and [[combat]] effectiveness for both creatures and weapons.&lt;br /&gt;
&lt;br /&gt;
Size is used to calculate an item's weight, along with the [[density]] of the underlying material(s):&lt;br /&gt;
:Weight (in Γ) = Density (in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) * Size (in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;) / 1,000,000 (cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; in a m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
Through weight, the size of an item has further ramifications in the game, such as [[hauling]] speed, [[pressure plate]] activation, impact momentum, weight restrictions, and so forth. &lt;br /&gt;
&lt;br /&gt;
The weight of creatures is calculated from the densities and sizes of the layers of their body parts, which currently results in corpse weights that are about 1/3 heavier than expected.&lt;br /&gt;
&lt;br /&gt;
Internally, all custom size numbers are rounded down to the nearest multiple of 10 - thus, if you define an item with [SIZE:15], it will actually behave as if you had specified [SIZE:10].&lt;br /&gt;
&lt;br /&gt;
== Buildings ==&lt;br /&gt;
The {{token|DIM|building}} [[building token]] defines the size of a [[workshop]] or [[building]] in [[tile]]s. This differs from creatures and items in that a building doesn't have a weight, and it's not in cm³, of course.&lt;br /&gt;
&lt;br /&gt;
== Creatures ==&lt;br /&gt;
When it comes to creatures, size is a rough stand-in for [[weight]] since standard flesh weighs about one gram per cubic centimeter. However, in the typical complexity of ''Dwarf Fortress'', there are a number of ''other'' [[material]]s animals can include ([[ivory]], [[hair]], [[horn]], [[shell]], etc.) which have their own densities, shifting a creature's actual weight relative to its size, sometimes significantly (elephant tusks weigh a ''lot''). Creature size is determined by {{token|BODY_SIZE|c}} tokens, often with multiple tokens to set their base size at certain ages.&lt;br /&gt;
&lt;br /&gt;
Bodysize determines several things:&lt;br /&gt;
* Average [[butcher]]ing yields.&lt;br /&gt;
* How much [[damage]] they can absorb (along with morphology).&lt;br /&gt;
* How much damage they can inflict in melee (along with morphology and attack definition [[creature token|token]]s).&lt;br /&gt;
* For creatures that can wear equipment ({{token|EQUIPS|c}}).&lt;br /&gt;
:* What size of equipment a creature can wear; clothing and armor are sized for a specific species and only creatures near that size can wear them.&lt;br /&gt;
:* Weapons have a minimum size that a creature must be to wield them ({{token|MINIMUM_SIZE|wp}} and {{token|TWO_HANDED|wp}}).&lt;br /&gt;
&lt;br /&gt;
The actual size of an individual creature is the result of different effects:&lt;br /&gt;
* The base BODY_SIZE for the species of creature.&lt;br /&gt;
* The [[age]] of the creature; most creatures are born at minimum size and grow to a maximum.&lt;br /&gt;
:* Some, like dragons and most species of snake, grow throughout their entire lifetime and may not live long enough to reach the maximum.&lt;br /&gt;
* Inheritance; many creatures have {{token|BODY_APPEARANCE_MODIFIER|c}}) tokens that allow them to vary in height, width, or length, which they can pass on to children.&lt;br /&gt;
* Muscle mass, determined by its [[strength]] attribute (a thin dwarf with ~44210 size will be ~64210 once they become unbelievably strong), due to muscle having {{token|THICKENS_ON_STRENGTH|tissue}}.&lt;br /&gt;
* Fat mass, due to {{token|THICKENS_ON_ENERGY_STORAGE|tissue}}.{{verify|untested, seems like it should, and a bug if it doesn't}}&lt;br /&gt;
&lt;br /&gt;
Creature sizes range from 1 (small insect [[vermin]]) to 200,000,000 ([[giant sperm whale]]s, the largest creature in the game). See [[List of creatures by adult size]] for details.&lt;br /&gt;
&lt;br /&gt;
=== Sample list of creature sizes in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; ===&lt;br /&gt;
{| {{prettytable}} width=100% class=&amp;quot;sortable&amp;quot; style=&amp;quot;text-align:right&amp;quot; &lt;br /&gt;
|- bgcolor=&amp;quot;#aaaaaa&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Name&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Size at birth&lt;br /&gt;
! style=&amp;quot;text-align:center&amp;quot; | Size at maturity&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Adder]]&lt;br /&gt;
| 15&lt;br /&gt;
| 150&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Smallest (non-vermin) creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Rabbit]]&lt;br /&gt;
| 50&lt;br /&gt;
| 500&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Smallest domestic animal&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cat]]&lt;br /&gt;
| 500&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Kobold]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dog]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dwarf]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 60,000&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant peregrine falcon|Giant tiercel peregrine]]&lt;br /&gt;
| 8,308&lt;br /&gt;
| 113,292&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Smallest [[giant animal]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Water buffalo]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest domestic creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Elephant]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 5,000,000&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest natural land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Cave dragon]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 15,000,000&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest cavernous creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Sperm whale]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 25,000,000 &lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest natural creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Dragon]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 25,000,000&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest [[megabeast]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant elephant]]&lt;br /&gt;
| 4,000,000&lt;br /&gt;
| 40,000,000&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest land-based creature&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | [[Giant sperm whale]]&lt;br /&gt;
| 4,000,000&lt;br /&gt;
| 150,000,000&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot; | Largest creature, period&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
Most items defined in the [[raws]] require a &amp;lt;code&amp;gt;[SIZE]&amp;lt;/code&amp;gt; token, each class of item has its own: for instance, {{token|SIZE|ammo}} for [[ammo]], {{token|SIZE|wp}} for [[weapon]]s, {{token|SIZE|tool}} for [[tool token|tool]]s, and so on.&lt;br /&gt;
&lt;br /&gt;
Item types not defined in the raws also have a size which can be determined from their weight and material density, using DFHack, or code debugging. Some assorted item type sizes, and their [[storage]] capacity when applicable:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot; style=text-align:right&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! style=text-align:center | Item Type&lt;br /&gt;
! style=text-align:center | Volume&lt;br /&gt;
! style=text-align:center | Capacity&lt;br /&gt;
! style=text-align:left | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Bar]]s&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Cut [[gem]]s&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Block]]s&lt;br /&gt;
| 6000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Rough [[gem]]s&lt;br /&gt;
| 2500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Mined [[stone]]&lt;br /&gt;
| 100000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Wood [[log]]s&lt;br /&gt;
| 50000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Door]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Floodgate]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Bed]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Chair]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Chain]]&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Flask]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 1800&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Finished_goods#Goblets|Goblet]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 1800&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Instrument]]&lt;br /&gt;
| 4000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Finished_goods#Toys|Toy]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Window]]&lt;br /&gt;
| 20000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Cage]]&lt;br /&gt;
| 30000&lt;br /&gt;
| 60000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Barrel]]&lt;br /&gt;
| 20000&lt;br /&gt;
| 60000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Bucket]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 6000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Animal trap]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 30000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Table]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Coffin]]&lt;br /&gt;
| 30000&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Statue]]&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Corpse]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Based on the size of the corpse and what it's made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Weapon]]&lt;br /&gt;
| SIZE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Armor]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Depends on armor type and the race it was crafted for.  See [[Material science#Contact Area|here]] for some examples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Shield]]s&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Based on UPSTEP and the race that crafted it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Box]]&lt;br /&gt;
| 20000&lt;br /&gt;
| 60000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Bag]]&lt;br /&gt;
| 1000&lt;br /&gt;
| 60000&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Bin]]&lt;br /&gt;
| 15000&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Armor stand]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Weapon rack]]&lt;br /&gt;
| 10000&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Cabinet]]&lt;br /&gt;
| 30000&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Figurine]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Jewelry|Amulet]]&lt;br /&gt;
| 500&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Finished_goods#Crafts|Scepter]]&lt;br /&gt;
| 3000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Ammo]]&lt;br /&gt;
| SIZE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Jewelry|Crown]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Jewelry|Ring]]&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Jewelry|Earring]]&lt;br /&gt;
| 30&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Jewelry|Bracelet]]&lt;br /&gt;
| 200&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Finished_goods#Large_gems|Large gem]]&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Anvil]]&lt;br /&gt;
| 10000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Body part]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Based on the size of the body part and what it's made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Remains]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Meat]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Fish]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Unprepared [[fish]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Live [[vermin]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Based on creature's adult size.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Tame [[vermin]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Based on creature's adult size.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Seed]]s&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Plant]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Leather]]&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Plant]] growths&lt;br /&gt;
| 50&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Thread]]&lt;br /&gt;
| ceil(Dimension/50)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Freshly gathered/produced thread has a dimension of 15000 and thus has a volume of 300&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Cloth]]&lt;br /&gt;
| ceil(Dimension/50)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Freshly woven cloth has a dimension of 10000 and thus has a volume of 200&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Finished_goods#Totems|Totem]]&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Backpack]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Quiver]]&lt;br /&gt;
| 3000&lt;br /&gt;
| 12000&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Catapult part]]s&lt;br /&gt;
| 20000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Ballista part]]s&lt;br /&gt;
| 20000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Ballista_arrow|Siege ammo]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Ballista arrow]] head&lt;br /&gt;
| 10000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Mechanism]]s&lt;br /&gt;
| 20000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Trap component]]&lt;br /&gt;
| SIZE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Alcohol|Drink]]&lt;br /&gt;
| 600&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Mill|Powder]]&lt;br /&gt;
| 600&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Cheese]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Prepared meal]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Extract|Misc. liquid]]&lt;br /&gt;
| 600&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Coin]]&lt;br /&gt;
| 10/16&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | The size of a stack is 0.625 per coin, then subject to the rounding; so a single coin is 10 cm³ but a stack of 500 is 310 cm³.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Fat|Glob]]&lt;br /&gt;
| 600&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Small [[rock]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | As [[Thrower|thrown]] by adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Pipe section]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Hatch cover]]&lt;br /&gt;
| 10000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Grate]]&lt;br /&gt;
| 10000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Quern]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Millstone]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Splint]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Crutch]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Traction bench]]&lt;br /&gt;
| 30000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | Orthopedic [[cast]]&lt;br /&gt;
| 2000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Tool]]&lt;br /&gt;
| SIZE&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| CAPACITY&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| style=text-align:left | Includes items such as [[nest box]]es, [[jug]]s, [[large pot]]s, [[hive]]s, [[minecart]]s, [[wheelbarrow]]s, [[stepladder]]s, [[pedestal]]s, and [[display case]]s&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Slab]]&lt;br /&gt;
| 60000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Egg]]&lt;br /&gt;
| Special&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | Presumably the caste's EGG_SIZE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Book]]&lt;br /&gt;
| 1000&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Sheet]]&lt;br /&gt;
| ceil(Dimension/50)&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | A fresh sheet has a dimension of 10000 and thus has a volume of 200&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=text-align:left | [[Branch]]&lt;br /&gt;
| 5000&lt;br /&gt;
|&lt;br /&gt;
| style=text-align:left | An adventurer mode item&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - As noted above, all values are rounded ''down'' to the nearest multiple of 10, down to a minimum value of 1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Density]]&lt;br /&gt;
* [[Weight]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Size]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Black_mamba_man&amp;diff=299205</id>
		<title>Black mamba man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Black_mamba_man&amp;diff=299205"/>
		<updated>2024-04-22T05:57:01Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=black_mamba_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Black mamba men''' are the [[animal people]] versions of [[black mamba]]s, half-man, half-snake. Unlike their solitary basal creatures, they can appear in packs of up to 3. Their [[venom]] is just as deadly as their smaller cousins', able to paralyse and kill a dwarf quickly, and causes great pain and unconsciousness. Since they appear in packs, they are unbelievably dangerous if they begin biting. They can use equipment and will not bite if armed with a weapon.&lt;br /&gt;
&lt;br /&gt;
They're slightly larger than a dwarven child, and not nearly so threatening as the [[giant black mamba]]s, as they lack the size to bite off entire limbs like the giant version often does.&lt;br /&gt;
&lt;br /&gt;
Because of their deadly bite, black mamba men should be left alone if possible. Use ranged weapons as much as possible to avoid bites, and make sure any dwarf you send into melee is well-armoured to lessen the chance a bite will actually reach flesh to inject venom.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] black mamba men for their ''deadly bite'' and their ''aggression''.&lt;br /&gt;
&lt;br /&gt;
[[File:black_mamba_man.jpg|thumb|224px|center|Note: Receiving hickeys may result in death.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Real-life basketball player Kobe Bryant --&amp;gt;&lt;br /&gt;
Black mamba men are especially noted for their competitiveness, their intensity, and their dedication to winning.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Kill Bill&amp;quot; --&amp;gt;&lt;br /&gt;
Some black mamba women are known to be incredibly vengeful, hunting down those that wrong them with a ☼steel long sword☼ and their Legendary striking skill. For this reason, it's ill-advised to interrupt a black mamba woman's wedding.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Giant_animal&amp;diff=299204</id>
		<title>Giant animal</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Giant_animal&amp;diff=299204"/>
		<updated>2024-04-22T05:52:19Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:giant_animals_preview.png|right]]'''Giant animals''' are variants of normal [[creature|animals]], characterized by simply being much larger, and appearing in [[savage]] biomes. Giant animals are based on all kinds of animals, ranging from [[giant thrips|the smallest of vermin]] to [[giant sperm whale|the largest of beasts]], from [[giant hare|peaceful grazers]] to [[giant lion|ferocious predators]]. The main exception to this are the [[domestic animal]]s – there is no giant [[turkey]]. Creatures with no basis in reality are also exempt from becoming giant animals.&lt;br /&gt;
&lt;br /&gt;
Both the largest creature in the game, the [[giant sperm whale]], and the largest land creature, the [[giant elephant]], are giant animals. Other giant animals, such as the [[giant orca]], [[giant rhinoceros]], [[giant elephant seal]] and [[giant walrus]], are still larger than the fort-threatening monsters that are [[megabeast]]s, [[titan]]s and [[forgotten beast]]s.&lt;br /&gt;
&lt;br /&gt;
The rule in ''Dwarf Fortress'' is that a giant creature should be at least as large as a [[grizzly bear]], even if it's a giant version of a small insect. As the real-world creatures approach grizzly bear size, and then beyond, a curve is applied, so that the largest ones are only roughly twice as large in every dimension as their counterpart. Giant whales are very, very large, but they are just eight times as massive as a normal whale, rather than the kind of scaling you see when you go from a spider to a giant spider.&lt;br /&gt;
&lt;br /&gt;
Three giant animals are called &amp;quot;gigantic&amp;quot; instead of &amp;quot;giant&amp;quot; to avoid confusion with real-life creatures. They are the [[gigantic panda]], [[gigantic squid]] and [[gigantic tortoise]]. The [[giant tortoise]] and [[giant grouper]] are not technically giant animals, despite having &amp;quot;giant&amp;quot; in their names.&lt;br /&gt;
&lt;br /&gt;
==List of giant animals==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_aardvark_sprite.png|20px]] / {{Tile|A|7:0}} [[Giant aardvark]] &lt;br /&gt;
|| [[File:giant_adder_sprite.png|20px]] / {{Tile|A|2:1}} [[Giant adder]]&lt;br /&gt;
|| [[File:giant_albatross_sprite.png|20px]] / {{Tile|A|7:1}} [[Giant albatross]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_alligator_sprite.png|20px]] / {{Tile|A|2:0}} [[Giant alligator]]&lt;br /&gt;
|| [[File:giant_anaconda_sprite.png|20px]] / {{Tile|A|2:1}} [[Giant anaconda]] &lt;br /&gt;
|| [[File:giant_anole_sprite.png|20px]] / {{Tile|A|2:1}} [[Giant anole]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_armadillo_sprite.png|20px]] / {{Tile|A|7:0}} [[Giant armadillo]] &lt;br /&gt;
|| [[File:giant_axolotl_sprite.png|20px]] / {{Tile|A|5:0}} [[Giant axolotl]]&lt;br /&gt;
|| [[File:giant_aye_aye_sprite.png|20px]] / {{Tile|A|7:0}} [[Giant aye-aye]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_bat_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant bat]]&lt;br /&gt;
|| [[File:giant_badger_sprite.png|20px]] / {{Tile|B|7:0}} [[Giant badger]]&lt;br /&gt;
|| [[File:giant_bark_scorpion_sprite.png|20px]] / {{Tile|S|6:1}} [[Giant bark scorpion]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_barn_owl_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant barn owl]]&lt;br /&gt;
|| [[File:giant_beaver_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant beaver]] &lt;br /&gt;
|| [[File:giant_beetle_sprite.png|20px]] / {{Tile|B|4:0}} [[Giant beetle]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_black_bear_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant black bear]]&lt;br /&gt;
|| [[File:giant_black_mamba_sprite.png|20px]] / {{Tile|S|0:1}} [[Giant black mamba]]&lt;br /&gt;
|| [[File:giant_bluejay_sprite.png|20px]] / {{Tile|B|1:1}} [[Giant bluejay]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_bobcat_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant bobcat]]&lt;br /&gt;
|| [[File:giant_brown_recluse_spider_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant brown recluse spider]] &lt;br /&gt;
|| [[File:giant_bushmaster_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant bushmaster]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_bushtit_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant bushtit]] &lt;br /&gt;
|| [[File:giant_buzzard_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant buzzard]]&lt;br /&gt;
|| [[File:giant_capuchin_sprite.png|20px]] / {{Tile|C|7:1}} [[Giant capuchin]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_capybara_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant capybara]]&lt;br /&gt;
|| [[File:giant_cardinal_sprite.png|20px]] / {{Tile|C|4:1}} [[Giant cardinal]]&lt;br /&gt;
|| [[File:giant_cave_spider_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant cave spider]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_cave_swallow_sprite.png|20px]] / {{Tile|C|0:1}} [[Giant cave swallow]]&lt;br /&gt;
|| [[File:giant_cave_toad_sprite.png|20px]] / {{Tile|T|7:0}} [[Giant cave toad]]&lt;br /&gt;
|| [[File:giant_cassowary_sprite.png|20px]] / {{Tile|C|0:1}} [[Giant cassowary]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_chameleon_sprite.png|20px]] / {{Tile|C|2:1}} [[Giant chameleon]]&lt;br /&gt;
|| [[File:giant_cheetah_sprite.png|20px]] / {{Tile|C|6:1}} [[Giant cheetah]]&lt;br /&gt;
|| [[File:giant_chinchilla_sprite.png|20px]] / {{Tile|C|7:0}} [[Giant chinchilla]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_chipmunk_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant chipmunk]]&lt;br /&gt;
|| [[File:giant_coati_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant coati]] &lt;br /&gt;
|| [[File:giant_cockatiel_sprite.png|20px]] / {{Tile|C|7:1}} [[Giant cockatiel]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_copperhead_snake_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant copperhead snake]] &lt;br /&gt;
|| [[File:giant_cougar_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant cougar]]&lt;br /&gt;
|| [[File:giant_coyote_sprite.png|20px]] / {{Tile|C|7:0}} [[Giant coyote]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_crab_sprite.png|20px]] / {{Tile|C|4:1}} [[Giant crab]]&lt;br /&gt;
|| [[File:giant_crow_sprite.png|20px]] / {{Tile|C|0:1}} [[Giant crow]] &lt;br /&gt;
|| [[File:giant_cuttlefish_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant cuttlefish]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_damselfly_sprite.png|20px]] / {{Tile|D|3:1}} [[Giant damselfly]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; &lt;br /&gt;
|| [[File:giant_deer_sprite.png|20px]] / {{Tile|D|6:0}} [[Giant deer]]&lt;br /&gt;
|| [[File:giant_desert_scorpion_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant desert scorpion]]&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;Until &amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;{{version|0.42.04}}&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_desert_tortoise_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant desert tortoise]] &lt;br /&gt;
|| [[File:giant_dingo_sprite.png|20px]] / {{Tile|D|6:1}} [[Giant dingo]]&lt;br /&gt;
|| [[File:giant_dragonfly_sprite.png|20px]] / {{Tile|D|3:1}} [[Giant dragonfly]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_eagle_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant eagle]]&lt;br /&gt;
|| [[File:giant_earthworm_sprite.png|20px]] / {{Tile|W|7:0}} [[Giant earthworm]]&lt;br /&gt;
|| [[File:giant_echidna_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant echidna]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_elephant_sprite.png|20px]] / {{Tile|E|7:0}} [[Giant elephant]]&lt;br /&gt;
|| [[File:giant_elephant_seal_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant elephant seal]] &lt;br /&gt;
|| [[File:giant_elk_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant elk]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_emu_sprite.png|20px]] / {{Tile|E|6:0}} [[Giant emu]] &lt;br /&gt;
|| [[File:giant_firefly_sprite.png|20px]] / {{Tile|F|2:1}} [[Giant firefly]]&lt;br /&gt;
|| [[File:giant_fly_sprite.png|20px]] / {{Tile|F|0:1}} [[Giant fly]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_flying_squirrel_sprite.png|20px]] / {{Tile|F|6:0}} [[Giant flying squirrel]]&lt;br /&gt;
|| [[File:giant_fox_sprite.png|20px]] / {{Tile|F|4:0}} [[Giant fox]]&lt;br /&gt;
|| [[File:giant_gazelle_sprite.png|20px]] / {{Tile|G|6:0}} [[Giant gazelle]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_tortoise_sprite.png|20px]] / {{Tile|T|6:0}} [[Gigantic tortoise]] &lt;br /&gt;
|| [[File:giant_gila_monster_sprite.png|20px]] / {{Tile|G|4:1}} [[Giant gila monster]]&lt;br /&gt;
|| [[File:giant_giraffe_sprite.png|20px]] / {{Tile|G|6:0}} [[Giant giraffe]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_grackle_sprite.png|20px]] / {{Tile|G|0:1}} [[Giant grackle]]&lt;br /&gt;
|| [[File:giant_grasshopper_sprite.png|20px]] / {{Tile|G|2:1}} [[Giant grasshopper]] &lt;br /&gt;
|| [[File:giant_gray_langur_sprite.png|20px]] / {{Tile|L|7:0}} [[Giant gray langur]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_gray_squirrel_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant gray squirrel]]&lt;br /&gt;
|| [[File:giant_great_horned_owl_sprite.png|20px]] / {{Tile|O|7:0}} [[Giant great horned owl]]&lt;br /&gt;
|| [[File:giant_green_tree_frog_sprite.png|20px]] / {{Tile|F|2:1}} [[Giant green tree frog]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_grey_parrot_sprite.png|20px]] / {{Tile|P|7:0}} [[Giant grey parrot]]&lt;br /&gt;
|| [[File:giant_grizzly_bear_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant grizzly bear]]&lt;br /&gt;
|| [[File:giant_groundhog_sprite.png|20px]] / {{Tile|G|6:0}} [[Giant groundhog]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_hamster_sprite.png|20px]] / {{Tile|H|7:0}} [[Giant hamster]] &lt;br /&gt;
|| [[File:giant_hare_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant hare]]&lt;br /&gt;
|| [[File:giant_harp_seal_sprite.png|20px]] / {{Tile|H|7:0}} [[Giant harp seal]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_hedgehog_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant hedgehog]]&lt;br /&gt;
|| [[File:giant_hippo_sprite.png|20px]] / {{Tile|H|7:0}} [[Giant hippo]]&lt;br /&gt;
|| [[File:giant_hoary_marmot_sprite.png|20px]] / {{Tile|M|7:0}} [[Giant hoary marmot]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_honey_badger_sprite.png|20px]] / {{Tile|B|7:1}} [[Giant honey badger]]&lt;br /&gt;
|| [[File:giant_hornbill_sprite.png|20px]] / {{Tile|H|0:1}} [[Giant hornbill]]     &lt;br /&gt;
|| [[File:giant_horseshoe_crab_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant horseshoe crab]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_hyena_sprite.png|20px]] / {{Tile|H|6:0}} [[Giant hyena]]&lt;br /&gt;
|| [[File:giant_ibex_sprite.png|20px]] / {{Tile|I|6:0}} [[Giant ibex]] &lt;br /&gt;
|| [[File:giant_iguana_sprite.png|20px]] / {{Tile|I|2:1}} [[Giant iguana]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_impala_sprite.png|20px]] / {{Tile|I|6:0}} [[Giant impala]] &lt;br /&gt;
|| [[File:giant_jackal_sprite.png|20px]] / {{Tile|J|6:0}} [[Giant jackal]]&lt;br /&gt;
|| [[File:giant_jaguar_sprite.png|20px]] / {{Tile|J|6:1}} [[Giant jaguar]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_jumping_spider_sprite.png|20px]] / {{Tile|S|0:1}} [[Giant jumping spider]]&lt;br /&gt;
|| [[File:giant_kakapo_sprite.png|20px]] / {{Tile|K|2:0}} [[Giant kakapo]] &lt;br /&gt;
|| [[File:giant_kangaroo_sprite.png|20px]] / {{Tile|K|6:0}} [[Giant kangaroo]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_kea_sprite.png|20px]] / {{Tile|K|2:0}} [[Giant kea]] &lt;br /&gt;
|| [[File:giant_kestrel_sprite.png|20px]] / {{Tile|K|4:0}} [[Giant kestrel]]&lt;br /&gt;
|| [[File:giant_king_cobra_sprite.png|20px]] / {{Tile|K|0:1}} [[Giant king cobra]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_kingsnake_sprite.png|20px]] / {{Tile|K|7:1}} [[Giant kingsnake]]&lt;br /&gt;
|| [[File:giant_kiwi_sprite.png|20px]] / {{Tile|K|6:0}} [[Giant kiwi]] &lt;br /&gt;
|| [[File:giant_koala_sprite.png|20px]] / {{Tile|K|7:0}} [[Giant koala]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_leech_sprite.png|20px]] / {{Tile|L|0:1}} [[Giant leech]] &lt;br /&gt;
|| [[File:giant_leopard_gecko_sprite.png|20px]] / {{Tile|G|6:1}} [[Giant leopard gecko]]&lt;br /&gt;
|| [[File:giant_leopard_sprite.png|20px]] / {{Tile|L|6:1}} [[Giant leopard]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_leopard_seal_sprite.png|20px]] / {{Tile|L|0:1}} [[Giant leopard seal]]&lt;br /&gt;
|| [[File:giant_lion_sprite.png|20px]] / {{Tile|L|6:1}} [[Giant lion]] &lt;br /&gt;
|| [[File:giant_lion_tamarin_sprite.png|20px]] / {{Tile|L|6:1}} [[Giant lion tamarin]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_lizard_sprite.png|20px]] / {{Tile|L|6:0}} [[Giant lizard]]&lt;br /&gt;
|| [[File:giant_loon_sprite.png|20px]] / {{Tile|L|0:1}} [[Giant loon]]&lt;br /&gt;
|| [[File:giant_lorikeet_sprite.png|20px]] / {{Tile|L|4:1}} [[Giant lorikeet]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_louse_sprite.png|20px]] / {{Tile|L|6:0}} [[Giant louse]]&lt;br /&gt;
|| [[File:giant_lynx_sprite.png|20px]] / {{Tile|L|6:0}} [[Giant lynx]] &lt;br /&gt;
|| [[File:giant_magpie_sprite.png|20px]] / {{Tile|M|0:1}} [[Giant magpie]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_mandrill_sprite.png|20px]] / {{Tile|M|1:1}} [[Giant mandrill]]&lt;br /&gt;
|| [[File:giant_mantis_sprite.png|20px]] / {{Tile|M|2:1}} [[Giant mantis]]&lt;br /&gt;
|| [[File:giant_masked_lovebird_sprite.png|20px]] / {{Tile|L|2:1}} [[Giant masked lovebird]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_mink_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant mink]]&lt;br /&gt;
|| [[File:giant_mole_sprite.png|20px]] / {{Tile|m|6:0}} [[Giant mole]]&lt;br /&gt;
|| [[File:giant_monarch_butterfly_sprite.png|20px]] / {{Tile|B|4:1}} [[Giant monarch butterfly]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_mongoose_sprite.png|20px]] / {{Tile|M|7:0}} [[Giant mongoose]]&lt;br /&gt;
|| [[File:giant_monitor_lizard_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant monitor lizard]] &lt;br /&gt;
|| [[File:giant_moon_snail_sprite.png|20px]] / {{Tile|S|4:1}} [[Giant moon snail]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_moose_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant moose]] &lt;br /&gt;
|| [[File:giant_mosquito_sprite.png|20px]] / {{Tile|M|0:1}} [[Giant mosquito]]&lt;br /&gt;
|| [[File:giant_moth_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant moth]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_mountain_goat_sprite.png|20px]] / {{Tile|G|7:1}} [[Giant mountain goat]]&lt;br /&gt;
|| [[File:giant_muskox_sprite.png|20px]] / {{Tile|M|6:0}} [[Giant muskox]]&lt;br /&gt;
|| [[File:giant_narwhal_sprite.png|20px]] / {{Tile|N|7:0}} [[Giant narwhal]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_nautilus_sprite.png|20px]] / {{Tile|N|4:1}} [[Giant nautilus]] &lt;br /&gt;
|| [[File:giant_ocelot_sprite.png|20px]] / {{Tile|O|6:1}} [[Giant ocelot]]&lt;br /&gt;
|| [[File:giant_octopus_sprite.png|20px]] / {{Tile|O|7:0}} [[Giant octopus]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_one_humped_camel_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant one-humped camel]]&lt;br /&gt;
|| [[File:giant_opossum_sprite.png|20px]] / {{Tile|O|7:0}} [[Giant opossum]] &lt;br /&gt;
|| [[File:giant_orca_sprite.png|20px]] / {{Tile|O|0:1}} [[Giant orca]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_oriole_sprite.png|20px]] / {{Tile|O|6:1}} [[Giant oriole]]&lt;br /&gt;
|| [[File:giant_osprey_sprite.png|20px]] / {{Tile|O|7:1}} [[Giant osprey]]&lt;br /&gt;
|| [[File:giant_ostrich_sprite.png|20px]] / {{Tile|O|0:1}} [[Giant ostrich]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_otter_sprite.png|20px]] / {{Tile|O|6:0}} [[Giant otter]]&lt;br /&gt;
|| [[File:giant_olm_sprite.png|20px]] / {{Tile|O|7:1}} [[Giant olm]]&lt;br /&gt;
|| [[File:gigantic_panda_sprite.png|20px]] / {{Tile|P|7:1}} [[Gigantic panda]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_pangolin_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant pangolin]]&lt;br /&gt;
|| [[File:giant_parakeet_sprite.png|20px]] / {{Tile|P|2:1}} [[Giant parakeet]] &lt;br /&gt;
|| [[File:giant_peach_faced_lovebird_sprite.png|20px]] / {{Tile|L|2:1}} [[Giant peach-faced lovebird]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_penguin_sprite.png|20px]] / {{Tile|P|7:1}} [[Giant penguin]] &lt;br /&gt;
|| [[File:giant_peregrine_falcon_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant peregrine falcon]]&lt;br /&gt;
|| [[File:giant_platypus_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant platypus]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_polar_bear_sprite.png|20px]] / {{Tile|B|7:1}} [[Giant polar bear]]&lt;br /&gt;
|| [[File:giant_pond_turtle_sprite.png|20px]] / {{Tile|T|2:0}} [[Giant pond turtle]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|| [[File:giant_porcupine_sprite.png|20px]] / {{Tile|P|6:0}} [[Giant porcupine]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_puffin_sprite.png|20px]] / {{Tile|P|0:1}} [[Giant puffin]] &lt;br /&gt;
|| [[File:giant_python_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant python]]&lt;br /&gt;
|| [[File:giant_raccoon_sprite.png|20px]] / {{Tile|R|7:0}} [[Giant raccoon]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_rat_sprite.png|20px]] / {{Tile|R|0:1}} [[Giant rat]]&lt;br /&gt;
|| [[File:giant_rattlesnake_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant rattlesnake]] &lt;br /&gt;
|| [[File:giant_raven_sprite.png|20px]] / {{Tile|R|0:1}} [[Giant raven]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_red_panda_sprite.png|20px]] / {{Tile|R|4:0}} [[Giant red panda]] &lt;br /&gt;
|| [[File:giant_red_squirrel_sprite.png|20px]] / {{Tile|R|6:0}} [[Giant red squirrel]]&lt;br /&gt;
|| [[File:giant red-winged blackbird sprite.png|20px]] / {{Tile|R|0:1}} [[Giant red-winged blackbird]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_rhesus_macaque_sprite.png|20px]] / {{Tile|M|7:0}} [[Giant rhesus macaque]]&lt;br /&gt;
|| [[File:giant_rhinoceros_sprite.png|20px]] / {{Tile|R|7:0}} [[Giant rhinoceros]]&lt;br /&gt;
|| [[File:giant_roach_sprite.png|20px]] / {{Tile|R|6:0}} [[Giant roach]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_saltwater_crocodile_sprite.png|20px]] / {{Tile|C|2:0}} [[Giant saltwater crocodile]]&lt;br /&gt;
|| [[File:giant_skink_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant skink]]&lt;br /&gt;
|| [[File:giant_skunk_sprite.png|20px]] / {{Tile|S|0:1}} [[Giant skunk]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_sloth_bear_sprite.png|20px]] / {{Tile|B|0:1}} [[Giant sloth bear]]&lt;br /&gt;
|| [[File:giant_sloth_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant sloth]] &lt;br /&gt;
|| [[File:giant_slug_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant slug]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_snail_sprite.png|20px]] / {{Tile|S|7:0}} [[Giant snail]] &lt;br /&gt;
|| [[File:giant_snapping_turtle_sprite.png|20px]] / {{Tile|T|2:0}} [[Giant snapping turtle]]&lt;br /&gt;
|| [[File:giant_snowy_owl_sprite.png|20px]] / {{Tile|O|7:1}} [[Giant snowy owl]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_sparrow_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant sparrow]]&lt;br /&gt;
|| [[File:giant_sperm_whale_sprite.png|20px]] / {{Tile|W|7:0}} [[Giant sperm whale]] &lt;br /&gt;
|| [[File:giant_spider_monkey_sprite.png|20px]] / {{Tile|M|0:1}} [[Giant spider monkey]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_sponge_sprite.png|20px]] / {{Tile|S|4:1}} [[Giant sponge]] &lt;br /&gt;
|| [[File:gigantic_squid_sprite.png|20px]] / {{Tile|S|7:1}} [[Gigantic squid]]&lt;br /&gt;
|| [[File:giant_stoat_sprite.png|20px]] / {{Tile|S|6:0}} [[Giant stoat]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_swan_sprite.png|20px]] / {{Tile|S|7:1}} [[Giant swan]]&lt;br /&gt;
|| [[File:giant_tapir_sprite.png|20px]] / {{Tile|T|7:1}} [[Giant tapir]] &lt;br /&gt;
|| [[File:giant_thrips_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant thrips]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_tick_sprite.png|20px]] / {{Tile|T|0:1}} [[Giant tick]] &lt;br /&gt;
|| [[File:giant_tiger_sprite.png|20px]] / {{Tile|T|6:1}} [[Giant tiger]]&lt;br /&gt;
|| [[File:giant_toad_sprite.png|20px]] / {{Tile|T|2:0}} [[Giant toad]]&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_two_humped_camel_sprite.png|20px]] / {{Tile|C|6:0}} [[Giant two-humped camel]]&lt;br /&gt;
|| [[File:giant_vulture_sprite.png|20px]] / {{Tile|V|4:0}} [[Giant vulture]]&lt;br /&gt;
|| [[File:giant_walrus_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant walrus]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_warthog_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant warthog]]&lt;br /&gt;
|| [[File:giant_weasel_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant weasel]]&lt;br /&gt;
|| [[File:giant_white_stork_sprite.png|20px]] / {{Tile|S|7:1}} [[Giant white stork]] &lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_wild_boar_sprite.png|20px]] / {{Tile|B|6:0}} [[Giant wild boar]]&lt;br /&gt;
|| [[File:giant_wolf_sprite.png|20px]] / {{Tile|W|7:0}} [[Giant wolf]]&lt;br /&gt;
|| [[File:giant_wolverine_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant wolverine]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[File:giant_wombat_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant wombat]]&lt;br /&gt;
|| [[File:giant_wren_sprite.png|20px]] / {{Tile|W|6:0}} [[Giant wren]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;This creature is a variant of a solely [[pool]]-dwelling vermin, and will thus never appear in-game.{{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Giant animals have existed since the [[Release_information#2D_Version|2D days of Dwarf Fortress]]. Initially, the only giant animals were [[23a:giant bat|giant bat]]s, [[23a:giant cave spider|giant cave spider]]s, [[23a:giant cheetah|giant cheetah]]s, [[23a:giant leopard|giant leopard]]s, [[23a:giant lion|giant lion]]s, [[23a:giant mole|giant mole]]s, [[23a:giant rat|giant rat]]s, [[23a:giant tiger|giant tiger]]s, and [[23a:giant toad|giant toad]]s. The [[23a:giant desert scorpion|giant desert scorpion]] was also one of these.&lt;br /&gt;
&lt;br /&gt;
More giant animals were added up until sometime during [[v0.31:Release_information|0.31]], when creature variations were added. After this, any new giant animal was added as a creature variant. Several new giant animals came with [[v0.34:release_information|0.34.01]], due to the animals of the [[main:animal sponsorship drive|animal sponsorship drive]] receiving giant variants.&lt;br /&gt;
&lt;br /&gt;
Sometime during [[Release_information|DF2014]], the original giant animals were refactored to be creature variants, instead of being defined separately from their common versions. The [[giant cave spider]] was an exception from this. &lt;br /&gt;
&lt;br /&gt;
[[Release_information/0.42.04|0.42.04]] added many giant animals as variants of existing creatures, including the [[giant elephant]]. The [[giant desert scorpion]] was removed, as there existed no normal ”desert scorpion”.&lt;br /&gt;
&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
[[ru:Giant animal]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Gorilla&amp;diff=299203</id>
		<title>Gorilla</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Gorilla&amp;diff=299203"/>
		<updated>2024-04-22T05:47:20Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: let's keep it good-natured&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=gorilla_sprites.png&lt;br /&gt;
|bone=16-17&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=12&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Gorillas''' are large and rare [[creature]]s found in a number of [[tropical]] [[wetland]]s and moist broadleaf [[forest]]s, where they appear in groups of 5-10 individuals. While over twice the [[size]] of the average [[dwarf]], gorillas are benign meanderers who will typically flee if confronted, but may severely injure or even kill civilians if cornered and enraged. Like other species of ape, gorillas are among the few wild animals in the game who aren't innate swimmers, and as such will likely drown if forced into a body of [[water]]. All members of the species are born with Legendary [[skill]] in [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
Gorillas can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into valuable exotic [[pet]]s. Due to their rarity in the wild, consider trying your luck with [[Elf|elven]] caravans, who may occasionally bring tame gorillas for [[trading]]. A trained gorilla doesn't require any [[Grazer|grazing]] and can be further turned into a war or hunting beast, allowing you to put their size to use in your [[military]]. If you manage to obtain a breeding pair of gorillas and decide to breed them, note they take 10 years to reach adulthood (though they are fully grown by the age of 2), considerably longer than most other animals in the game, and likely longer than you'll be willing to wait to turn them into war beasts or livestock.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] gorillas for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:Male gorilla in SF zoo.jpg|thumb|400px|center|Admired for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=299202</id>
		<title>Animal person</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=299202"/>
		<updated>2024-04-22T05:36:55Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Subterranean animal people */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:49, 26 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:animal_people_preview2.png|306px|right]]'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits, some beneficial (such as [[flying]], and [[syndrome|poisons]]), or detrimental ([[steals items|thievery]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than the base animals, as well as the ability to [[learns|learn]]. They can be legless, but get arms even if their base animal is limbless. Their body size is the average of their base animal's size and 70,000 (the size of a [[human]]), working out so that the smallest animal people are 35,000cm³, half the size of a [[human]], but they can get [[sperm whale man|very large]]. Most animal people can join [[civilization]]s and live in [[site]]s, or come to your fort as [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are playable creatures in [[adventurer mode]]. If they became established members of a playable civ ([[dwarf]], [[elf]], human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal people may not be available due to having [[extinction|died out]] or being uncontacted (e.g. excluded to an isolated island).&lt;br /&gt;
&lt;br /&gt;
Wild animal people wander on the surface in [[savage]] environments or dwell underground in the [[cavern]]s; these two populations form distinct groups:&lt;br /&gt;
*Savage animal people behave mostly like common animals, wandering the wilderness and occasionally joining human, dwarven or elven society during [[world generation]]. When encountered in gameplay, they are essentially animals who can't be [[butcher]]ed, incapable of any sort of non-violent interaction.&lt;br /&gt;
*Subterranean animal people are a civilization in themselves, rarely encountered, in small groups or &amp;quot;tribes&amp;quot;. They are equipped with primitive weaponry such as wooden [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labelled as {{DFtext|Hostile|4:0}} upon discovery – they are not interested in negotiations, and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the {{k|c}}ivilizations [[menu]].&lt;br /&gt;
&lt;br /&gt;
Subterranean animal people are also found in generated [[sewer]]s, formed from collections of outcasts. Graphically, animal people are given their own sprites. Unlike dwarves, humans, elves, [[goblin]]s and [[kobold]]s, where each of their body parts are assembled from separate smaller to combine into one sprite based on their physical traits and items in their possession, animal people will use the same exact sprite regardless of any differing qualities. Like almost every other creature in the game, animal people will have one standard sprite, and one [[undead]] sprite.&lt;br /&gt;
&lt;br /&gt;
== Subterranean animal people ==&lt;br /&gt;
&lt;br /&gt;
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
=== Ethics ===&lt;br /&gt;
&lt;br /&gt;
Being an entity in their own right, subterranean animal people possess ethics, much like other civs. Those particular ethics are incomplete for now, being directly copied from kobolds and their [[personality trait|values]] all set to zero (none).&lt;br /&gt;
&lt;br /&gt;
Like kobolds, subterranean animal people consider the killing of other living beings acceptable, but treason is unthinkable, and they'll respond to the murder of their own kind by exiling the offender from their tribe. They oppose torturing for information and the torture of animals, but consider torturing for fun appropriate. Assault is considered a personal matter, while slavery, the taking of animal trophies, and the consumption of sapient beings (which includes other animal people) are all unthinkable acts.&lt;br /&gt;
&lt;br /&gt;
== Savage animal people ==&lt;br /&gt;
&lt;br /&gt;
{{columns-list|colwidth=15em|&lt;br /&gt;
* [[File:aardvark_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Aardvark man]] &lt;br /&gt;
* [[File:adder_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Adder man]]&lt;br /&gt;
* [[File:albatross_man_sprite.png|20px]] / {{Tile|a|7:1}} [[Albatross man]] &lt;br /&gt;
* [[File:alligator_man_sprite.png|20px]] / {{Tile|A|2:0}} [[Alligator man]]&lt;br /&gt;
* [[File:anaconda_man_sprite.png|20px]] / {{Tile|A|2:1}} [[Anaconda man]] &lt;br /&gt;
* [[File:anole_man_sprite.png|20px]] / {{Tile|a|2:1}} [[Anole man]]&lt;br /&gt;
* [[File:armadillo_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Armadillo man]] &lt;br /&gt;
* [[File:axolotl_man_sprite.png|20px]] / {{Tile|a|5:0}} [[Axolotl man]]&lt;br /&gt;
* [[File:aye_aye_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Aye-aye man]] &lt;br /&gt;
* [[File:badger_man_sprite.png|20px]] / {{Tile|b|7:0}} [[Badger man]]&lt;br /&gt;
* [[File:bark_scorpion_man_sprite.png|20px]] / {{Tile|s|6:1}} [[Bark scorpion man]] &lt;br /&gt;
* [[File:barn_owl_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Barn owl man]]&lt;br /&gt;
* [[File:beaver_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Beaver man]] &lt;br /&gt;
* [[File:beetle_man_sprite.png|20px]] / {{Tile|b|4:0}} [[Beetle man]]&lt;br /&gt;
* [[File:black_bear_man_sprite.png|20px]] / {{Tile|B|0:1}} [[Black bear man]] &lt;br /&gt;
* [[File:black_mamba_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Black mamba man]]&lt;br /&gt;
* [[File:bluejay_man_sprite.png|20px]] / {{Tile|b|1:1}} [[Bluejay man]] &lt;br /&gt;
* [[File:bobcat_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Bobcat man]]&lt;br /&gt;
* [[File:brown_recluse_spider_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Brown recluse spider man]] &lt;br /&gt;
* [[File:bushmaster_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Bushmaster man]]&lt;br /&gt;
* [[File:bushtit_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Bushtit man]] &lt;br /&gt;
* [[File:buzzard_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Buzzard man]]&lt;br /&gt;
* [[File:capuchin_man_sprite.png|20px]] / {{Tile|c|7:1}} [[Capuchin man]] &lt;br /&gt;
* [[File:capybara_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Capybara man]]&lt;br /&gt;
* [[File:cardinal_man_sprite.png|20px]] / {{Tile|c|4:1}} [[Cardinal man]] &lt;br /&gt;
* [[File:cassowary_man_sprite.png|20px]] / {{Tile|c|0:1}} [[Cassowary man]]&lt;br /&gt;
* [[File:chameleon_man_sprite.png|20px]] / {{Tile|c|2:1}} [[Chameleon man]] &lt;br /&gt;
* [[File:cheetah_man_sprite.png|20px]] / {{Tile|c|6:1}} [[Cheetah man]]&lt;br /&gt;
* [[File:chinchilla_man_sprite.png|20px]] / {{Tile|c|7:0}} [[Chinchilla man]] &lt;br /&gt;
* [[File:chipmunk_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Chipmunk man]]&lt;br /&gt;
* [[File:coati_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Coati man]] &lt;br /&gt;
* [[File:cockatiel_man_sprite.png|20px]] / {{Tile|c|7:1}} [[Cockatiel man]]&lt;br /&gt;
* [[File:copperhead_snake_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Copperhead snake man]] &lt;br /&gt;
* [[File:cougar_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Cougar man]]&lt;br /&gt;
* [[File:coyote_man_sprite.png|20px]] / {{Tile|c|7:0}} [[Coyote man]] &lt;br /&gt;
* [[File:crab_man_sprite.png|20px]] / {{Tile|c|4:1}} [[Crab man]]&lt;br /&gt;
* [[File:crow_man_sprite.png|20px]] / {{Tile|c|0:1}} [[Crow man]] &lt;br /&gt;
* [[File:cuttlefish_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Cuttlefish man]]&lt;br /&gt;
* [[File:damselfly_man_sprite.png|20px]] / {{Tile|d|3:1}} [[Damselfly man]] &lt;br /&gt;
* [[File:deer_man_sprites_anim.gif|20px]] / {{Tile|d|6:0}} [[Deer man]]&lt;br /&gt;
* [[File:desert_tortoise_man_sprite.png|20px]] / {{Tile|t|6:0}} [[Desert tortoise man]] &lt;br /&gt;
* [[File:dingo_man_sprite.png|20px]] / {{Tile|d|6:1}} [[Dingo man]]&lt;br /&gt;
* [[File:dragonfly_man_sprite.png|20px]] / {{Tile|d|3:1}} [[Dragonfly man]] &lt;br /&gt;
* [[File:eagle_man_sprite.png|20px]] / {{Tile|e|6:0}} [[Eagle man]]&lt;br /&gt;
* [[File:echidna_man_sprite.png|20px]] / {{Tile|e|6:0}} [[Echidna man]] &lt;br /&gt;
* [[File:elephant_man_sprite.png|20px]] / {{Tile|E|7:0}} [[Elephant man]]&lt;br /&gt;
* [[File:elephant_seal_man_sprite.png|20px]] / {{Tile|S|6:0}} [[Elephant seal man]] &lt;br /&gt;
* [[File:elk_man_sprites_anim.gif|20px]] / {{Tile|E|6:0}} [[Elk man]]&lt;br /&gt;
* [[File:emu_man_sprite.png|20px]] / {{Tile|E|6:0}} [[Emu man]] &lt;br /&gt;
* [[File:firefly_man_sprite.png|20px]] / {{Tile|f|2:1}} [[Firefly man]]&lt;br /&gt;
* [[File:fly_man_sprite.png|20px]] / {{Tile|f|0:1}} [[Fly man]] &lt;br /&gt;
* [[File:flying_squirrel_man_sprite.png|20px]] / {{Tile|f|6:0}} [[Flying squirrel man]]&lt;br /&gt;
* [[File:fox_man_sprite.png|20px]] / {{Tile|f|4:0}} [[Fox man]] &lt;br /&gt;
* [[File:gazelle_man_sprite.png|20px]] / {{Tile|g|6:0}} [[Gazelle man]]&lt;br /&gt;
* [[File:giant_tortoise_man_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant tortoise man]] &lt;br /&gt;
* [[File:gila_monster_man_sprite.png|20px]] / {{Tile|g|4:1}} [[Gila monster man]]&lt;br /&gt;
* [[File:giraffe_man_sprite.png|30px|20px]] / {{Tile|G|6:0}} [[Giraffe man]] &lt;br /&gt;
* [[File:grackle_man_sprite.png|20px]] / {{Tile|g|0:1}} [[Grackle man]]&lt;br /&gt;
* [[File:grasshopper_man_sprite.png|20px]] / {{Tile|g|2:1}} [[Grasshopper man]] &lt;br /&gt;
* [[File:gray_langur_man_sprite.png|20px]] / {{Tile|l|7:0}} [[Gray langur man]]&lt;br /&gt;
* [[File:gray_squirrel_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Gray squirrel man]] &lt;br /&gt;
* [[File:great_horned_owl_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Great horned owl man]]&lt;br /&gt;
* [[File:green_tree_frog_man_sprite.png|20px]] / {{Tile|f|2:1}} [[Green tree frog man]] &lt;br /&gt;
* [[File:grey_parrot_man_sprite.png|20px]] / {{Tile|p|7:0}} [[Grey parrot man]]&lt;br /&gt;
* [[File:grizzly_bear_man_sprite.png|20px]] / {{Tile|B|6:0}} [[Grizzly bear man]] &lt;br /&gt;
* [[File:groundhog_man_sprite.png|20px]] / {{Tile|g|6:0}} [[Groundhog man]]&lt;br /&gt;
* [[File:hamster_man_sprite.png|20px]] / {{Tile|h|7:0}} [[Hamster man]] &lt;br /&gt;
* [[File:hare_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hare man]]&lt;br /&gt;
* [[File:harp_seal_man_sprite.png|20px]] / {{Tile|h|7:0}} [[Harp seal man]] &lt;br /&gt;
* [[File:hedgehog_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hedgehog man]]&lt;br /&gt;
* [[File:hippo_man_sprite.png|20px]] / {{Tile|H|7:0}} [[Hippo man]] &lt;br /&gt;
* [[File:hoary_marmot_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Hoary marmot man]]&lt;br /&gt;
* [[File:honey_badger_man_sprite.png|20px]] / {{Tile|b|7:1}} [[Honey badger man]] &lt;br /&gt;
* [[File:hornbill_man_sprite.png|20px]] / {{Tile|h|0:1}} [[Hornbill man]]     &lt;br /&gt;
* [[File:horseshoe_crab_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Horseshoe crab man]] &lt;br /&gt;
* [[File:hyena_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hyena man]]&lt;br /&gt;
* [[File:ibex_man_sprite.png|20px]] / {{Tile|i|6:0}} [[Ibex man]] &lt;br /&gt;
* [[File:iguana_man_sprite.png|20px]] / {{Tile|i|2:1}} [[Iguana man]]&lt;br /&gt;
* [[File:impala_man_sprite.png|20px]] / {{Tile|i|6:0}} [[Impala man]] &lt;br /&gt;
* [[File:jackal_man_sprite.png|20px]] / {{Tile|j|6:0}} [[Jackal man]]&lt;br /&gt;
* [[File:jaguar_man_sprite.png|20px]] / {{Tile|J|6:1}} [[Jaguar man]] &lt;br /&gt;
* [[File:jumping_spider_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Jumping spider man]]&lt;br /&gt;
* [[File:kakapo_man_sprite.png|20px]] / {{Tile|k|2:0}} [[Kakapo man]] &lt;br /&gt;
* [[File:kangaroo_man_sprite.png|20px]] / {{Tile|K|6:0}} [[Kangaroo man]]&lt;br /&gt;
* [[File:kea_man_sprite.png|20px]] / {{Tile|k|2:0}} [[Kea man]] &lt;br /&gt;
* [[File:kestrel_man_sprite.png|20px]] / {{Tile|k|4:0}} [[Kestrel man]]&lt;br /&gt;
* [[File:king_cobra_man_sprite.png|20px]] / {{Tile|k|0:1}} [[King cobra man]] &lt;br /&gt;
* [[File:kingsnake_man_sprite.png|20px]] / {{Tile|k|7:1}} [[Kingsnake man]]&lt;br /&gt;
* [[File:kiwi_man_sprite.png|20px]] / {{Tile|k|6:0}} [[Kiwi man]] &lt;br /&gt;
* [[File:koala_man_sprite.png|20px]] / {{Tile|k|7:0}} [[Koala man]]&lt;br /&gt;
* [[File:leech_man_sprite.png|20px]] / {{Tile|l|0:1}} [[Leech man]] &lt;br /&gt;
* [[File:leopard_gecko_man_sprite.png|20px]] / {{Tile|g|6:1}} [[Leopard gecko man]]&lt;br /&gt;
* [[File:leopard_man_sprite.png|20px]] / {{Tile|l|6:1}} [[Leopard man]] &lt;br /&gt;
* [[File:leopard_seal_man_sprite.png|20px]] / {{Tile|L|0:1}} [[Leopard seal man]]&lt;br /&gt;
* [[File:lion_man_sprite_anim.gif|20px]] / {{Tile|L|6:1}} [[Lion man]] &lt;br /&gt;
* [[File:lion_tamarin_sprite.png|20px]] / {{Tile|l|6:1}} [[Lion tamarin man]]&lt;br /&gt;
* [[File:lizard_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Lizard man]] &lt;br /&gt;
* [[File:loon_man_sprite.png|20px]] / {{Tile|l|0:1}} [[Loon man]]&lt;br /&gt;
* [[File:lorikeet_man_sprite.png|20px]] / {{Tile|l|4:1}} [[Lorikeet man]] &lt;br /&gt;
* [[File:louse_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Louse man]]&lt;br /&gt;
* [[File:lynx_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Lynx man]] &lt;br /&gt;
* [[File:magpie_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Magpie man]]&lt;br /&gt;
* [[File:mandrill_man_sprite.png|20px]] / {{Tile|m|1:1}} [[Mandrill man]] &lt;br /&gt;
* [[File:mantis_man_sprite.png|20px]] / {{Tile|m|2:1}} [[Mantis man]]&lt;br /&gt;
* [[File:masked_lovebird_man_sprite.png|20px]] / {{Tile|l|2:1}} [[Masked lovebird man]] &lt;br /&gt;
* [[File:mink_man_sprite.png|20px]] / {{Tile|m|6:0}} [[Mink man]]&lt;br /&gt;
* [[File:monarch_butterfly_man_sprite.png|20px]] / {{Tile|b|4:1}} [[Monarch butterfly man]] &lt;br /&gt;
* [[File:mongoose_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Mongoose man]]&lt;br /&gt;
* [[File:monitor_lizard_man_sprite.png|20px]] / {{Tile|M|6:0}} [[Monitor lizard man]] &lt;br /&gt;
* [[File:moon_snail_man_sprite.png|20px]] / {{Tile|s|4:1}} [[Moon snail man]]&lt;br /&gt;
* [[File:moose_man_sprite_anim.gif|20px]] / {{Tile|M|6:0}} [[Moose man]] &lt;br /&gt;
* [[File:mosquito_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
* [[File:moth_man_sprite.png|20px]] / {{Tile|m|6:0}} [[Moth man]] &lt;br /&gt;
* [[File:mountain_goat_man_sprite.png|20px]] / {{Tile|g|7:1}} [[Mountain goat man]]&lt;br /&gt;
* [[File:muskox_man_sprite.png|20px]] / {{Tile|M|6:0}} [[Muskox man]] &lt;br /&gt;
* [[File:narwhal_man_sprite.png|20px]] / {{Tile|N|7:0}} [[Narwhal man]]&lt;br /&gt;
* [[File:nautilus_man_sprite.png|20px]] / {{Tile|n|4:1}} [[Nautilus man]] &lt;br /&gt;
* [[File:ocelot_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Ocelot man]]&lt;br /&gt;
* [[File:octopus_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Octopus man]] &lt;br /&gt;
* [[File:one_humped_camel_man_sprite.png|20px]] / {{Tile|C|6:0}} [[One-humped camel man]]&lt;br /&gt;
* [[File:opossum_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Opossum man]] &lt;br /&gt;
* [[File:orca_man_sprite.png|20px]] / {{Tile|O|0:1}} [[Orca man]]&lt;br /&gt;
* [[File:oriole_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Oriole man]] &lt;br /&gt;
* [[File:osprey_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Osprey man]]&lt;br /&gt;
* [[File:ostrich_man_sprite_anim.gif|20px]] / {{Tile|O|0:1}} [[Ostrich man]] &lt;br /&gt;
* [[File:otter_man_sprite.png|20px]] / {{Tile|o|6:0}} [[Otter man]]&lt;br /&gt;
* [[File:panda_man_sprite.png|20px]] / {{Tile|P|7:1}} [[Panda man]] &lt;br /&gt;
* [[File:pangolin_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Pangolin man]]&lt;br /&gt;
* [[File:parakeet_man_sprite.png|20px]] / {{Tile|p|2:1}} [[Parakeet man]] &lt;br /&gt;
* [[File:peach_faced_lovebird_man_sprite.png|20px]] / {{Tile|l|2:1}} [[Peach-faced lovebird man]]&lt;br /&gt;
* [[File:penguin_man_sprite.png|20px]] / {{Tile|p|7:1}} [[Penguin man]] &lt;br /&gt;
* [[File:peregrine_falcon_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Peregrine falcon man]]&lt;br /&gt;
* [[File:platypus_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Platypus man]] &lt;br /&gt;
* [[File:polar_bear_man_sprite.png|20px]] / {{Tile|B|7:1}} [[Polar bear man]]&lt;br /&gt;
* [[File:pond_turtle_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Pond turtle man]] &lt;br /&gt;
* [[File:porcupine_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Porcupine man]]&lt;br /&gt;
* [[File:puffin_man_sprite.png|20px]] / {{Tile|p|0:1}} [[Puffin man]] &lt;br /&gt;
* [[File:python_man_sprite.png|20px]] / {{Tile|S|6:0}} [[Python man]]&lt;br /&gt;
* [[File:raccoon_man_sprite.png|20px]] / {{Tile|r|7:0}} [[Raccoon man]] &lt;br /&gt;
* [[File:rat_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rat man]]&lt;br /&gt;
* [[File:rattlesnake_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Rattlesnake man]] &lt;br /&gt;
* [[File:raven_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Raven man]]&lt;br /&gt;
* [[File:red_panda_man_sprite.png|20px]] / {{Tile|r|4:0}} [[Red panda man]] &lt;br /&gt;
* [[File:red_squirrel_man_sprite.png|20px]] / {{Tile|r|6:0}} [[Red squirrel man]]&lt;br /&gt;
* [[File:red_winged_blackbird_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Red-winged blackbird man]] &lt;br /&gt;
* [[File:rhesus_macaque_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Rhesus macaque man]]&lt;br /&gt;
* [[File:rhinoceros_man_sprite.png|20px]] / {{Tile|R|7:0}} [[Rhinoceros man]] &lt;br /&gt;
* [[File:roach_man_sprite.png|20px]] / {{Tile|r|6:0}} [[Roach man]]&lt;br /&gt;
* [[File:saltwater_crocodile_man_sprite.png|20px]] / {{Tile|C|2:0}} [[Saltwater crocodile man]] &lt;br /&gt;
* [[File:skink_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Skink man]]&lt;br /&gt;
* [[File:skunk_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Skunk man]] &lt;br /&gt;
* [[File:sloth_bear_man_sprite.png|20px]] / {{Tile|B|0:1}} [[Sloth bear man]]&lt;br /&gt;
* [[File:sloth_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Sloth man]] &lt;br /&gt;
* [[File:slug_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Slug man]]&lt;br /&gt;
* [[File:snail_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Snail man]] &lt;br /&gt;
* [[File:snapping_turtle_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Snapping turtle man]]&lt;br /&gt;
* [[File:snowy_owl_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Snowy owl man]] &lt;br /&gt;
* [[File:sparrow_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Sparrow man]]&lt;br /&gt;
* [[File:sperm_whale_man_sprite.png|20px]] / {{Tile|W|7:0}} [[Sperm whale man]] &lt;br /&gt;
* [[File:spider_monkey_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Spider monkey man]]&lt;br /&gt;
* [[File:sponge_man_sprite.png|20px]] / {{Tile|s|4:1}} [[Sponge man]] &lt;br /&gt;
* [[File:squid_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Squid man]]&lt;br /&gt;
* [[File:stoat_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Stoat man]] &lt;br /&gt;
* [[File:swan_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Swan man]]&lt;br /&gt;
* [[File:tapir_man_sprite.png|20px]] / {{Tile|T|7:1}} [[Tapir man]] &lt;br /&gt;
* [[File:thrips_man_sprite.png|20px]] / {{Tile|t|6:0}} [[Thrips man]]&lt;br /&gt;
* [[File:tick_man_sprite.png|20px]] / {{Tile|t|0:1}} [[Tick man]] &lt;br /&gt;
* [[File:tiger_man_sprite.png|20px]] / {{Tile|T|6:1}} [[Tiger man]]&lt;br /&gt;
* [[File:toad_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Toad man]] &lt;br /&gt;
* [[File:two_humped_camel_man_sprite.png|20px]] / {{Tile|C|6:0}} [[Two-humped camel man]]&lt;br /&gt;
* [[File:vulture_man_sprite.png|20px]] / {{Tile|v|4:0}} [[Vulture man]] &lt;br /&gt;
* [[File:walrus_man_sprite.png|20px]] / {{Tile|W|6:0}} [[Walrus man]]&lt;br /&gt;
* [[File:warthog_man_sprite.png|20px]] / {{Tile|W|6:0}} [[Warthog man]] &lt;br /&gt;
* [[File:weasel_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Weasel man]]&lt;br /&gt;
* [[File:white_stork_man_sprite.png|20px]] / {{Tile|s|7:1}} [[White stork man]] &lt;br /&gt;
* [[File:wild_boar_man_sprite.png|20px]] / {{Tile|B|6:0}} [[Wild boar man]]&lt;br /&gt;
* [[File:wolf_man_sprite.png|20px]] / {{Tile|w|7:0}} [[Wolf man]] &lt;br /&gt;
* [[File:wolverine_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wolverine man]]&lt;br /&gt;
* [[File:wombat_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wombat man]] &lt;br /&gt;
* [[File:worm_man_sprite.png|20px]] / {{Tile|w|7:0}} [[Worm man]]&lt;br /&gt;
* [[File:wren_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wren man]]}}&lt;br /&gt;
&lt;br /&gt;
== Animal people organized by attributes==&lt;br /&gt;
&lt;br /&gt;
@ Probably only functions as a citizen in Fortress Mode {{verify}}&lt;br /&gt;
&lt;br /&gt;
+ Probably only functions in Adventure Mode {{verify}}&lt;br /&gt;
&lt;br /&gt;
(#) Probably only functions for procedurally generated &amp;quot;mob spawns&amp;quot; and not for adventurers {{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Attribute !! Effect !! Species of animal person&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Amphibious]]''' || Move and breathe normally on water AND dry land || [[Alligator man]] | [[Axolotl man]] | [[Capybara man]] | [[Crab man]] | [[Elephant seal man]] | [[Gila monster man]] | [[Green tree frog man]] | [[Harp seal man]] | [[Hippo man]] | [[Horseshoe crab man]] | [[Leopard seal man]] | [[Olm man]] | [[Otter man]] | [[Platypus man]] | [[Pond turtle man]] | [[Reptile man]] | [[Saltwater crocodile man]] | [[Snapping turtle man]] | [[Toad man]] | [[Walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Aquatic]]''' || Move and breathe normally in water, but drown in less than 4/7 units of water. || | [[Cuttlefish man]] | [[Moon snail man]] | [[Narwhal man]] | [[Nautilus man]] | [[Octopus man]] | [[Orca man]] | [[Sperm whale man]] | [[Sponge man]] | [[Squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[creature token#HOMEOTHERM|Ectothermic]]''' || Does not have internal body temperature || | Assumedly all species of reptiles, amphibians, arthropods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[egg|Egglaying]]@''' || Females will lay (sterile) eggs if given a nest box to claim ||  | Assumedly all species of egglaying birds, reptiles, etc.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Flying]]+(bugged)''' || Can fly through the air ||  | [[Albatross man]] | [[Barn owl man]] | [[Bluejay man]] | [[Bushtit man]] | [[Buzzard man]] | [[Cardinal man]] | [[Crow man]] | [[Damselfly man]] | [[Dragonfly man]] | [[Eagle man]] | [[Firefly man]] | [[Fly man]] | [[Grackle man]] | [[Great horned owl man]] | [[Grey parrot man]] | [[Hornbill man]] | [[Kea man]] | [[Kestrel man]] | [[Loon man]] | [[Lorikeet man]] | [[Magpie man]] | [[Mantis man]] | [[Masked lovebird man]] | [[Monarch butterfly man]] | [[Mosquito man]] | [[Moth man]] | [[Oriole man]] | [[Osprey man]] | [[Parakeet man]] | [[Peach-faced lovebird man]] | [[Peregrine falcon man]] | [[Puffin man]] | [[Raven man]] | [[Red-winged blackbird man]] | [[Roach man]] | [[Snowy owl man]] | [[Sparrow man]] | [[Swan man]] | [[Thrips man]] | [[Vulture man]] | [[Wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Genderless]]''' || Cannot breed in normal gameplay ||  | [[Leech man]] | [[Slug man]] | [[Snail man]] | [[Sponge man]] | [[Worm man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Pain]]''' || Feels no pain ||  | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Stun]]''' || Cannot be stunned || | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Shell]]''' || Has a shell that can be yielded if butchered, however, dwarves won't butcher animal people in non-modded DF. ||  | [[Armadillo man]] | [[Desert tortoise man]] | [[Giant tortoise man]] | [[Moon snail man]] | [[Nautilus man]] | [[Pond turtle man]] | [[Snail man]] | [[Snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals drink]](#)''' || Approaches any available drink and steals it, guzzling entire barrels at once, on the spot. ||  | [[Black bear man]] | [[Grizzly bear man]] | [[Polar bear man]] | [[Sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals food]](#)''' || Approaches any available food and steals it, carrying a stack of food off-map. ||  | [[Black bear man]] | [[Buzzard man]] | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Grizzly bear man]] | [[Honey badger man]] | [[Kea man]] | [[Mandrill man]] | [[Polar bear man]] | [[Raccoon man]] | [[Rhesus macaque man]] | [[Sloth bear man]] | [[Vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals items]](#)''' || Approaches an item and steals it, carrying it off-map. ||  | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Kea man]] | [[Mandrill man]] | [[Raccoon man]] | [[Rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Syndrome]]''' || Venoms that cause various [[symptom]]s, usually applied by bite or a special sting attack ||  | [[Adder man]] | [[Bark scorpion man]] | [[Black mamba man]] | [[Brown recluse spider man]] | [[Bushmaster man]] | [[Copperhead snake man]] | [[Gila monster man]] | [[King cobra man]] | [[Platypus man]] | [[Rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Web]]s''' || Can move through webbing and collect it in adventure mode with {{k|g}}. No web spray attack included. ||  | [[Brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''(All animal people have the Learning and Humanoid Attributes)'''&lt;br /&gt;
&lt;br /&gt;
== Creature &amp;amp; body tokens altered from base animal raws ==&lt;br /&gt;
These are the tokens removed, added or replaced from the base creatures that animal people come from. They are replaced in the c_variation_default.txt raw file by the tokens APPLY_CREATURE_VARIATION:ANIMAL_PERSON and APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS which come from the animal person's raws.&lt;br /&gt;
&lt;br /&gt;
'''[[Creature token|Tokens]] removed and added'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Token &lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
|| NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_CHILD_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_BABY_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CASTE_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CHILDNAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| BABYNAME&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SMALL_REMAINS &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| DESCRIPTION &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CREATURE_TILE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| COLOR &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MAXAGE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SOUND &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PET &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PETVALUE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PENETRATEPOWER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_EATER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_HATEABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_GROUNDER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_FISH &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL_COLONY &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_ROTTER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_NOTRAP&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| FISHITEM &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| IMMOBILE_LAND&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| TRIGGERABLE_GROUP &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MOUNT&lt;br /&gt;
|| Removed only from creatures with legs&lt;br /&gt;
|-&lt;br /&gt;
|| PET_EXOTIC &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| NOT_BUTCHERABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SWIMSPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MUNDANE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| POPULATION_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CLUSTER_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_SKILL&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VERB&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_CONTACT_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PRIORITY&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_WITH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PENETRATION_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PREPARE_AND_RECOVER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_EDGE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_CANLATCH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GAIT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| UBIQUITOUS&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| LARGE_ROAMING&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| SAVAGE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| GRAVITATE_BODY_SIZE:70000&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CHANGE_FREQUENCY_PERC:10&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_LEARN&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_SPEAK&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| EQUIPS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CANOPENDOORS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_FRONT_GRASP&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_FRONT_GRASP&lt;br /&gt;
|| HUMANOID_NECK&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_NECK_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT_4LEGS_2ARMS&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON:LEGLESS [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID_LEGLESS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID_LEGLESS:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_LEGLESS_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_LEGLESS_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Present from the first official release of the game, the animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. [[23a:frogman|Frogmen]], [[23a:lizardman|lizardmen]], and [[23a:snakeman|snakemen]] emerged from [[23a:cave river|cave rivers]], and [[23a:antman|antmen]], [[23a:batman|batmen]], and [[23a:ratman|ratmen]] would come out from [[23a:chasm|chasms]] to attack.&lt;br /&gt;
&lt;br /&gt;
[[40d:release information|v0.27.169.32a]] released three-dimensional worlds, and subterranean creatures were moved to flock near generated [[40d:chasm|chasms]], [[40d:underground river|underground rivers]], and [[40d:Underground pool|underground pools]]. [[cave swallow man|Cave swallowmen]] and [[olm man|olmmen]] were introduced. The first set of above-ground savage animal people were also introduced: [[leech man|leechmen]], [[snail man|snailmen]], [[slug man|slugmen]], and [[tiger man|tigermen]].&lt;br /&gt;
&lt;br /&gt;
In [[v0.31:release information|v0.31]], every creature was renamed and/or had their properties revamped (for example, &amp;quot;frogman&amp;quot; was changed to &amp;quot;amphibian man&amp;quot; and &amp;quot;batman&amp;quot; was changed to &amp;quot;bat man&amp;quot;). Not all animal people were redefined in this version, and some continued to use old codes for many releases. The version also introduced &amp;quot;[[creature variation token|creature variation]]&amp;quot; templates, which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current [[cavern]]s, and subterranean animal people formed civilizations. More anthropomorphic variations of animals present at the time were added.&lt;br /&gt;
&lt;br /&gt;
More animal people were added to the game in [[v0.34:release information|v0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Release information/0.42.01|v0.42.01]] allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. (A grizzly bear hammerman has much to offer a dwarven society.) [[Release information/0.42.04|v0.42.04]] added more animal people to the game.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Humanoid versions of animals with the {{token|MEANDERER}} token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless performing a task.{{Bug|9588}}&lt;br /&gt;
&lt;br /&gt;
* Animal people can't learn swimming. {{Bug|9853}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
[[Ru:Animal people]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tiger_man&amp;diff=299201</id>
		<title>Tiger man</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tiger_man&amp;diff=299201"/>
		<updated>2024-04-22T05:31:44Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Tamed tiger men */ -not-especially-amusing old version info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=tiger_man_sprite.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Tiger men''' are [[animal people]] versions of the common [[tiger]], often inhabiting [[savage]] [[forest#Tropical dry broadleaf forests |tropical forests]] and [[wetland|coastal/wetland]] [[biome|areas]]. They are large, predatory carnivores that can present a [[fun|significant threat]] to an unarmed [[dwarf]], as they are over twice the size of the average [[human]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|prefer]] tiger men for their ''stripes, of course''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
==Behavior==&lt;br /&gt;
Tiger men prefer to consume [[prepared meal|meals]] made from [[flour]], [[Dwarven sugar]] and [[milk]] when possible. Particularly [[attributes|tough]], [[attributes|agile]] and [[attributes|strong]] tiger men may become [[broker]]s for this food combination, urging [[caravan]]s arriving to your fortress to purchase it while profusely claiming it is ''great''.&lt;br /&gt;
&lt;br /&gt;
Some tiger men will form close bonds with blonde, mischievous dwarven [[child|children]]. The child will often own a red-colored &amp;lt;s&amp;gt;minecart&amp;lt;/s&amp;gt; wagon, and have a fierce grudge with a brunette child of the opposite gender in your fort.&lt;br /&gt;
&lt;br /&gt;
Other tiger men are capable [[building destroyer]]s and tend to wreak havoc if they enter the [[elven]] home of a corresponding [[sloth bear man]]. Inexperienced tiger men readily consume [[honey]] from sloth bear men's stockpiles of [[glaze|glazed]] [[jug|«+earthenware jugs+»]] despite their innate negative [[preference]] for it, leading to a negative [[thought]]. Some dwarves like tiger men for their ''tail-bouncing propagation''.&lt;br /&gt;
[[File:tiger_man2.png|thumb|300px|center|&amp;lt;small&amp;gt;''Art by AlsaresLynx''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=299194</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=299194"/>
		<updated>2024-04-21T18:39:22Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Facets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:personality_v50_preview.png|thumb|262px|right|Randomly generated personality of a [[gelder]].]]&lt;br /&gt;
{{Modding}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''' (or just '''personalities''') are made up of beliefs, goals, and facets, distinct from [[attributes]] and [[mannerism]]s. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf, then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He/she holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;S/he is in a constant state of internal rage&amp;quot;, and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;S/he feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]], even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;S/he never falls in love or develops positive feelings toward anything, and s/he is bothered by this since s/he sees romance as one of the highest ideals&amp;quot;. (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]'').&lt;br /&gt;
&lt;br /&gt;
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report (except for the -10 to +10 range, which does not) on the &amp;quot;thoughts and preferences&amp;quot; screen, depending on where it falls in any of seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thoughts and preferences screen. Beliefs, along with facets, dictate [[need]]s and the frequency with which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can also be changed through successful arguments – in adventure mode, this can be used to change the core beliefs of your adventurer (and, consequently, some of their needs). Since they can argue for beliefs they don't actually hold, you can convince a person of a belief you ''want'' your adventurer to hold, get into ''another'' argument over said belief, and acquiesce to that (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets – see below.&lt;br /&gt;
&lt;br /&gt;
===Belief list===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to LEISURE_TIME?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}} &lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost ||! rowspan=2 | cannot learn Flatterer &amp;lt;br&amp;gt; (unless overridden by extreme FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty || can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth ||! rowspan=4 | can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; can learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are some of the highest ideals ||! rowspan=5 | can learn Persuader &amp;lt;br&amp;gt; (subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers ||! rowspan=2 | cannot learn Persuader &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive ||! rowspan=2 | cannot learn Consoler &amp;lt;br&amp;gt; (unless overridden by extreme SWAYED_BY_EMOTIONS, CRUELTY, or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining ||! rowspan=5 | can learn Consoler &amp;lt;br&amp;gt; (subject to SWAYED_BY_EMOTIONS, CRUELTY, and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are some of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and HARMONY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party ||! rowspan=5 | can learn Comedian &amp;lt;br&amp;gt; (subject to HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers ||! rowspan=2 | cannot learn Comedian &amp;lt;br&amp;gt; (unless overriden by extreme HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important values and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to FRIENDSHIP?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs ||! rowspan=5 | can learn Pacifier &amp;lt;br&amp;gt; (subject to DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general ||! rowspan=2 | cannot learn Pacifier &amp;lt;br&amp;gt; (unless overriden by extreme DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of their goals, receiving the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight: [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| has become obsessed with his/her own [[Immortality|mortality]]&lt;br /&gt;
| Leads to [[necromancer|necromancy]], which renders the necromancer immune to death by old age. Creatures like [[goblin]]s and [[elf|elves]], who are immortal from the start, cannot have this dream.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAKE_A_GREAT_DISCOVERY}} &lt;br /&gt;
| dreams of making a great discovery&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|ATTAIN_RANK_IN_SOCIETY}} &lt;br /&gt;
| dreams of attaining rank in society&lt;br /&gt;
| Goal completed upon becoming a baron (and possibly other noble positions).&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BATHE_WORLD_IN_CHAOS}}&lt;br /&gt;
|dreams of bathing the world in chaos&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
Each personality facet has a value from 0–100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in any of seven levels (the 40−60 range does not cause a report):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
Facets are also influenced by species, via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out – their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.&lt;br /&gt;
&lt;br /&gt;
Facets which are marked below with &amp;quot;†&amp;quot; also contribute to [[relationship]]s – values which are significantly different (i.e. greater than 60 in one creature and less than 40 in the other) will contribute toward the formation of [[grudge]]s.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of conflicting with a creature's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
===Facet list===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! colspan=2| Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7| {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
| rowspan=3 | Will not generate a positive thought while drunk. &amp;lt;br&amp;gt;'didn't feel anything due to inebriation.'&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
| rowspan=2 | Will not generate a positive thought working with a preference. &amp;lt;br&amp;gt;'didn't feel anything at work'&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]]. &amp;lt;br&amp;gt;Unmet needs may trigger negative thought 'frustration.' &amp;lt;br&amp;gt; Arguments may trigger negative thought 'angry after getting into an argument.' (subject to PRIDE, DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VIOLENT}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|WASTEFULNESS}}†&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISCORD}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier &amp;lt;br&amp;gt; can learn Intimidator (subject only to ASSERTIVENESS)&lt;br /&gt;
| rowspan=3 | Arguments can trigger positive thought &amp;lt;br&amp;gt;'satisfied after getting into an argument.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living ||! rowspan=3 | can learn Consoler (subject to STOICISM, subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; can learn Pacifier (subject to PEACE) &amp;lt;br&amp;gt; can learn Intimidator (subject to HARMONY, POWER, and TRANQULITY, subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; can learn Consoler (subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; always learns Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDLINESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual ||! rowspan=2 | can learn Flatterer &amp;lt;br&amp;gt; (subject to TRUTH)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome ||! rowspan=3 | cannot learn Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POLITENESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VANITY}}†&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|AMBITION}}†&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GRATITUDE}}†&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODESTY}}†&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HUMOR}}†&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor ||! rowspan=3 | can learn Comedian &amp;lt;br&amp;gt; (subject to MERRIMENT)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous ||! rowspan=2 | cannot learn Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VENGEFUL}}†&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
| rowspan=3 | Arguments may trigger negative thought &amp;lt;br&amp;gt; 'insulted after getting into an argument.' (subject to DISCORD) &amp;lt;br&amp;gt; Teaching at a guildhall may trigger positive thought &amp;lt;br&amp;gt;'proud after teaching ''skill''.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRUELTY}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HOPEFUL}}†&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CURIOUS}}†&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her] ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 ||  has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others &lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERFECTIONIST}}†&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TOLERANT}}†&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die. Still experiences trauma or fear based on other personality traits.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ALTRUISM}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DUTIFULNESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|THOUGHTLESSNESS}}†&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ORDERLINESS}}†&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
| rowspan=3 |  Will store clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
| rowspan=3 |  Will leave scattered clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say ||! rowspan=2 | can learn Intimidator &amp;lt;br&amp;gt; (subject to DISCORD) &amp;lt;br&amp;gt; always learns Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive ||! rowspan=3 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY, POWER, and TRANQULITY, subject to DISCORD) &amp;lt;br&amp;gt; can learn Persuader &amp;lt;br&amp;gt; (subject to ELOQUENCE)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation ||! rowspan=2 | never learns Intimidator or Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy ||! rowspan=4 | has a need to be active&lt;br /&gt;
|! rowspan=4 | anything skill related, such as idle conversation counts&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations ||! rowspan=4 | has a need for exciting actions&lt;br /&gt;
|! rowspan=4 | exciting actions include engaging in combat&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMAGINATION}}†&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ABSTRACT_INCLINED}}†&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ART_INCLINED}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=299193</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=299193"/>
		<updated>2024-04-21T18:37:25Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:personality_v50_preview.png|thumb|262px|right|Randomly generated personality of a [[gelder]].]]&lt;br /&gt;
{{Modding}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''' (or just '''personalities''') are made up of beliefs, goals, and facets, distinct from [[attributes]] and [[mannerism]]s. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf, then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He/she holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;S/he is in a constant state of internal rage&amp;quot;, and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;S/he feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]], even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;S/he never falls in love or develops positive feelings toward anything, and s/he is bothered by this since s/he sees romance as one of the highest ideals&amp;quot;. (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]'').&lt;br /&gt;
&lt;br /&gt;
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report (except for the -10 to +10 range, which does not) on the &amp;quot;thoughts and preferences&amp;quot; screen, depending on where it falls in any of seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thoughts and preferences screen. Beliefs, along with facets, dictate [[need]]s and the frequency with which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can also be changed through successful arguments – in adventure mode, this can be used to change the core beliefs of your adventurer (and, consequently, some of their needs). Since they can argue for beliefs they don't actually hold, you can convince a person of a belief you ''want'' your adventurer to hold, get into ''another'' argument over said belief, and acquiesce to that (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets – see below.&lt;br /&gt;
&lt;br /&gt;
===Belief list===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to LEISURE_TIME?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}} &lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost ||! rowspan=2 | cannot learn Flatterer &amp;lt;br&amp;gt; (unless overridden by extreme FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty || can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth ||! rowspan=4 | can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; can learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are some of the highest ideals ||! rowspan=5 | can learn Persuader &amp;lt;br&amp;gt; (subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers ||! rowspan=2 | cannot learn Persuader &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive ||! rowspan=2 | cannot learn Consoler &amp;lt;br&amp;gt; (unless overridden by extreme SWAYED_BY_EMOTIONS, CRUELTY, or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining ||! rowspan=5 | can learn Consoler &amp;lt;br&amp;gt; (subject to SWAYED_BY_EMOTIONS, CRUELTY, and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are some of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and HARMONY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party ||! rowspan=5 | can learn Comedian &amp;lt;br&amp;gt; (subject to HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers ||! rowspan=2 | cannot learn Comedian &amp;lt;br&amp;gt; (unless overriden by extreme HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important values and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to FRIENDSHIP?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs ||! rowspan=5 | can learn Pacifier &amp;lt;br&amp;gt; (subject to DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general ||! rowspan=2 | cannot learn Pacifier &amp;lt;br&amp;gt; (unless overriden by extreme DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of their goals, receiving the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight: [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| has become obsessed with his/her own [[Immortality|mortality]]&lt;br /&gt;
| Leads to [[necromancer|necromancy]], which renders the necromancer immune to death by old age. Creatures like [[goblin]]s and [[elf|elves]], who are immortal from the start, cannot have this dream.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAKE_A_GREAT_DISCOVERY}} &lt;br /&gt;
| dreams of making a great discovery&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|ATTAIN_RANK_IN_SOCIETY}} &lt;br /&gt;
| dreams of attaining rank in society&lt;br /&gt;
| Goal completed upon becoming a baron (and possibly other noble positions).&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BATHE_WORLD_IN_CHAOS}}&lt;br /&gt;
|dreams of bathing the world in chaos&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
Each personality facet has a value from 0–100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in any of seven levels (the 40−60 range does not cause a report):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
Facets are also influenced by species, via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.&lt;br /&gt;
&lt;br /&gt;
Facets which are marked below with &amp;quot;†&amp;quot; also contribute to [[relationship]]s - values which are significantly different (i.e. greater than 60 in one creature and less than 40 in the other) will contribute toward the formation of [[grudge]]s.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with a creature's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
===Facet list===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! colspan=2| Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7| {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
| rowspan=3 | Will not generate a positive thought while drunk. &amp;lt;br&amp;gt;'didn't feel anything due to inebriation.'&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
| rowspan=2 | Will not generate a positive thought working with a preference. &amp;lt;br&amp;gt;'didn't feel anything at work'&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]]. &amp;lt;br&amp;gt;Unmet needs may trigger negative thought 'frustration.' &amp;lt;br&amp;gt; Arguments may trigger negative thought 'angry after getting into an argument.' (subject to PRIDE, DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VIOLENT}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|WASTEFULNESS}}†&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISCORD}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier &amp;lt;br&amp;gt; can learn Intimidator (subject only to ASSERTIVENESS)&lt;br /&gt;
| rowspan=3 | Arguments can trigger positive thought &amp;lt;br&amp;gt;'satisfied after getting into an argument.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living ||! rowspan=3 | can learn Consoler (subject to STOICISM, subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; can learn Pacifier (subject to PEACE) &amp;lt;br&amp;gt; can learn Intimidator (subject to HARMONY, POWER, and TRANQULITY, subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; can learn Consoler (subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; always learns Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDLINESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual ||! rowspan=2 | can learn Flatterer &amp;lt;br&amp;gt; (subject to TRUTH)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome ||! rowspan=3 | cannot learn Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POLITENESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VANITY}}†&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|AMBITION}}†&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GRATITUDE}}†&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODESTY}}†&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HUMOR}}†&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor ||! rowspan=3 | can learn Comedian &amp;lt;br&amp;gt; (subject to MERRIMENT)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous ||! rowspan=2 | cannot learn Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VENGEFUL}}†&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
| rowspan=3 | Arguments may trigger negative thought &amp;lt;br&amp;gt; 'insulted after getting into an argument.' (subject to DISCORD) &amp;lt;br&amp;gt; Teaching at a guildhall may trigger positive thought &amp;lt;br&amp;gt;'proud after teaching ''skill''.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRUELTY}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HOPEFUL}}†&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CURIOUS}}†&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her] ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 ||  has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others &lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERFECTIONIST}}†&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TOLERANT}}†&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die. Still experiences trauma or fear based on other personality traits.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ALTRUISM}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DUTIFULNESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|THOUGHTLESSNESS}}†&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ORDERLINESS}}†&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
| rowspan=3 |  Will store clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
| rowspan=3 |  Will leave scattered clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say ||! rowspan=2 | can learn Intimidator &amp;lt;br&amp;gt; (subject to DISCORD) &amp;lt;br&amp;gt; always learns Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive ||! rowspan=3 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY, POWER, and TRANQULITY, subject to DISCORD) &amp;lt;br&amp;gt; can learn Persuader &amp;lt;br&amp;gt; (subject to ELOQUENCE)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation ||! rowspan=2 | never learns Intimidator or Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy ||! rowspan=4 | has a need to be active&lt;br /&gt;
|! rowspan=4 | anything skill related, such as idle conversation counts&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations ||! rowspan=4 | has a need for exciting actions&lt;br /&gt;
|! rowspan=4 | exciting actions include engaging in combat&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMAGINATION}}†&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ABSTRACT_INCLINED}}†&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ART_INCLINED}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=299192</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=299192"/>
		<updated>2024-04-21T18:36:58Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Beliefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:personality_v50_preview.png|thumb|262px|right|Randomly generated personality of a [[gelder]].]]&lt;br /&gt;
{{Modding}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''' (or just '''personalities''') are made up of beliefs, goals, and facets, distinct from [[attributes]] and [[mannerism]]s. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf, then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He/she holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;S/he is in a constant state of internal rage&amp;quot;, and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;S/he feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]], even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;S/he never falls in love or develops positive feelings toward anything, and s/he is bothered by this since s/he sees romance as one of the highest ideals&amp;quot;. (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]'').&lt;br /&gt;
&lt;br /&gt;
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report (except for the -10 to +10 range, which does not) on the &amp;quot;thoughts and preferences&amp;quot; screen, depending on where it falls in any of seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thoughts and preferences screen. Beliefs, along with facets, dictate [[need]]s and the frequency with which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can also be changed through successful arguments – in adventure mode, this can be used to change the core beliefs of your adventurer (and, consequently, some of their needs). Since they can argue for beliefs they don't actually hold, you can convince a person of a belief you ''want'' to hold, get into ''another'' argument over said belief, and acquiesce to their (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets – see below.&lt;br /&gt;
&lt;br /&gt;
===Belief list===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to LEISURE_TIME?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}} &lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost ||! rowspan=2 | cannot learn Flatterer &amp;lt;br&amp;gt; (unless overridden by extreme FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty || can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth ||! rowspan=4 | can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; can learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are some of the highest ideals ||! rowspan=5 | can learn Persuader &amp;lt;br&amp;gt; (subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers ||! rowspan=2 | cannot learn Persuader &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive ||! rowspan=2 | cannot learn Consoler &amp;lt;br&amp;gt; (unless overridden by extreme SWAYED_BY_EMOTIONS, CRUELTY, or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining ||! rowspan=5 | can learn Consoler &amp;lt;br&amp;gt; (subject to SWAYED_BY_EMOTIONS, CRUELTY, and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are some of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and HARMONY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party ||! rowspan=5 | can learn Comedian &amp;lt;br&amp;gt; (subject to HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers ||! rowspan=2 | cannot learn Comedian &amp;lt;br&amp;gt; (unless overriden by extreme HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important values and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to FRIENDSHIP?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs ||! rowspan=5 | can learn Pacifier &amp;lt;br&amp;gt; (subject to DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general ||! rowspan=2 | cannot learn Pacifier &amp;lt;br&amp;gt; (unless overriden by extreme DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of their goals, receiving the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight: [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| has become obsessed with his/her own [[Immortality|mortality]]&lt;br /&gt;
| Leads to [[necromancer|necromancy]], which renders the necromancer immune to death by old age. Creatures like [[goblin]]s and [[elf|elves]], who are immortal from the start, cannot have this dream.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAKE_A_GREAT_DISCOVERY}} &lt;br /&gt;
| dreams of making a great discovery&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|ATTAIN_RANK_IN_SOCIETY}} &lt;br /&gt;
| dreams of attaining rank in society&lt;br /&gt;
| Goal completed upon becoming a baron (and possibly other noble positions).&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BATHE_WORLD_IN_CHAOS}}&lt;br /&gt;
|dreams of bathing the world in chaos&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
Each personality facet has a value from 0–100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in any of seven levels (the 40−60 range does not cause a report):&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
Facets are also influenced by species, via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.&lt;br /&gt;
&lt;br /&gt;
Facets which are marked below with &amp;quot;†&amp;quot; also contribute to [[relationship]]s - values which are significantly different (i.e. greater than 60 in one creature and less than 40 in the other) will contribute toward the formation of [[grudge]]s.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with a creature's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
===Facet list===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:5em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! colspan=2| Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7| {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
| rowspan=3 | Will not generate a positive thought while drunk. &amp;lt;br&amp;gt;'didn't feel anything due to inebriation.'&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
| rowspan=2 | Will not generate a positive thought working with a preference. &amp;lt;br&amp;gt;'didn't feel anything at work'&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]]. &amp;lt;br&amp;gt;Unmet needs may trigger negative thought 'frustration.' &amp;lt;br&amp;gt; Arguments may trigger negative thought 'angry after getting into an argument.' (subject to PRIDE, DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VIOLENT}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|WASTEFULNESS}}†&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISCORD}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier &amp;lt;br&amp;gt; can learn Intimidator (subject only to ASSERTIVENESS)&lt;br /&gt;
| rowspan=3 | Arguments can trigger positive thought &amp;lt;br&amp;gt;'satisfied after getting into an argument.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living ||! rowspan=3 | can learn Consoler (subject to STOICISM, subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; can learn Pacifier (subject to PEACE) &amp;lt;br&amp;gt; can learn Intimidator (subject to HARMONY, POWER, and TRANQULITY, subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; can learn Consoler (subject to CRUELTY and SWAYED_BY_EMOTIONS) &amp;lt;br&amp;gt; always learns Pacifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDLINESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual ||! rowspan=2 | can learn Flatterer &amp;lt;br&amp;gt; (subject to TRUTH)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome ||! rowspan=3 | cannot learn Flatterer&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POLITENESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VANITY}}†&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|AMBITION}}†&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GRATITUDE}}†&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMMODESTY}}†&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HUMOR}}†&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor ||! rowspan=3 | can learn Comedian &amp;lt;br&amp;gt; (subject to MERRIMENT)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous ||! rowspan=2 | cannot learn Comedian&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|VENGEFUL}}†&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
| rowspan=3 | Arguments may trigger negative thought &amp;lt;br&amp;gt; 'insulted after getting into an argument.' (subject to DISCORD) &amp;lt;br&amp;gt; Teaching at a guildhall may trigger positive thought &amp;lt;br&amp;gt;'proud after teaching ''skill''.'&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRUELTY}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to DISCORD and SWAYED_BY_EMOTIONS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HOPEFUL}}†&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CURIOUS}}†&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her] ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to GREGARIOUSNESS)&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 ||  has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others &lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERFECTIONIST}}†&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TOLERANT}}†&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die. Still experiences trauma or fear based on other personality traits.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them ||! rowspan=2 | can learn Consoler &amp;lt;br&amp;gt; (subject only to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others ||! rowspan=3 | can learn Consoler &amp;lt;br&amp;gt; (subject to STOICISM, subject to CRUELTY and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals ||! rowspan=2 | cannot learn Consoler&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ALTRUISM}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DUTIFULNESS}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|THOUGHTLESSNESS}}†&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ORDERLINESS}}†&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
| rowspan=3 |  Will store clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
| rowspan=3 |  Will leave scattered clothes after changing clothes.&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others ||! rowspan=2 | can learn Conversationalist &amp;lt;br&amp;gt; (subject only to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others ||! rowspan=3 | can learn Conversationalist &amp;lt;br&amp;gt; (subject to beliefs, subject to BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone ||! rowspan=2 | cannot learn Conversationalist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say ||! rowspan=2 | can learn Intimidator &amp;lt;br&amp;gt; (subject to DISCORD) &amp;lt;br&amp;gt; always learns Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive ||! rowspan=3 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY, POWER, and TRANQULITY, subject to DISCORD) &amp;lt;br&amp;gt; can learn Persuader &amp;lt;br&amp;gt; (subject to ELOQUENCE)&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation ||! rowspan=2 | never learns Intimidator or Persuader&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy ||! rowspan=4 | has a need to be active&lt;br /&gt;
|! rowspan=4 | anything skill related, such as idle conversation counts&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations ||! rowspan=4 | has a need for exciting actions&lt;br /&gt;
|! rowspan=4 | exciting actions include engaging in combat&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|IMAGINATION}}†&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ABSTRACT_INCLINED}}†&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ART_INCLINED}}†&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=299191</id>
		<title>Historical figure</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Historical_figure&amp;diff=299191"/>
		<updated>2024-04-21T18:33:34Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:historic_figure_preview.png|thumb|200px|right|The beard made him more likable. Sometimes.]]In [[world generation]], due to memory constraints, most population numbers have to be treated abstractly. However, a small percentage of the population is treated explicitly, i.e. the game keeps track of all of their history. These people are called '''historical figures''', or ''histfig'' for short.&lt;br /&gt;
&lt;br /&gt;
Historical figures mainly relate to what is abstractly offloaded (i.e. forgotten) or explicitly tracked by the game. The game can't keep track of every single creature in the world, but it has to keep things interesting for your [[Fortress mode|fortress]], [[Adventure mode|adventurer]], or [[legends]]; as such, there are a number of rules that define who gets to become a historical figure and who doesn't. These rules are mostly there to guarantee a consistency of gameplay experience, so that people you encounter don't suddenly disappear from the game as they are offloaded. In other words, the game generates everything for you as you explore the world – ''except'' for historical figures, artifacts and what pertains to them – and vanishes everything as you leave a site – ''except'' for that which is related to historical figures and artifacts, including newly-generated ones.&lt;br /&gt;
&lt;br /&gt;
== In world generation (and [[World activities|after]])==&lt;br /&gt;
&lt;br /&gt;
In each [[site]], a percentage of the actual population is tracked: this includes nobility and their entourage. Their family relationships, titles and heroic feats (e.g. kill lists) are stored for you to discover. All [[Semi-megabeast|(semi-)]][[megabeast]]s, unique [[demon]]s, [[forgotten beast]]s, [[titan]]s and other such {{token|POWER}} creatures are historical figures, as are other [[villain]]ous creatures such as [[necromancer]]s, [[vampire]]s, [[werebeast]]s, [[night troll]]s, or [[Boss|bosses]] of [[criminal]] organisations (along with all their families and other such relationships). Likewise, animals that somehow become enemies of a civilization (usually for killing a few members) become historical figures.&lt;br /&gt;
&lt;br /&gt;
== In fortress mode ==&lt;br /&gt;
&lt;br /&gt;
Your seven starting dwarves are generated ''ex nihilo'' (out of nothing – &amp;quot;void dwarves&amp;quot;). However, all fortress citizens become historical figures as they appear, and the game will keep track of them if they [[Emigration|leave]] the site, or you retire or abandon your fortress. The game attempts to pull subsequent migrants from actual histfig populations, but it will continue to generate &amp;quot;void dwarves&amp;quot; as necessary. [[Caravan]]s and [[invader|invasions]] can instantiate non-historical populations, though those generated creatures may become historical figures during their time on site. [[Noble]]s (including [[diplomat]]s and [[liaison]]s), workers requested from [[holding]]s, and [[visitor]]s will generally only be selected from existing historical figures.&lt;br /&gt;
&lt;br /&gt;
Wildlife is abstracted away, except if an animal gets a [[name]] for some reason (e.g. killing one of your dwarves), in which case they also become a historical figure. If a creature's hist_figure_id is not equal to -1, then by definition it is a historical figure. It's possible that the act of training a creature makes it into a histfig, perhaps in order to assign entity/site membership to it.&lt;br /&gt;
&lt;br /&gt;
== In adventure mode ==&lt;br /&gt;
&lt;br /&gt;
Similarly to fortress mode's starting seven, your adventurer is also generated ''ex nihilo'', but becomes a historical figure upon entering the game. Every time the local map is offloaded, all units, including your adventurer, are also offloaded and re-initialized from historical figure data. This is why, whenever sleeping/waiting, fast-traveling, composing, crafting, or site-building, all non-permanent wounds are healed (though some are converted to scars) and stomach fullness and intoxication is reset. &lt;br /&gt;
&lt;br /&gt;
Anyone with a name who the adventurer encounters also becomes a historical figure, if they weren't already. This includes companions, the people you take [[quest]]s from, the people in your kill list, and people (or animals) you talk to. It should also be noted that anyone you encounter that wasn't a historical figure already is going to be a complete blank slate, with almost no knowledge of anything – for example, they won't know about any of the [[Bestiary|enemies or beasts]] you've slain (even the most basic animals such as [[cat]]s and [[dog]]s) if you don't tell them. This leaves the impression that no one cares about your achievements you brag about – they would if they had any idea who you were talking about.&lt;br /&gt;
&lt;br /&gt;
== In legends mode ==&lt;br /&gt;
&lt;br /&gt;
You may browse the history of every single histfig in the world, as well as their relationships with other histfigs. Special objects of note (namely [[artifact]]s and other such objects that have gotten a [[name]] from one of your dwarves or adventurers) also have their history tracked.&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
{{Category|Legends mode}}&lt;br /&gt;
[[ru:Historical figure]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=299190</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=299190"/>
		<updated>2024-04-21T18:30:06Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Considerations */&lt;/p&gt;
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{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''Mercenary''' is a [[historical figure]] who has decided to sell their services as a soldier. Mercenaries are found in fort mode as [[visitor]]s, hired by civilizations in legends mode. You cannot actively hire mercenaries in fort mode; instead, they come on their own and sometimes they will petition for residency.&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
[[Historical figure]]s will sometimes decide to become mercenaries, operating out of a town. Once they have enough money, they may improve their equipment. Mercenaries can be hired as scouts, for defense or attack, as they sometimes may be hired for assassination and theft.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary Orders ===&lt;br /&gt;
Sometimes, mercenaries will start mercenary orders, a type of formal group that dedicates themselves to certain weapons, which the members train in, and receive titles based on their skills and accomplishments.&lt;br /&gt;
&lt;br /&gt;
Mercenary orders are hired by civilizations for attack or defence of a site. Once they have enough money, they will either upgrade the equipment of their members, or build a [[fort]]. Mercenary orders either dedicated to a specific [[deity]] or, perhaps, linked to its [[religion]], may also build a [[temple]] in said fort. Mercenary companies usually only have a leader position, but sometimes will assign a position for [[Bookkeeper|record keeping]] as well.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
You can visit the forts of mercenary orders in adventure mode, and adventurers can join them the same way bandits can be joined. This requires a certain [[reputation]], like all joining requests. After joining, you will then be able to receive [[quest]]s (it is unknown if you can receive titles this way).&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
A mercenary is a type of [[visitor]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering.&lt;br /&gt;
&lt;br /&gt;
Sometimes, enemy civilizations will employ mercenaries to bolster their forces, throwing a dangerous element into what would normally be a much less dangerous force.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own supplies (they ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and so are more susceptible to the effects of [[alcohol]], which increases the odds they will suffer fatal acute alcohol poisoning, or ignite a massive, deadly tavern brawl while under the influence.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Mercenary]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=299189</id>
		<title>Mercenary</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Mercenary&amp;diff=299189"/>
		<updated>2024-04-21T18:29:33Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Adventurer Mode */&lt;/p&gt;
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{{av}}&lt;br /&gt;
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A '''Mercenary''' is a [[historical figure]] who has decided to sell their services as a soldier. Mercenaries are found in fort mode as [[visitor]]s, hired by civilizations in legends mode. You cannot actively hire mercenaries in fort mode; instead, they come on their own and sometimes they will petition for residency.&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
[[Historical figure]]s will sometimes decide to become mercenaries, operating out of a town. Once they have enough money, they may improve their equipment. Mercenaries can be hired as scouts, for defense or attack, as they sometimes may be hired for assassination and theft.&lt;br /&gt;
&lt;br /&gt;
=== Mercenary Orders ===&lt;br /&gt;
Sometimes, mercenaries will start mercenary orders, a type of formal group that dedicates themselves to certain weapons, which the members train in, and receive titles based on their skills and accomplishments.&lt;br /&gt;
&lt;br /&gt;
Mercenary orders are hired by civilizations for attack or defence of a site. Once they have enough money, they will either upgrade the equipment of their members, or build a [[fort]]. Mercenary orders either dedicated to a specific [[deity]] or, perhaps, linked to its [[religion]], may also build a [[temple]] in said fort. Mercenary companies usually only have a leader position, but sometimes will assign a position for [[Bookkeeper|record keeping]] as well.&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
You can visit the forts of mercenary orders in adventure mode, and adventurers can join them the same way bandits can be joined. This requires a certain [[reputation]], like all joining requests. After joining, you will then be able to receive [[quest]]s (it is unknown if you can receive titles this way).&lt;br /&gt;
&lt;br /&gt;
== Fortress Mode ==&lt;br /&gt;
A mercenary is a type of [[visitor]]. If you offer rented rooms through your [[tavern]], they may try to petition for residence in your fort for the purpose of soldiering.&lt;br /&gt;
&lt;br /&gt;
Sometimes, enemy civilizations will employ mercenaries to bolster their forces, throwing a dangerous element into what would normally be a much less dangerous force.&lt;br /&gt;
&lt;br /&gt;
==Behaviour==&lt;br /&gt;
If you accept their residency request, they will essentially become members of your fort, appearing on your fort's civilian list as though they were new migrants. However, they will refuse to accept any assigned labors. Their only purpose is to be enlisted into your military by adding them to a squad, and they will then adhere to any orders the squad receives.&lt;br /&gt;
&lt;br /&gt;
==Considerations==&lt;br /&gt;
Because visitors cannot be made [[noble]]s, you cannot have a mercenary be the leader of a squad. They will not arrive with their own armor, so you'll need to provide such equipment from your own supplies (they ''will'' bring their own regular clothing, at least). To forge equipment sized for non-dwarves, go to the workshop producing armor (this works for clothing, leather armor, and metal armor), move the cursor to the job producing armor, press {{k|d}}etails and select the race involved. You can find the desired race more easily by using the {{k|f}}ilter. This will change the produced armor's size to the selected creature's size.&lt;br /&gt;
&lt;br /&gt;
Mercenaries of a larger race than dwarves, like the typical human, can more effectively use larger weapons such as [[pike]]s or [[maul]]s. Also note that since only dwarves suffer from [[cave adaptation]], non-dwarven mercenaries are better suited to fighting outside. Be aware, however, that non-dwarves also possess much smaller livers, and so, are more susceptible to the effects of [[alcohol]], which increases the odds they will suffer fatal acute alcohol poisoning, or ignite a massive, deadly tavern brawl while under the influence.&lt;br /&gt;
&lt;br /&gt;
{{Category|Occupation}}&lt;br /&gt;
{{Category|Religion}}&lt;br /&gt;
{{Category|Non-player characters}}&lt;br /&gt;
[[ru:Mercenary]]&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Camp&amp;diff=299188</id>
		<title>Camp</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Camp&amp;diff=299188"/>
		<updated>2024-04-21T18:28:17Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: /* Underworld exploit */&lt;/p&gt;
&lt;hr /&gt;
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{{av}}&lt;br /&gt;
[[File:Tents in the medival camp at UNESCO celebrations in Třebíč, Třebíč District.jpg|thumb|230px|right|Medieval-styled camps.]]'''Camps''' ([[File:icon_site_camp.png]] / {{Raw Tile|☼|6:0:1}}) are a type of [[site]],  usually inhabited by [[bandit]]s.&lt;br /&gt;
&lt;br /&gt;
Travelers are also known to set up &amp;quot;camps&amp;quot; when stopping for the night - not camps in the same sense as the sites themselves, but merely ad-hoc resting places, despite the appearance of buildings in the form of tents, with cloth or leather walls, which are removed once the group resumes travel. Strangely, actual bandit camps themselves have no such luxuries.&lt;br /&gt;
&lt;br /&gt;
In addition, camps are set up by [[invader]] armies at both their origin point and their destination, albeit at different times. For example, if a local lord mentions that an army is on the march toward a location, groups of soldiers and citizens of the invading civilization can be found outside of the invader's origin, and at a later time, outside of the invader's destination. Similarly, refugees from the invaded site might also set up camps outside the town.&lt;br /&gt;
&lt;br /&gt;
In any case, if you are not attacked by the inhabitants of a camp, you can ask why they're traveling and get an idea of who these folk are.&lt;br /&gt;
&lt;br /&gt;
== Adventurer camps ==&lt;br /&gt;
Adventurers can {{k|b}}uild camps anywhere outside the borders of existing sites. They share the same world map icon with bandit camps, however, they look much different in close proximity, and interestingly, you can quick travel inside them and out of them (but not into them). [[Claim]]ing the camp will turn you into a lord, and you will then be able to recruit [[hearthperson]]s to your site. If you turn your entire site into a [[tavern]] its residents will start performing in it.&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Underworld [[exploit]] ===&lt;br /&gt;
&lt;br /&gt;
If you make a zone inside your camp several levels down, assign hearthpeople to that zone, retire and unretire them, you may very well end up starting the game in the [[Underworld]]. In fact, any adventurer with a background of being a hearthperson to that site may start in the Underworld as well.&lt;br /&gt;
&lt;br /&gt;
This behavior can be exploited – by having 2 or more adventuring party members, you could tell one of them to wait and move enough distance to unload them off the game field, then walk back to where they would be and hit the tab button to switch over to them; the game will transport the camera over to the waiting adventurer on the surface, thus permitting escape as you can then fast travel or wait to recover the remaining units that would otherwise be trapped down below. You can also build structures in the Underworld while on the surface this way.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ogîk&lt;br /&gt;
| elvish  = imené&lt;br /&gt;
| goblin  = ustthut&lt;br /&gt;
| human   = muthe&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Tower_(necromancy)&amp;diff=299187</id>
		<title>Tower (necromancy)</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Tower_(necromancy)&amp;diff=299187"/>
		<updated>2024-04-21T18:25:47Z</updated>

		<summary type="html">&lt;p&gt;Ludicer: What mod?&lt;/p&gt;
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[[File:necro_tower_preview.png|frame|200px|right|Tower seen in world generation.]]&lt;br /&gt;
[[File:Necromancer tower in 47.01 in adventure mode..png|thumb|250px|right|A central tower, as seen in adventure mode in 47.01. Notice the two structures that are partially revealed on the sides? Those are barrows.&amp;lt;br /&amp;gt;''Image taken by Untrustedlife from the forum'']]&lt;br /&gt;
'''Necromancer towers''' ([[File:icon_site_necrotower.png]] / {{Tile|I|5:0}}) are special structures built by [[necromancer]]s during [[world generation]]. The number of necromancer towers is influenced by [[human]] populations (which requires low savagery and large tracts of neutral land) and the number of secrets in world generation. Necromancer towers can be a source of [[fun]] in both [[adventurer mode]] and [[fortress mode]]. &lt;br /&gt;
&lt;br /&gt;
Necromancer towers can also become &amp;quot;deactivated&amp;quot; without any interference by the player, instead appearing as a light gray version of its normal tile on the map; sometimes being taken over by bandits or other outcasts after the defeat of the original owner(s), typically by coalitions of mortal civilizations (whose soldiers may claim the slab, or various books, as spoils and heirlooms, and subsequently lose them in the woods or to thieves).&lt;br /&gt;
&lt;br /&gt;
Zombies can build up towers to increase a site's zombie cap. If the necromancer is at their zombie cap, they can still raise more zombies, but they are added to a &amp;quot;wilderness population&amp;quot; instead. The wilderness population can still be used for invasions, but they are also able to roam in to player forts in the region and also encounter adventurers. Such regions become evil slowly, emanating outward visibly from the tower tile by tile. Necromancers can infiltrate site graves and catacombs to sneak out some zombies, before they are ready to attack (in the previous versions, they would only raid old battlefields). Necromancers captured during such risky infiltrations are generally executed. &lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In adventurer mode, necromancers are most commonly found in towers, which generally have a few necromancers and a lot of [[undead]]. Becoming a necromancer yourself requires reading about the secrets of life and death, which are found either on a [[slab]] or in a [[DF2014:Book#Secrets|book]]. If you decide to attack the tower, very high combat skills will be required to survive the zombie guards, and the necromancers themselves will be quick to reanimate any dead companions you happen to have brought. Alternatively, you can become a [[vampire]] either by drinking another vampire's blood or defiling a [[temple]] of your [[deity|god]], which will make the undead passive to your presence (since you're undead yourself now) and allow you to simply stroll your way into the place and even have a chat with the necromancers. Becoming a [[werebeast]] may help in fighting the zombies, but keep in mind that undead don't tolerate werebeasts like they do vampires.&lt;br /&gt;
&lt;br /&gt;
Necromancers will [[World activities|occasionally leave the tower]] with a few zombies, patrol the area, and then come back later.&lt;br /&gt;
&lt;br /&gt;
Towers consist of a central tower and, typically, one or more smaller structures called barrows.{{version|0.47.01}} The tower and barrows will contain corpses, necromancer experiments, traps, and the treasure that the necromancer(s) have collected throughout world generation.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
&amp;quot;Tower&amp;quot; listed as a neighbor on the [[embark]] screen indicates the presence of a necromancer tower nearby (within 10 embark tiles on the region screen, making a 21x21 area of influence). The necromancer will regularly send undead to [[Siege|attack]] you, leading to immense amounts of [[fun]] should you not be properly equipped to deal with undead enemies.&lt;br /&gt;
&lt;br /&gt;
Upon embarking, instead of the customary starting message &amp;quot;ere the [[Wolf|wolves]] get hungry&amp;quot; (where &amp;quot;wolves&amp;quot; can also be any creature with the {{token|LARGE_PREDATOR|c}} token), the message &amp;quot;ere the &amp;lt;necromancer experiment name&amp;gt; get hungry&amp;quot; may appear. [[Experiment]]s from that tower may indeed pay you a not–so–friendly visit.&lt;br /&gt;
&lt;br /&gt;
Towers can be [[raid]]ed, and the books and slab stored inside can be brought as loot, allowing your dwarves to learn necromancy without the need to play adventurer mode. Conquering a tower will cause its evil influence upon the nearby area to recede over time.&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
Creatures that can [[Undead|animate corpses]] (&amp;lt;code&amp;gt;[[Interaction token#IE_EFFECT|[IE_EFFECT:ANIMATE]]]&amp;lt;/code&amp;gt;) and develop the [[Personality_trait#Goals|dream]] of ruling the world are able to build a tower. Vanilla [[necromancer]]s typically develop this goal through the [[Syndrome#CE_CHANGE_PERSONALITY|personality changes]] granted through their &amp;quot;curse&amp;quot; and are exiled from society due to showing signs of an unnatural lifespan (&amp;lt;code&amp;gt;[[Syndrome#CE_ADD_TAG|[CE_ADD_TAG:NO_AGING]]]&amp;lt;/code&amp;gt;), resulting in the typical behavior.&lt;br /&gt;
&lt;br /&gt;
If there are multiple [[Interaction token|secrets]] in a world, pursuers of immortality may learn multiple secrets before gaining a secret that grants &amp;lt;code&amp;gt;[[Syndrome#CE_ADD_TAG|[NO_AGING]]]&amp;lt;/code&amp;gt;. If these aspiring immortals join an existing tower, they can share their knowledge of secrets with other tower residents and future apprentices.&lt;br /&gt;
&lt;br /&gt;
[[File:necromancer_tower.jpg|thumb|250px|center|Looks much smaller on the inside.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{world}}&lt;/div&gt;</summary>
		<author><name>Ludicer</name></author>
	</entry>
</feed>