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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-01T14:51:01Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Item_quality&amp;diff=223665</id>
		<title>DF2014 Talk:Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Item_quality&amp;diff=223665"/>
		<updated>2016-02-22T04:45:31Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: /* Selling masterful items to caravans */ new section&lt;/p&gt;
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&lt;div&gt;==Missing revisions==&lt;br /&gt;
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In [http://www.bay12forums.com/smf/index.php?topic=140163.msg6355464#msg6355464 this discussion] the &amp;quot;sharpness&amp;quot; values in the table were cited. Curiously, it appears those values were added when the bot created this page--they do not appear in any version of the v0.34 page. Unless the bot was adding information on the fly, there are presumably some revisions that were lost at some point. Do we know why this happened, and are we confident that it won't happen again?--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 21:47, 6 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
:They were [http://dwarffortresswiki.org/index.php?title=DF2014:Item_quality/Table&amp;amp;diff=219283&amp;amp;oldid=204938 added to the DF2014 Table subpage] after it was migrated. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 12:20, 7 July 2015 (UTC)&lt;br /&gt;
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::Oops. You're right. I don't know how I missed that...--[[User:Loci|Loci]] ([[User talk:Loci|talk]]) 19:09, 14 July 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Selling masterful items to caravans ==&lt;br /&gt;
&lt;br /&gt;
I'm not sure which version changed this behaviour, but previously one could sell masterful-quality items to merchants. In my current 0.42.06 fort, I sold a ☼giant green glass axe blade☼ and some assorted masterwork wooden crafts. There was no problem until the human merchants departed and their wagon left the edge of the map, causing unhappy thoughts for both my glassmaker and wood crafter. Both felt &amp;quot;empty after suffering the travesty of art defacement&amp;quot;.&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=223664</id>
		<title>Item quality</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Item_quality&amp;diff=223664"/>
		<updated>2016-02-22T04:29:06Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: /* Quality grades */&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|00:42, 8 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{for/see|information on [[Room]] quality|[[Room#Quality|Room]]}}&lt;br /&gt;
{{for/see|article quality ratings|[[DF:Quality]]}}&lt;br /&gt;
{{for/see|the Masterwork Mod|the [[Masterwork:Main_Page|Masterwork Mod wiki]]}}&lt;br /&gt;
&lt;br /&gt;
== Quality grades ==&lt;br /&gt;
&lt;br /&gt;
All crafted items (e.g. [[furniture]], [[armor]], [[clothing|clothes]] and [[Kitchen#Types_of_meals|prepared meals]] but not [[drink]]s) have quality levels. If the quality of their craftsdwarfship is above standard, the item name is bracketed by characters that show it (see table below).  [[Coin]]s are an unusual case.  The image on the coin may have a quality level, but this does not affect the value of the coin, and the coin's quality level is not shown by special characters.&lt;br /&gt;
&lt;br /&gt;
Raw materials used for crafting items (e.g. [[stone]]s, [[block]]s, [[bar]]s, [[thread]], [[dye]], [[food]]) have no quality levels, with the exception of [[cloth]].  &lt;br /&gt;
&lt;br /&gt;
Images on the floor or on walls that are engraved by an [[engraver]] have quality levels, which can be seen by examining the engraving.  Smoothed floor tiles and walls do not, and neither do carved [[fortification]]s.&lt;br /&gt;
&lt;br /&gt;
Buildings constructed by an [[architect]] such as the [[trade depot]], [[wood furnace]]s or [[smelter]]s also have quality levels.  These can be examined using the [[building list]].&lt;br /&gt;
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{{/Table}}&lt;br /&gt;
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For named weapons that are not artifacts, see [[Weapon#Attachment|here]].&lt;br /&gt;
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Almost all [[decoration]]s have quality levels, too. An item of any quality (except [[artifact]]s) can have a decoration of any quality. (Artifacts can't be decorated manually, but have inherent decorations depending on the materials used to make them.) The quality level of a decoration is shown by the same signs (-, +, *, ≡, ☼) just outside the double angle-brackets («,»). Thus, a *«+steel battle axe+»* is a finely-crafted steel battle axe with superior decorations on it, and a «☼steel battle axe☼» is a masterfully crafted steel battle axe with decorations of standard quality.&lt;br /&gt;
&lt;br /&gt;
Dyeing is considered a decoration and has quality levels.  For example, some [[rope reed]] thread may be finely dyed with emerald dye.  Dye can be applied to either thread or cloth, but not other goods made of cloth.  If thread is dyed, and it is woven into cloth, the new cloth will retain the dye and whatever quality level the dye had.  The same is true for cloth made into clothes and other goods.&lt;br /&gt;
&lt;br /&gt;
[[Glaze]]s do not have quality levels, though they are effectively the same as decorations except that a glazed [[earthenware]] [[jug]] or [[pot]] may hold liquids.&lt;br /&gt;
&lt;br /&gt;
Note that destroying ☼masterwork☼ items (e.g. by melting) may cause the dwarf who made it to get unhappy thoughts or throw tantrums.  Covering an engraved image on the floor with [[water]] will remove the image, and cause an unhappy thought if the image was masterwork.  The same is true for mining through a wall with a masterwork image.   An unhappy thought can also happen if a [[thief]] steals a masterwork item.  It also happens in the unusual case where a creature who was shot with a masterwork crossbow bolt, the bolt gets stuck in the creature and the creature leaves the map.  Eating a masterwork prepared meal will not cause an unhappy thought. Selling a masterwork item to a caravan will cause an unhappy thought when the wagon carrying it leaves the map {{version|0.42.06}}.&lt;br /&gt;
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Dismantling a masterwork building made by an architect will not cause an unhappy thought.  Having a masterwork building destroyed by a [[cave-in]] or [[building destroyer]] will.&lt;br /&gt;
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== Quality levels of imported goods ==&lt;br /&gt;
&lt;br /&gt;
The vast majority of goods brought by caravans for trade, clothing, equipment and jewelry brought by immigrants, and equipment brought by hostile invaders are superior quality or less.  Exceptional or masterwork quality items are extremely rare.  As a result, you can eventually make better quality goods yourself provided your dwarves are trained in the appropriate skill properly.  This is important to keep in mind for your military, since the quality level of [[weapon]]s and [[armor]]s can make a big difference in combat performance.&lt;br /&gt;
&lt;br /&gt;
There are goods that you can't produce that foreign civilizations can.  Typically these include uninteresting [[clothing]] items like skirts or useless [[tool]]s like pestles, but also include some exotic weapons like [[whip]]s and [[dagger]]s.  If you want to use those weapons you have to settle for whatever is available, so it can take some time to find one made with decent quality and made from a good metal like [[iron]].&lt;br /&gt;
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== Quality levels in stockpile settings ==&lt;br /&gt;
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[[Stockpile]]s can be set to accept only goods of certain quality levels. However, the ''Core quality'' and the ''Total quality'' which can be set in a stockpile's settings are in a difficult relation to the crafting and decoration quality.&lt;br /&gt;
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=== Core Quality ===&lt;br /&gt;
&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
==Admiring furniture==&lt;br /&gt;
Quality has an impact on the amount of [[thought|happiness]] a dwarf gets from admiring furniture only to the extent that it contributes to the furniture's [[value]].  That is, if there's a no-quality statue and a masterwork statue which have exactly the same monetary value, they'll each give the same amount of happiness when admired (assuming the dwarves have no [[Preferences | preference]] for the material of either statue). Furniture quality has no influence on how often a piece of furniture is admired.&lt;br /&gt;
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==Changes to artifact weapons==&lt;br /&gt;
Toady gave us a [http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311 quote] on weapon and armor quality, giving the game qualities of an &amp;quot;artifact&amp;quot; in v0.31:&lt;br /&gt;
&amp;lt;div style=&amp;quot;width: 50em; padding: 0.5em; margin-bottom: 1em; border: 1px solid #ccc; background: #eee;&amp;quot;&amp;gt;&lt;br /&gt;
#Additional value multiplier of 10 over masterwork, so a total multiplier of 120. &lt;br /&gt;
#Cannot be owned (can be equipped, you might have to do it explicitly though).&lt;br /&gt;
#Armor deflection roll has *3 roll modifier instead of the masterwork's *2.&lt;br /&gt;
#Same for melee attack and archery rolls.&lt;br /&gt;
#It looks like the artifact edges are the maximum edge for the material, which is also what a masterwork gets, so beyond a masterwork you'd just be getting the hit roll modifier.&lt;br /&gt;
#Things like artifact bone spears will likely be crap against steel, yeah.  We don't have actual magical artifacts yet, and that's what would be required.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Items|*}}&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15087</id>
		<title>40d Talk:Giant eagle</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Giant_eagle&amp;diff=15087"/>
		<updated>2009-08-08T23:36:17Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: /* Use in defense */&lt;/p&gt;
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&lt;div&gt;More dangerous than [[carp|Carp]]?  Oooh...we need a [[King of the beasts]] page just to debate the most evil of creatures.--[[User:Draco18s|Draco18s]] 12:11, 2 November 2007 (EDT)&lt;br /&gt;
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Are we sure that a giant eagle really gives 10 bones, and 10 meat? The thing must be the size of an elephant. That's more like a Roc, not an eagle.&lt;br /&gt;
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:Well, that *is* basically what a Roc is. No one said how big 'giant' is. I wouldn't be surprised if giant eagles could eventually pick up and drop dwarves. --[[User:N9103|Edward]] 02:30, 31 December 2007 (EST)&lt;br /&gt;
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::Actually, there were real Giant Eagles before but they went extinct. They had a wingspan of 2.6m to 3m, according to Wikipedia. But then again, this would be a mythological Giant Eagle, so I guess it could be any size. Oh, and checking the coding on the thing, it's size is a little under 2/3 that of an Elephant, which for a bit of guidance, is on average about 3 meters tall.[[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
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I have a couple of those GEs hovering in the middle of the map, any chance i could catch one? --[[User:Digger|Digger]] 12:09, 25 February 2008 (EST)&lt;br /&gt;
: I'd doubt it. You'd have to be pretty damn lucky to trap a flying creature in a cage on the ground. The only way you could do it would be to lure it into a corridor, as it means it won't be able to fly. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
::It's easily possible with a bunch of cage traps. I caught one recently (I believe it was swooping in to kill a mountain goat, though I can't be sure). I modified it to be trainable, and now I have a war giant eagle. I hardly have to fight goblin ambushes anymore, and as long as they don't have crossbows the thing never gets hurt. :D[[User:Milskidasith|Milskidasith]] 18:50, 8 November 2008 (EST)&lt;br /&gt;
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== Dangerous??? ==&lt;br /&gt;
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After this wiki page, I was really scared when at some point a zombie giant eagle occured and marched straight into my fortress. in the end, my untrained woodcutter slaughtered it and had to stay in bed for half a week due to minor injuries. The second zombie giant eagle was killed by a single skilled wrestler (very agile, so he was the first to arrive) without armour and without getting injured. Is the information on the page really correct? Or should it rather be &amp;quot;dangerous for non-military dwarves&amp;quot;? &amp;lt;small&amp;gt;—Preceding [[template:unsigned|unsigned]] comment added by [[User:Qwertyu|Qwertyu]] ([[User talk:Qwertyu|talk]]•[[Special:Contributions/Qwertyu|contribs]]) {{{2|}}}&amp;lt;/small&amp;gt;&lt;br /&gt;
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: more so since sending peasants as recruits into the fray and see them die is not a proof that a creature is so especially dangerous. --[[User:Koltom|Koltom]] 03:22, 10 March 2008 (EDT)&lt;br /&gt;
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:Giant Eagles are so powerful because they use swift hit-and-run attacks, darting out of the sky to attack it's target, and return back to the sky, making it very hard to fight normally. Not only would a zombie Giant Eagle be much slower (and perhaps be on the ground too, I don't know), but having one stuck inside your fortress means that it can't fly at all. [[User:Plasma|Plasma]] 18:52, 12 June 2008 (EDT)&lt;br /&gt;
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::Wait a second though. He said &amp;quot;marched straight into my fortress&amp;quot; as in not flying... as in nothing more than a plain zombie... Go figure that a walking bird that's meant to fly isn't dangerous! Personally, I doubt a flying GE would ever enter a fortress. Normal (or otherwise flying, do skel-GEs fly?) Giant Eagles are very dangerous *because* they fly. They easily avoid any dwarves that would be a danger to it, while picking off any peasant that goes outdoors. I haven't heard much talk about them since the z-level ranged attacks were fixed, (didn't use to shoot between z-levels for a bit after z's were implemented,) so perhaps the fact that they fly isn't a big problem if you've got a supply of bolts and a decent marksdwarf. But I could be wrong on both accounts, who knows? Proof is always welcome of either way! --[[User:N9103|Edward]] 05:07, 10 March 2008 (EDT)&lt;br /&gt;
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::: Well, parts of my fortress needed a roof, that's how it entered. But don't attack undead everything? So if you send your military dwarves, it should attack them instead of some poor peasants, correct? Besides, especially the Zombie GE is so slow that even my exhausted half-time fighters (They had just practiced their wrestling with a group of skeletal hoary marmots) could outcrouch it, so I cannot imagine that it would make such an incredible killer even if it spent more time flying. -- [[User:Qwertyu|Qwertyu]] 10:30, 10 March 2008 (CET)&lt;br /&gt;
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::::Oh, but you haven't seen a skeletal eagle--the time I saw it, it was horrific...I brought six dogs with me to a terrifying mountain, and I was busy digging out a fort next to the volcano nearby. Then, I saw &amp;quot;______ cancels store item in stockpile: Interrupted by Skeletal giant eagle.&amp;quot;&lt;br /&gt;
::::My god, that scared the hell out of me, and rightfully so. It SLAUGHTERED my six dogs with about what looked like one hit each (about a fourth of a second each kill) and then seemed to ''guard the wagon'' which had my supplies and about 20 more tin bars (I'd hauled about a third of them). It then came back later on to harrass the Solen building the water pumping system--which, for that matter, froze up later on.&lt;br /&gt;
::::EDIT: Yes, skeletal GEs fly.&lt;br /&gt;
::::...Man, that fort was...odd. ~ [[User:Midna|Midna]] 12:11, 23 May 2008 (EDT)&lt;br /&gt;
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:::::I had just started out in a calm area and looked on the unit list and saw a giant eagle, I couldn't stop my hunter from going after it and he was unfortunatley killed by it. Afterwards it was considered legend (I guess) and named Woodchoke. --[[User:DUMBELLS|DUMBELLS]] 15:09, 25 May 2008 (EDT)&lt;br /&gt;
:::::Ah, I remember I had a similar situation. Only replaced &amp;quot;six dogs&amp;quot; with &amp;quot;six dwarves&amp;quot;. Owch. And, in case you're wondering, the seventh dwarf didn't escape, he just got mauled by a Skeletal Mountain Goat. [[User:Plasma|Plasma]] 18:46, 12 June 2008 (EDT)&lt;br /&gt;
::::::As others have said, the thing that makes giant eagles dangerous is their flight. At least you can generally keep your dwarves away from elephants or place traps to keep them away from your dwarves. It's probably almost impossible to stop a giant eagle with a trap, and you can't even keep track of its position because civilian dwarves don't seem to be scared by it till it drops to their Z-level - if it's flying around six levels above that road you're building, none of your dwarves will sound the alarm until it swoops down out of nowhere to eviscerate a peasant. It's probably not anywhere near as tough as an elephant in melee combat (a single war dog, though mortally wounded in the process, managed to knock one out long enough for me to notice and send a dwarf to finish it off), but the psychological torment more than makes up for it - it's silent and deadly. Topping it all off is that while marksdwarves make short work of it, marksdwarves are just about the only thing that can kill it on your terms. If you don't have any, you have to just have to wait around and hope it attacks someone strong enough to take it out. [[User:Gelmax|Gelmax]] 01:48, 16 July 2008 (EDT)&lt;br /&gt;
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:When I saw a Skeletal Giant Eagle appear, due to the article I was terrified.  Needless to say, they are no where near as dangerous as they are made out to be.  2 semi-trained marksdwarves and a recruit marksdwarf were able to kill it with only one loss.  I don't think the article is doing any favors to new players by encouraging them to abandon their fortress at the sight of one. --[[User:Aristoi|Aristoi]] 15:31, 13 August 2008 (EDT)&lt;br /&gt;
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::When I encountered one in Adventure mode as a professional Hammerer i was pretty scared but I killed it in one hit!! [[User:Hoborobo|Hoborobo]] 15:38, 13 August 2008 (EDT)&lt;br /&gt;
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::BTW: Wouldn't there be an option to bring it down with just some recruits? As an idea: Two waves: One consisting of wrestling recruits (say 2-3), the other one consisting of your somewhat skilled miners, and an axe carrier (if you have one). It comes down to engage the first three dwarves, the second group should be able to tear it apart, especially due to the axe. Worked nicely with a giant bat (however, this was killed even by a lone axedwarf). [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
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:I had a Giant Eagle (non-undead, thankfully) hanging out on the north end of the map on my current fortress (v0.28.181.40c). Fearing for my dorfs, I kept them inside for the better part of the next year after it arrived. The following summer, I forced the human caravan to arrive on the west end of the map, but their Guild Representative spawned literally twenty tiles away from the GE. The weird thing is that the GE ''fled'' from the ''unarmed, unskilled'' Guild Rep. It hasn't been seen since. [[User:Thrawn|Thrawn]] 13:58, 30 August 2008 (EDT)&lt;br /&gt;
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::Well, many of the dangerous living creatures do not attack automatically, but only sometimes. Fire imps also flee from your dwarves most of the time, but you should not count on it. [[User:Qwertyu|Qwertyu]] 07:27, 31 August 2008 (EDT)&lt;br /&gt;
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DO NOT BE FOOLED. Skeletal Giant Eagles are flying death machines, it luckily left my dwarves alone for a few years, then one day decided to kill my hunter. My hunter managed to injure it, but was torn to shreds (10 dwarf chunks!). -OmegaX&lt;br /&gt;
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:As far as the dwarf chunks, that is due to how the GE attacks where it bites for 1-6, latches on, and tears off a chunk, meaning the Eagle had to bite at least 10 times to kill your hunter. It seems most anyting with this Bite attack as the sole attack can do considerable damage.--[[User:Stryc9fuego|Stryc9fuego]] 14:02, 20 October 2008 (EDT)&lt;br /&gt;
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On my current fortress, things were starting off FAR too well: Bauxite, Magma, tons of iron, lumber, AND flux material all on the same map? Too good to be true. Then the giant skeletal eagle appeared. It managed to enter my fort by flying through my (currently under construction) aquaduct and fly up through the well and enter my fort. Luckly about a dozen dogs were on hand when it popped out and shredded it. --[[User:Toloran|Toloran]] 19:58, 14 December 2008 (EST)&lt;br /&gt;
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== Initially Hostile? ==&lt;br /&gt;
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Right now I have a Giant Eagle in my base. Will it kill guys right now (should I call an all-below), or will it just mind its own business unless I provoke it somehow? --[[User:Erathoniel|Erathoniel]] 20:44, 5 November 2008 (EST)&lt;br /&gt;
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: What do you mean, &amp;quot;in your base?&amp;quot; If it's just on the map, there's no need to worry. If the eagle is likely to move past a dwarf, that could be a problem. --[[User:RomeoFalling|RomeoFalling]] 21:40, 5 November 2008 (EST)&lt;br /&gt;
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:: It was inside a walled compound, flying around and giving me a nightmare. However, it left without any killing being done, and was killed by a psychotic trader guard axedwarf who proceeded to spend the next of the season chasing a one-humped camel with upper spine injuries. --[[User:Erathoniel|Erathoniel]] 14:57, 7 November 2008 (EST)&lt;br /&gt;
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::: I had a Giant eagle for 5 years before he eventually ran into a cage trap, and he never killed or hurt any of my dwarves (in fact, he even never hurt anything). My dwarves, who strongly rely on woodcutting, were always outside, so if he was really agressive, he wouldn't have let them live peacefully for 5 years.. Now I've tamed it, and there's no problems with the other creatures. [[User:Timst|Timst]] 06:13, 8 November 2008 (EST)&lt;br /&gt;
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== Dropped into water? ==&lt;br /&gt;
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What happens if a giant eagle drops a dwarf into water (and the dwarf can swim). Will the dwarf die, be unconcious and drown, or simply swim away? [[User:Milskidasith|Milskidasith]] 13:09, 11 November 2008 (EST)&lt;br /&gt;
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:Having played on a map with seven elevation waterfalls and water two elevations deep, it seems that falling from great heights causes dwarves to fall straight through the water and hit solid rock. I never saw them drown, the death message was always 'collided with an obstacle'.--[[User:Navian|Navian]] 13:29, 11 November 2008 (EST)&lt;br /&gt;
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::Weird... I was thinking it would be the other way around, since I had a couple of goblin masters get launched into my channel by my bridge (and crushed my champion. Note to self: Pressure plate atom smashers are not a good idea if you have invaluable melee dwarves and/or can't remember which lever prevents lifts the bridge disconnecting your fort from the outside). They flew up a couple Z levels and landed in the water, stunned but unharmed. But I suppose more Z levels than two is a different story. [[User:Milskidasith|Milskidasith]] 14:00, 11 November 2008 (EST)&lt;br /&gt;
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== Not really that dangerous ==&lt;br /&gt;
My hunter (novice wrestler, ambusher, skilled marksdwarf, dabbling hammerdwarf, dabbling armorwearer) just killed one faster than i could say mississippi, or, rather, wait don't go there, and has not a single scratch. And that with deer bone bolts too. --[[User:Höhlenschreck|Höhlenschreck]] 23:32, 28 May 2009 (UTC)&lt;br /&gt;
:There is a LOT of randomness in combat. One anecdote does not change the fact that, on average, compared to other DF animals, GE's are dangerous.--[[User:Albedo|Albedo]] 23:54, 28 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The biggest problem with GEs, is that they're nearly un-meleeable. The same dwarf without any ammo probably would have been ripped to shreds, and the GE would be the one untouched. -[[User:N9103|Edward]] 00:46, 29 May 2009 (UTC)&lt;br /&gt;
::I agree, but who lets dwarfs hunt unsupervised and with melee weapons/out of bolts in an unsafe biome? unless he wants to have [[fun]] ;) --[[User:Höhlenschreck|Höhlenschreck]] 10:19, 29 May 2009 (UTC)&lt;br /&gt;
:::Anyone new to this game and this wiki - which gets us back to making it clear that GE's can be dangerous.  This site is not for &amp;quot;those who know&amp;quot; to show off that they know - it's to introduce the new and intermediate player to the various unknowns in the game. This is the user's manual.  Personal preference is up to each player, after they achieve their own feel for the game.--[[User:Albedo|Albedo]] 14:05, 29 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::As has been said further above and here again, i too think people are exaggerating, come really ill prepared, or have particular bad luck (-&amp;gt;randomness, yes, but the other way round). Neither the normal nor the undead variety are that dangerous, the fact aside that they do attack instead of run and, in case of the latter, are, well, undead.. If a player picks a terrifying site then he wants terrifying, even if hes new. In any case he should go through the [[fun]] experience, not just abandon fortress. --[[User:Confused|Confused]] 23:17, 10 June 2009 (UTC)&lt;br /&gt;
:::::Which is exactly why it was changed from &amp;quot;abandon it&amp;quot; to &amp;quot;may want to consider abandoning it&amp;quot;.  If a player is up for a challenge, they'll cowboy up, and if not, they'll turn tail and run. But if a newbie is frustrated at the fact that it's harder to kill a skeagle than many other critters (and it is), they'll find their experience confirmed - that &amp;quot;it's not just them&amp;quot; - and they can proceed from there.--[[User:Albedo|Albedo]] 14:09, 11 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Savage? ==&lt;br /&gt;
&lt;br /&gt;
 They may occur in savage [[mountain]] areas...&lt;br /&gt;
&lt;br /&gt;
GE's have the [SAVAGE] creature token - doesn't that mean they ONLY show up in savage biomes? (Despite how the comment in the [[creature token]] article reads) --[[User:Albedo|Albedo]] 22:02, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I changed &amp;quot;They are usually found in savage [[mountain]] areas&amp;quot; to &amp;quot;They may occur in savage mountain areas.&amp;quot; Indeed [SAVAGE] [BIOME_MOUNTAIN] limits them to savage mountain biomes, but as always they may still never show up. So how do we phrase that unambiguously? How bout &amp;quot;They can  occur only in savage mountain areas.&amp;quot; ? --[[User:Old Ancient|Old Ancient]] 19:59, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Use in defense ==&lt;br /&gt;
&lt;br /&gt;
The article makes it sound like tamed Giant Eagles will fly around outside your base and attack hostiles. In my case, though, it just sits in my meeting areas, like any other tamed animal. Is there a way to make it so that they'll be useful in defense (besides chaining them near the entrance, which seems like kind of a waste), or was someone assuming that a GE would behave the same tamed as it does wild? If it's the latter, that part be removed. -- [[User:King of the Internet|King of the Internet]] 18:39, 8 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:See what happens if you make a &amp;quot;meeting area&amp;quot; in the sky above your fortress. Will it show up there? --[[User:May Cause Drowsiness|May Cause Drowsiness]] 23:36, 8 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15768</id>
		<title>40d:Barracks</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Barracks&amp;diff=15768"/>
		<updated>2009-07-30T00:35:41Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
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&lt;div&gt;A '''barracks''' is a [[room]] defined from a [[bed]], [[armor stand]], or [[weapon rack]].  Barracks provide places for your dwarves to [[sparring|spar]] and sleep. They do not need to provide both - an outdoor barracks (using an armor stand or weapon rack) will allow your dwarves to avoid [[cave adaption]] while sparring, even though beds cannot be built outside.&lt;br /&gt;
&lt;br /&gt;
[[Sparring]] requires enough clear floor space inside the barracks to dodge and maneuver in; 3x3 is a safe lower limit.&lt;br /&gt;
&lt;br /&gt;
When a [[bedroom]] is set as a barracks, dwarves will not claim the room when they sleep.  If no beds are available, they will sleep on the floor of a barracks.  If that isn't available, they will fall asleep where they stand, potentially leaving dwarves in dangerous locations.  Military dwarves may be ordered to sleep in a barracks, even if they have a bedroom.&lt;br /&gt;
&lt;br /&gt;
If your barracks is full of damaged, bloodstained clothes, this is because sparring dwarves have ripped them off of each other while practising their [[wrestling]].  Presently (version 28.181.40d), there seems to be no way to get rid of the clothing, short of flooding the room with magma or similarly circuitous measures.  For the sake of tidiness, you can {{k|H}}ide the abandoned clothing by selecting it with the {{k|k}} command, and pressing {{k|h}}. More importantly, wrestlers will occasionally spill the content of [[backpack]]s. The latter can result in rotting food that can not be moved because it is owned by a dwarf (who doesn't bother to collect it). It might therefore be advisable to make barracks a room that can be locked up to avoid dwarves getting in contact with [[miasma]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Rooms]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28199</id>
		<title>40d:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28199"/>
		<updated>2009-07-30T00:23:39Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: addition re: making a barracks outside&lt;/p&gt;
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&lt;div&gt;{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Cave adaptation''' is a condition that happens to your dwarves after spending too much time underground.  It is unclear as to how much time underground causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.&lt;br /&gt;
&lt;br /&gt;
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative [[thought]]s.  If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects.  A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will [[vomit]] all over the ground.  While vomiting a dwarf is unable to defend himself, which can be a problem during combat.  A dwarf with cave adaptation may end up with a [[stun]] status when exposed to the sun.&lt;br /&gt;
&lt;br /&gt;
A dwarf with the description, 'likes working outdoors and only grumbles mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is.  Likewise, dwarves that like working outdoors may even have cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Fortunately, cave adaptation is not a serious issue.  The unhappy thought from serious cave adaptation is strong (strong enough to totally negate the &amp;quot;slept in a room like a personal palace&amp;quot; happy thought), and can easily push already unhappy dwarves over the edge, but it is very controllable.  Setting up a meeting area outside and above ground with items that cause powerful happy thoughts: very valuable [[statue]]s are the best bet here.  Be sure to wall it in or otherwise protect it so the area is not a liability during a [[siege]].  Dwarves will come out, admire the items in the meeting area, get a happy thought, then vomit all over themselves.  If you do it right, you break about even.  Prolonged, regular exposure to sunlight WILL cure cave adaptation, so this technique could be considered a controlled catharsis.  Dwarves who vomit all the time don't seem to get hungry any faster.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once.  Fortunately, the merchants seem to take this in stride, and it doesn't seem to negatively affect negotiations.&lt;br /&gt;
&lt;br /&gt;
== Preventing and curing cave adaptation ==&lt;br /&gt;
The easiest way to deal with cave adaption is not to go outside at all. On most maps this is quite manageable, e.g. with traders bringing enough wood, making bolts from your own cattle (no hunting)...&lt;br /&gt;
&lt;br /&gt;
Curing and prevention of cave adaptation are achieved through the same means: regular, extended exposure to ''outdoor'' sunlight.  ''Indoor'' sunlight will not treat, nor will it trigger, cave adaptation.  An ''outdoor'' area to fight cave adaptation may be accomplished by having a [[meeting area]] or [[statue garden]] exposed to sunlight, with no roof. An [[armor stand]] or [[weapon rack]] placed outside in the same manner and made into a [[barracks]] for [[sparring]] will prevent cave adaptation in your [[military]].&lt;br /&gt;
&lt;br /&gt;
Occasional or brief exposures to sunlight cannot prevent cave adaption.&lt;br /&gt;
&lt;br /&gt;
Negative [[thoughts]] cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.&lt;br /&gt;
&lt;br /&gt;
If all else fails, simply give up on the outside world and have your dwarves spend the rest of your fortress's life lurking in the bottom of a dark cave gnawing on a cold [[plump helmet]].&lt;br /&gt;
&lt;br /&gt;
You can also remove this tag from the dwarves RAW files if you really wish too. Under &amp;quot;creature_standard.txt&amp;quot; remove the [CAVE_ADAPT] line and save.&lt;br /&gt;
&lt;br /&gt;
== Proper Perspective ==&lt;br /&gt;
Dwarven philosophers have pointed out that this odd ''human'' labeling misconceives an advantage for a problem and that in fact &amp;quot;sun adaption&amp;quot; is rather something to worry about. Blinding and losing control over bowel movements is nothing but a strong and appropriate warning signal from exposing the so amazingly adapted dwarven eye to the piercing sunlight. More so, since there is no good reason for exposing oneself to the various uncontrollable surface dangers in the first place. Does not the best wood come from tower caps? How can one spend &amp;quot;too much&amp;quot; time underground? How is the dwarven adaption to its natural environment (which is, by the way, a birth gift, not acquired) objectionable? Is it the human eye that picks out the greatest gems from inconspicuous rock? Or, in the words of Zuglares: &amp;quot;Does even a human look into the sun?&amp;quot; Did not the great poet Uristophanes say &amp;quot;Is there ore?  Is there gem? Is there proper rock? Does the purple one spread its shield? What are you longing for, clouded mind?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Pragmatically put, dwarves belong inside, buildings belong inside, if it means showing traders our great halls, all the better. If one lusts after strange surface crops, there are other ways. A true dwarf strives for his own tree farm. The hunters fate is that of a pitiful outcast, sacrificing his sanity to serve his home. Who misses the petty glowball when one can admire legendary halls and artwork? Give the surface what it deserves - your refuse.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Vomit]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41402</id>
		<title>40d Talk:Dog</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Dog&amp;diff=41402"/>
		<updated>2009-07-29T19:53:01Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
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&lt;div&gt;==War dog==&lt;br /&gt;
is it  me or can only male dogs become war dogs? i got a bitch that isnt recognized as trainable to war dog status... [[User:Twiggie|Twiggie]] 14:25, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Not at all.  She's probably someone's pet already.  Pet's can't be trained. [[User:Mzbundifund|Mzbundifund]] 13:42 27 November 2007 (CST)&lt;br /&gt;
&lt;br /&gt;
Is it just for me, or are war dogs completely useless other than cannon fodder when restrained? When I assign them to dwarves they seem somewhat useful as they swarm the enemy. However, when I chain a line of 4-6 dogs at a choke point, 3+ goblins just plow through them unscathed and it seems like the dogs are trying to run from them rather than attack. [[User:Sphexx|Sphexx]]&lt;br /&gt;
:Chained war dogs are very useful to deter theify kobolds and snatchy goblins.  These units ignore traps and stealth everywhere, but dogs chained near the fort entrance will eat them immediately.--[[User:Dadamh|Dadamh]] 16:32, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
I was wondering what are the advantages of hunting dogs as opposed to war dogs. As far as i can tell the only one is that theyre weaker. --[[User:Makuus|Makuus]] 17:53, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;It sounds like Hunting dogs behave as if 'harass animals' was set to 'yes.'&amp;quot; --[[User:Kefkakrazy|Kefkakrazy]], from the old wiki. Also, see [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000334 this thread], in which Toady says what exactly hunting and war dogs do in the 2D version.&lt;br /&gt;
:In short, war dogs do double damage and hunting dogs are useless. --[[User:Savok|Savok]] 18:31, 30 May 2008 (EDT)&lt;br /&gt;
::Useless? Doesn't the increased detection range count for anything, like guard duty? ( Ironic that war dogs spot enemies slower... )--[[User:Karpatius|Karp]] 17:45, 4 July 2008 (EDT)&lt;br /&gt;
::: From the words in the current wiki and elsewhere, it sounds like hunting dogs only work when they're assigned to someone.  It may be even more strict and require the person to whom they're equipped be &amp;quot;hunting,&amp;quot; but I can't confirm this.  Would a hunting dog be able to see someone who is hidden from a distance, such as ambushers? --[[User:FJH|FJH]] 18:11, 16 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Annoying problem with training dogs ==&lt;br /&gt;
&lt;br /&gt;
I have tons of puppies, set to &amp;quot;Unavaliable&amp;quot;, yet I never get any non-pet dogs to train. Is there any way to disable pets? This is getting ridiculous now. --[[User:AlexFili|AlexFili]] 05:46, 4 June 2008 (EDT)&lt;br /&gt;
:unavailable means you can change it to available or ready for slaughter using b for butcher&lt;br /&gt;
: only mature dogs can be trained&lt;br /&gt;
&lt;br /&gt;
::Only mature dogs, that are not in a setup cage(it can be in a stockpile though), can be trained. --[[User:PencilinHand|PencilinHand]] 19:02, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== The Life of a dog ==&lt;br /&gt;
&lt;br /&gt;
A dog amazingly took down a troll by itself and now is dying from injuries. They don't heal right? Oh yeah it was a war dog.--[[User:Seaneat|Seaneat]] 06:14, 3 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
(note, I have deleted two unsigned and very unhelpful comments here)&lt;br /&gt;
Dogs with a caretaker will heal.  Assign the dog to a dwarf (any dwarf will do), and turn on the Animal Care labor on that dwarf.  After that, dogs will heal any wound that dwarves can.&lt;br /&gt;
&lt;br /&gt;
I had a puppy that was wounded in a cave-in once: 2 mangled legs, 1 broken paw, moderate (brown) lower spinal chord injury.  When it grew to a dog, I trained it as a War Dog and assigned it to my Captain of the Guard.  2 seasons later, the dog was fully healed except for the lower spinal chord injury, which didn't seem to slow it down at all.  It went on to kill 4 goblins before I got bored of the game and abandoned the fort. --[[User:ThunderClaw|ThunderClaw]] 17:21, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Puppies ==&lt;br /&gt;
&lt;br /&gt;
Do puppies provide the same items if slaughtered as full grown dogs? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MrMustard|MrMustard]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:As of currently, yes. They will provide bones, meat, fat, skin, and chunks just like dogs. (I know you meant quantity. People are speculating that the numbers are 2/3 the full-grown animal except for fat.) --[[User:GreyMario|GreyMaria]] 17:11, 9 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: I dunno about dogs, but kittens provide 2 meat and 2 bone, instead of 3 each for cats. --[[User:RomeoFalling|RomeoFalling]] 09:53, 8 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Hunting dogs flow==&lt;br /&gt;
&lt;br /&gt;
I can verify that unassigned hunting dogs follow the trainer just like war dogs. --[[User:PencilinHand|PencilinHand]] 19:09, 25 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Impotent war dogs==&lt;br /&gt;
It seems to me that trained war dogs do not make puppies, regardless if they are assigned or not. Can anyone confirm/deny? --[[User:Liqum|Liqum]] 08:30, 8 February 2009 (EST)&lt;br /&gt;
: I can deny that. [[image:WarDogPuppies.JPG]] [[User:Zchris13|Zchris13]] 16:52, 8 February 2009 (EST)&lt;br /&gt;
::What if all of your dogs are war dogs? Do male wardogs &amp;quot;mate&amp;quot; at all?&lt;br /&gt;
:::I'm fairly certain they can, I train all of my dogs to wardog status as soon as the mature. [[User:HeWhoIsPale|HeWhoIsPale]] 13:25, 16 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm/deny about a dog or animal limit? It seems I'm not getting any more puppies.... I have about 56 dogs and a total of 101 animals. At first I thought it was because I'd split up my war dogs among warriors, but putting stray war dogs in a single cage did not change the situation. Any info on this? [[User:Chess123mate|Chess123mate]] 19:27, 26 February 2009 (EST)&lt;br /&gt;
:Considering that I've spent the last two in-game years culling my animal population down from over 300, I'm pretty sure there's no limit on animals in general.  --[[User:LegacyCWAL|LegacyCWAL]] 02:09, 27 February 2009 (EST)&lt;br /&gt;
::The explanation I recall is that there is an animal limit on births and migrations, but these don't apply to pets (who can continue having children indefinitely). I can't actually verify that, however. --[[User:Squirrelloid|Squirrelloid]] 02:15, 27 February 2009 (EST)&lt;br /&gt;
:::I've noticed the same thing that [[User:Chess123mate|Chess123mate]] noted above. I also know that war dogs normally reproduce as shown above.  None of my many (&amp;gt;50) dogs have had puppies in the last 3-4 game years.  I thought of the animal limit as well (I had near 200) so I [[butcher|took care of it]]. Still no new dogs.  Another strange thing is I've caught lots of my own cats in traps.  I've never seen that before.  I cannot assign the caught cat (like normally possible for caged animals), either.  If I do build the cage and release it, it gets caught again (lucky) or squished (rock trap).  Any thoughts?--[[User:Kwieland|Kwieland]] 08:37, 27 February 2009 (EST)&lt;br /&gt;
::::I wonder if that's related to something I'm seeing in my current fort.  I've been breeding [[Cave crocodile|Cave Crocodiles]] out of a pair that I caught in my underground river, but lately a few of them have started being treated as only &amp;quot;half-tame&amp;quot;, so to speak.  They don't attack or scare dwarves, they are chained and caged exactly as normal, and they breed perfectly normally.  However, I have to go to the {{k|z}} menu to butcher them, they get stuffed in a spare cage when unchained, and they show up as red on the overview map.  One even started knocking over statues for no reason.  I figured it was something about them being tamed &amp;quot;dangerous&amp;quot; animals, but it might be related to what you mention. --[[User:LegacyCWAL|LegacyCWAL]] 11:44, 27 February 2009 (EST)&lt;br /&gt;
:There is no limit to how many of an animal you can have, but if you get to 50 then they will stop becoming pregnant. Any already pregnant will eventually still give birth, pushing you over 50. I don't know if this limit applies to pets or not, but I know it applies to unassigned non-pet animals because I always embark with 49 dogs. (I fill my moats with war dogs, not water or magma.) [[User:Rkyeun|Rkyeun]] 08:46, 27 February 2009 (EST)&lt;br /&gt;
::That must be it.  I have been able to buy them.  Any idea on the cats issue?--[[User:Kwieland|Kwieland]] 11:36, 27 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::This would fit with what I've witnessed then.  Although I personally prefer leaving my moats empty with a path back to the outer edge of my defenses...if you still want in after falling in the moat, you get to go the long way.  While being filled with bolts =) --[[User:LegacyCWAL|LegacyCWAL]] 11:44, 27 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== War Dog Burials, possible? ==&lt;br /&gt;
&lt;br /&gt;
Just curious if any other players have been able to bury war dogs. Never used hunting dogs, so unsure about that. War Dogs are considered &amp;quot;pets&amp;quot; to some degree, but yet they don't seem to be buried in any caskets despite being &amp;quot;open&amp;quot; for pets.--[[User:DracoG|DracoG]] 20:54, 9 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:In my experience, war dogs aren't actually considered pets for the purposes of burial. I back this up with the fact that my current fort has a couple hundred &amp;quot;dog meat roasts&amp;quot; and yet have never chosen to butcher a dog. So, no grave wasted AND meat/bones/skin. Win-win! -- [[User:PersianLoveBomb|PersianLoveBomb]] 17:39, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Yes, assigned dogs don't get buried. Unfortunately, dwarves still get upset about their pet dying and being left to rot. I stopped assigning war dogs to military dwarves and any others that leave the fortress walls to collect stuff, since the high rate of attrition was pushing some over into &amp;quot;unhappy&amp;quot;. (Dogs don't do too well against zombie elephants. Civilians will easily run away, but their war dogs will charge and die.) --[[User:May Cause Drowsiness|May Cause Drowsiness]] 19:53, 29 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== War animals ==&lt;br /&gt;
&lt;br /&gt;
Unsure where else to put this, but what are some of the more useful animals to have as war animals (raws edited to allow them to be, of course)? Currently I'm going on whatever the elves bring me in cages (so far, only a jaguar, and I'm thinking of putting a bull from the Dwarven caravan into the military). I was hoping to catch a giant bat, but after it went ninja and mauled my legendary miner, I had a squad of nine champions annihilate it. :(&lt;br /&gt;
&lt;br /&gt;
Anyone else have any good experience in the best animals to use for this? [[User:Pariah|Pariah]] 19:10, 1 July 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34565</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34565"/>
		<updated>2009-07-29T06:54:22Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
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&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{version|0.28.181.40d}}, but this is only because animals do not require food.  Caged dwarves (except those in [[jail]]) will quickly starve, for they are never fed.  The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Dragons and other [[megabeast]]s may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by assigning them to [[restraint]]s, putting them in cages, or throwing them in [[Activity zone#Pit/Pond|pits or ponds]].  This can reduce [[lag]], and may prevent adoption as pets (so they remain slaughterable without tantruming owners).  This will ''not'' work with [[cat]]s, who adopt their masters, not the other way around, and despite any physical barriers&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an [[Activity zone#Pit/Pond|activity zone]], designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have at least one tile suspended over open space and accessible from the side. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build [[prison]]s with only metal cages, and get as many prisoners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
Note that the dwarf '''cannot''' be released after its sentence is over and will never be fed. {{v|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Many imaginatively sadistic methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''[[Dwarven Atom Smasher]]''': You can set up a 1-tile of garbage dump zone under a raised drawbridge, designate whatever cages with hostiles you have for dumping, and then pulverize them along with their inhabitants by lowering the bridge.&lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a [[chasm]]; then the edge of the tower (the abyss adjacent to the edge of the tower) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Execution shaft''': Almost the same as an execution tower, except that there is a stairway near a channeled out shaft that allows access to the bottom.  This enables you to [[reclaim|loot the corpses]] afterwards.  It is recommended to place a [[door]] between the landing square and the up stairs, so that it can be locked during execution to ensure that any survivors cannot escape and no dwarves attempt to clean up the mess if multiple critters are being dropped.&lt;br /&gt;
&lt;br /&gt;
* '''Execution range''': Dig a medium sized pit (6x6 or more recommended) and set it as a pit/pond as you would with other methods. At one end of the pit, build a wall and cut fortifications in it. When you have prisoners, throw them into the pit and station your marksdwarves next to the wall. They will shoot through the wall, killing the creatures. It is recommended that you build a way for your dwarves to clean out the pit (bridge,floodgate,etc.) since you can store the remains until they become bones and them make more arrows for your marksdwarves to use.&lt;br /&gt;
&lt;br /&gt;
Some invaders, such as dwarfs, can not be assigned to a pit. Others, such as [[Thief|thieves]] and certain dangerous creatures (including [[Undead|undead]] and [[Chasm#Hazards|chasm dwellers]]), can easily escape if a dwarf tries to pull them out of the cage and drop them. In these cases, build the invader's cage in a pit and attach it to a lever, releasing it where your marksdwarves can safely kill it.&lt;br /&gt;
&lt;br /&gt;
*'''Slaughter tower''': Almost identical to the execution shaft, except this one kills masses at once. You need to build a hollow tower ~10 Z-levels high. There should be no floors except for the bottom, and you should get your masons up there by staircases on the outside. Then build a retractable bridge at the top instead of a floor. Build a few Butcher's Workshops and a lever at the bottom of the tower. Connect the lever to the bridge. Now build walls for 1 Z-level on top of the tower such that the bridge is totally unaccessable. Now designate the area 1 Z-level above the bridge as a pit/pond. Assign all the animals you want to sacrifice to be thrown into the pit/pond. Once all of them are in the pit, get a dwarf to pull the lever. Start the butchering!!&lt;br /&gt;
&lt;br /&gt;
Additional Step: Lock your butchers in so they can butcher corpses faster.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dog is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts). An injury shaft can also be used to drop the creature into the arena, allowing for an easy kill.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Injury shaft&amp;quot;''': This method does not kill prisoners so much as injure them, but it can result in death and is very amusing. Its usage and construction are similar to the Execution Shaft, except that it is only 2 or 3 z-levels deep and the door is replaced with a cage trap.  When dumped into the pit, the prisoner will be injured, attempt to escape, and run into the cage trap.  You then repeat the process until the prisoner dies slowly and painfully.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Siege engine target practice&amp;quot;''': Why waste good stone throwing it at a wall? Throw it at some captured goblins (or elves!) instead!&lt;br /&gt;
&lt;br /&gt;
*'''&amp;quot;A section of the cavern has collapsed&amp;quot;''': why bother with a bridge? Dig out a rocky overhang to use as a [[cave-in]] trap; surround the lone [[support]], linked to a [[lever]], with cages, stick the little bastards in the cages, and pull. Net result: 200 tons of rock lands on their heads, and there will be nothing to remind you of their existence save the fading clouds of dust.&lt;br /&gt;
&lt;br /&gt;
*'''Hello, goblin. I want to play a game'''. Why just kill them when you can sadistically watch them sprint through a labyrinth of fiendish death[[trap]]s? [[Pressure plate]] activated [[Dwarven Atom Smasher]]s, draw[[bridge]]s over a drop five Z-levels deep activated by pressure pad and lever, and floodgates unleashing tidal waves combine to produce a horrifically painful experience for the foolish goblins who dared attack your fortress. Time-consuming, but fun to watch.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment by accessing the [[Stocks]] screen, finding its possessions, and ordering them {{k|d}}umped from there. Items on goblins are easily identifiable by looking for currently worn narrow/small clothing and weaponry. If you're in doubt whether an item you chose is indeed on your prisoners, {{k|z}}oom on it and you should be pointed to the cage. After you ordered the items dumped, dwarves will come and force the items off your captives. If you have given orders to move a creature to a different cage (for example, if you are building a dungeon to give them some exercise before you kill them), you can select it with {{k|v}}-{{k|i}} and select each individual item for dumping.&lt;br /&gt;
&lt;br /&gt;
:An even easier way to confiscate equipment is to use {{k|d}}-{{k|b}}-{{k|d}} to mark the entire space for dumping, then use {{k|k}} (for unbuilt cages) or {{k|t}} (for built cages) to view and unmark the cage itself.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40977</id>
		<title>40d Talk:Weather</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Weather&amp;diff=40977"/>
		<updated>2009-07-28T19:01:27Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I just noticed that if you have weather on and it's precipitating, then save, exit, turn weather off and load up again, if will continue to rain forever. This rain is genuine (not just blue tiles, will give water coverings and unhappy thoughts). Possible bug? --[[User:Wizjany|Wizjany]] 07:13, 11 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is weather important thing? I haven't seen it doing anything other than: 1) Causing unhappy thoughts 2) Whitening floor tiles (snow) 3) &amp;quot;Blueing&amp;quot; tiles for a frame or so (rain). --[[User:Someone-else|Someone-else]] 13:21, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Rain also cleans blood off of the ground, assuming it hits the blood.  I believe weather is also responsible for handling the drying of mud on the season changes.  It's not a very critical feature, though. --[[User:JT|JT]] 19:40, 25 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Does it clean all of the blood off the map in one go?--[[User:Richards|Richards]] 13:06, 10 May 2008 (EDT)&lt;br /&gt;
::I don't think it's responsible for map seasonal map cleaning, although if it hits blood/vomit it can clean it. The beginning of season cleaning will happen without weather if I remember correctly. --[[User:Wizjany|Wizjany]] 07:01, 11 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Okay; just noticed this; but in the newest version I saw rain refilling a murky pool. That is that one of the little ponds that started on my map (generated on previous version) that dried out on the first summer; suddenly started generating depth one water on squares where rain was hitting. I checked all the other murky pools on the map and they too were beginning to refill. Someone please confirm this for me and if you don't feel like updating the information on this and relevant pages I'll get it done.   --[[User:Silver|Silver]] 01:59, 19 July 2008 (EDT)&lt;br /&gt;
:  I can confirm this in 40d.[[User:Kwieland|Kwieland]] 13:05, 15 January 2009 (EST)&lt;br /&gt;
Also; Im not aware if it matters if the square is technically indoors or outdoors at this time; but lava occupying exposed (still outside) squares seems to generate steam  but no obsidian. No squares that weren't ponds at the start of the map were seen to generate any water or any steam. If its indoors and still magically generates water when it rains is an important distinction. --[[User:Silver|Silver]] 02:09, 19 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I wanted to make a well out of a small rock hole I'd dug out, so I had water pumped into it via an aqueduct (more complicated than it needed to be, I know) from a murky pool. Now when it rains, *only* the murky pools refill, and not my muddy ground tiles even though they're covered in a layer of 2/7 water, which is slightly annoying. I assume there's no way to make my man made pond into a murky pool so rain will refill it.[[User:Gnavin|Gnavin]] 12:36, 28 July 2009 (UTC)&lt;br /&gt;
:  Probably not without [[User:Rick/Tweak/Tile_Edit|cheating]]. --[[User:May Cause Drowsiness|May Cause Drowsiness]] 19:01, 28 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
&lt;br /&gt;
There is an option to see clouds and stuff move across the world map when traveling in adventure mode. I'd love a description/explanation of what I'm actually seeing when this happens. I can't figure out what's what. --[[User:DDouble|DDouble]] 13:41, 28 August 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=40245</id>
		<title>40d:Megabeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=40245"/>
		<updated>2009-07-27T20:43:07Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: Redirected page to Megabeasts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Megabeasts]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=40244</id>
		<title>40d:Megabeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=40244"/>
		<updated>2009-07-27T20:40:02Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mighty creatures that randomly attack your fortress.&lt;br /&gt;
&lt;br /&gt;
[[Category:Megabeasts]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=40243</id>
		<title>40d:Megabeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Megabeast&amp;diff=40243"/>
		<updated>2009-07-27T20:36:51Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: Redirected page to Category:Megabeasts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Category:Megabeasts]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38315</id>
		<title>40d Talk:Bridge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Bridge&amp;diff=38315"/>
		<updated>2009-07-25T07:29:09Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: /* Megabeasts break bridges even without atomsmashing? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Fluids vs bridges==&lt;br /&gt;
Does a raised bridge prevent the flow of fluids? Guess I'll experiment and see if I can answer my own question. [[User:Yvain|Yvain]] 21:21, 29 February 2008 (EST)&lt;br /&gt;
:Yes. [[User:VengefulDonut|VengefulDonut]] 04:55, 1 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==picture: south-raising drawbridge==&lt;br /&gt;
Here's a picture of a bridge that raises South, to clear up any confusion over which direction bridges raise. [[User:Basilisk|Basilisk]] 18:03, 27 March 2008 (EDT)&lt;br /&gt;
   {{qd|cols=8&lt;br /&gt;
   |╔|═|╗|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |║|+|║|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}|{{qd/ch{{!}}≈{{!}}00F}}&lt;br /&gt;
   |╚|═|╝|.|╞|═|╡|.&lt;br /&gt;
   |.|.|.|.|.|.|.|.}}&lt;br /&gt;
&lt;br /&gt;
== Items... ==&lt;br /&gt;
&lt;br /&gt;
When a creature is crushed by a bridge, what happens to the items they had?--[[User:Lordmick134|Lordmick134]]&lt;br /&gt;
&lt;br /&gt;
:When the bridge lowers, it completely ans permanently destroys anything it crashes on. So, there will be absolutely nothing under bridge, when it raises back.--[[User:Dorten|Dorten]] 03:29, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Not true! I had trapped a goblin inside a room with a bridge in it, and set the lever connected to the bridge to be repeatedly pulled. The goblin was stunned at most.--[[User:CrazyMcfobo|CrazyMcfobo]] 09:37, 16 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The goblin was likely ''flung'' from the bridge after stepping onto the extended bridge which then raised with the goblin still on it.  Crushing is definitely an irrevocable and utter destruction. --[[User:JT|JT]] 16:30, 20 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Channeling ==&lt;br /&gt;
&lt;br /&gt;
Checked the [[channel]]ing article, nothing there, either.  I have a bridge that raises to the right to form a wall, part of my outer defensive perimeter.  I was digging a channel around the fortification wall and wanted to channel under the bridge.  I raised the bridge ... I cannot channel.  It never creates the flashy 'this is gonna be channeled' designation anywhere where the bridge could lay over.  I can channel any where else.  I can also remove the bridge, channel what I want, and replace the bridge just fine.  What gives?  Is this a known bug?  --[[User:Geofferic|Geofferic]] 02:35, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:As far as I know you can't dig on constructions. When the bridge is raised it is still considered to be constructed there. (or something like that) I had the same problem with some retracting bridges. To fix it I just removed the bridges and dug the channels, and then rebuilt them. --[[User:Lotus|Lotus]] 10:13 (CST) June 11, 2008&lt;br /&gt;
&lt;br /&gt;
::This is particularly applicable to the process of obsidian mass production. If you have a bridge-held reservoir at Z-level 1, and a magma reservoir at Z-level 0, you will have to destroy and rebuild (and re-mechanize) your bridges every time you make obsidian. To solve this problem, I re-routed my magma to Z-level -1, and left Z-level 0 as empty space. I also re-routed my access paths so that miners will arrive in Z-level 0 from the west side, (and channel East to West, one row at a time) and my stone haulers will arrive in the northeast corner, so they can start hauling stone as soon as it is channeled out. Although this took several false starts, it is now a highly efficient system. If I ever do it again, however, I will build MUCH bigger reservoirs... And way wider channels for the magma. It takes FOREVER to fill my magma buffer... Would pumping the magma fix this? --[[User:Wattj|wattj]] 17:26, 1 February 2009 (EST)&lt;br /&gt;
:::Probably.  Pumped magma behaves differently, while the pump is on.--[[User:Zchris13|Zchris13]] 05:23, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridges as a temporary wall ==&lt;br /&gt;
&lt;br /&gt;
I want to build a wall by pulling a lever, to block off a tunnel three squares wide.&lt;br /&gt;
It is a mine tunnel with no channel above it.&lt;br /&gt;
&lt;br /&gt;
How long should the bridge be?&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒ò▒▒▒&lt;br /&gt;
.........╥.........&lt;br /&gt;
.........║.........&lt;br /&gt;
.........╨.........&lt;br /&gt;
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 05:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Well, you have to be careful. Don't forget, by raising a bridge, you can potentially obliterate your dwarves in the process. So try not to make it too wide. --[[User:AlexFili|AlexFili]] 05:41, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:My question is, if I make it too long will it smash into the roof or anything?[[User:GarrieIrons|GarrieIrons]] 06:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::As far as I know of, it won't smash into the roof. The only concern is that if the bridge is too long, a dwarf may get accidently crushed. --[[User:AlexFili|AlexFili]] 06:14, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::Buildings that span multiple/variable z-levels are, at the current time, not possible. So, just build a 1x3 bridge, set it to raise west or east, and you have a wall! A toggleable wall! --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::I'd suggest doing a 2x bridge, as you'll have to track down the lever anytime you're curious as to whether the bridge is up or down, as a 1x or x1 bridge looks the same raised or lowered when raised on it's short axis. (e.g. the bridge above would look the same raised or lowered.) --[[User:N9103|Edward]] 09:59, 18 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Retractable/drawbridge ==&lt;br /&gt;
&lt;br /&gt;
How can you specify which type of bridge you want to build? --[[User:AlexFili|AlexFili]] 05:45, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:When you go to place a bridge, by default it retracts. If you press wadxs you change the direction it raises: w = north, a= west, d=east, x=south, s=retracts. I don't know how to set the direction it retracts though.[[User:GarrieIrons|GarrieIrons]] 06:12, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So if it retracts, it creates an impassable wall? -[[User:AlexFili|AlexFili]] 06:15, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::No, it disappears. If it raises, it creates an impassable wall, whose direction is the same as the raise direction. Try it out.&lt;br /&gt;
:::And, Garrie, it isn't possible to set retract direction since there is no such thing. --[[User:Savok|Savok]] 09:09, 3 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Well I guess it doesn't really matter which way it retracts... although if a bridge is built outward from a cliff running east-west out to the chasm which is to the north then obviously the bridge retracts back to the edge it is anchored at (it can hardly retract back into mid-air...).[[User:GarrieIrons|GarrieIrons]] 23:22, 6 June 2008 (EDT)&lt;br /&gt;
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:::::Oh, really? --[[User:Savok|Savok]] 23:32, 6 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::::well I guess applying common sense to DF might not be the best idea... but common sense would [bold]suggest [/bold] the bridge retracts back to where it was built from.[[User:GarrieIrons|GarrieIrons]] 00:03, 7 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::We don't use BBcode here. I don't think that even is BBcode, but it is in that style. To make '''bold text''', type &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;'''bold text'''&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;.&lt;br /&gt;
:::::::And you're right that applying common sense to DF doesn't work. Even the least of peasants can carry thousands of pounds pebbles in a backpack. --[[User:Savok|Savok]] 09:06, 7 June 2008 (EDT)&lt;br /&gt;
::::::::Actually, they carry thousand pound boulders in their hands.  And cut it into blocks with their '''mind'''--[[User:Zchris13|Zchris13]] 05:24, 24 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge-on-bridge action ==&lt;br /&gt;
&lt;br /&gt;
I've just added a note about retractable bridges being able to be built using existing bridges as support. However I'm currently unable to test what happens when an intermediary bridge is retracted or raised (I have no stone for mechanisms!). I'm assuming that any bridges relying on the retracted/raised bridge for support will collapse, but it should be tested (and noted), if someone else has the time and inclination! [[User:Raumkraut|Raumkraut]] 12:04, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: I can confirm that when the first bridge is retracted the second one deconstructs. And also if you choose to do your testing using extreme cliffs and &amp;quot;accidently&amp;quot; make 6 of your 7 dwarves stand on the second bridge then they will die a horrible death after falling 18 stories. --[[User:Makuus|Makuus]] 16:54, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::What if you raise both of the bridges at the same time? --[[User:AlexFili|AlexFili]] 05:48, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::The same thing happens, the second bridge deconstructs again --[[User:Makuus|Makuus]] 13:48, 22 June 2008 (EDT)&lt;br /&gt;
::::I attempted this quite some time ago, I think. I had something like ten bridges in a row built off a cliff, and retracted them all at once with one lever. All but the first one (which was connected to the cliff) shattered into stones instantly. --[[User:SL|SL]] 10:29, 23 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== lockdown system ==&lt;br /&gt;
&lt;br /&gt;
in one of my old forts i had a setup so if the opponent got near my bridges a lever would be pulled and the opponents would fall into the lava with a godlike imp in it, it would use multiple bridges however and i would have to rebuild atleast 1, it was sort of like a tesselation of crosses&lt;br /&gt;
&lt;br /&gt;
== Flying Bridge ==&lt;br /&gt;
Build stairs up. Build stairs down atop it. Build a retracting bridge extending into open air from the downstairs. Link the retracting bridge to a lever. Pull the lever to retract the bridge. Deconstruct the down stairs. Deconstruct the up stairs. Pull the lever. Remove the lever. Bridge flies. [[User:Rkyeun|Rkyeun]] 11:38, 18 July 2008 (EDT)&lt;br /&gt;
:Shame this can't be used to build eg. twisty retractable catwalks due to the above confirmations in Bridge-on-bridge action. :/ --[[User:Heron|Heron]] 09:46, 23 July 2008 (EDT)&lt;br /&gt;
::You could probably get something similar by just having occasional pillars sticking up, constructed by building towers of stairs, building a wall adjacent, then deconstructing the stairs. If you have each bridge anchored to one pillar, you ought to be able to get many retractable bridges in a sequence. --[[User:AlexChurchill|AlexChurchill]] 12:08, 23 July 2008 (EDT)&lt;br /&gt;
:::More testing. Retracted bridges never deconstruct. Make a chain as long as you like by keeping them all retracted until scaffolding is removed. Un-retracting bridges never deconstuct nor cause deconstruction. To make a path of multiple flying bridges build a scaffold for the first bridge, retract it, deconstruct the scaffold, build the second scaffold, retract that bridge, deconstruct that scaffold, and so forth. You can then unretract all bridges in any order and they'll all stay up. Retracting them again in any order caused them to fall. [[User:Rkyeun|Rkyeun]] 09:00, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpiles under bridges ==&lt;br /&gt;
&lt;br /&gt;
I tried to make a refuse stockpile with a drawbridge over top, and I couldn't place the stockpile where the bridge would lower onto. Can anyone else confirm this for the new version? [[User:Falcondude|Falcondude]] 11:05, 31 July 2008 (EDT)&lt;br /&gt;
:Yeah, that won't work.  If you are trying to make a garbage compactor, make a ledge and designate a garbage dump with (i) that will drop the items where the bridge will close.[[User:Trevlyn13|Trevlyn13]]&lt;br /&gt;
&lt;br /&gt;
::You don't need to make a ledge. Just retract the bridge (so you aren't dumping ontop of it) and make a garbage dump zone where the bridge will close. Voila --[[User:Sinergistic|Sinergistic]] 01:03, 21 January 2009 (EST)&lt;br /&gt;
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== Drawbridge vs colossus ==&lt;br /&gt;
&lt;br /&gt;
Yesterday a bronze colossus got trapped between my 2 moats, right under the drawbridge. It was too close to the catapults so that the operators wouldn't fire them, so I tried to crush it with the bridge.&lt;br /&gt;
My bridge broke instead.&lt;br /&gt;
(later I killed it by shooting hundreds of arrows)&lt;br /&gt;
If anyone could replicate this, and also experiment with other megabeasts....&lt;br /&gt;
(actually I made this account to tell people about this)&lt;br /&gt;
[[User:nautilusfossil|nautilusfossil]]&lt;br /&gt;
:As far as I know, Dwarven Atom Crushers™ break on megabeasts and demons. Cage Traps are the way to go for megabeasts, but demons are immune against them.&lt;br /&gt;
:I don't know about semi-megabeasts considering bridge-breaking. [[User:MC Dirty|MC Dirty]] 18:17, 19 September 2008 (EDT)&lt;br /&gt;
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== Dwarves negative thoughts regarding crushed friends ==&lt;br /&gt;
&lt;br /&gt;
Dwarves respond to friends or family members being crushed by a drawbridge as if they'd been killed &amp;amp; then not buried:  &amp;quot;He was forced to endure the decay of a sibling lately.  He lost a sibling to tragedy recently.&amp;quot;  (I'm certain this was due to the drawbridge, as all the siblings *except* the one that was crushed had these negative thoughts. Nobody else in the family had been killed by anything yet.) --[[User:Sev|Sev]] 14:49, 2 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Melty mechanisms... redux? ==&lt;br /&gt;
&lt;br /&gt;
Curiosity kills my dwarves - I'm not wasting the time to do this myself. Will mechanisms melt out of bridges that are submerged in magma? --[[User:GreyMario|GreyMaria]] 22:31, 28 September 2008 (EDT)&lt;br /&gt;
:I have no idea, this is a good question. While writing a reply of my thoughts I kept re-thinking some things. If Magma passes over the bridge I'm pretty certain that the mechanism will act like a flood gate's. It will not melt away as long as you don't raise the bridge. If you do raise the bridge, the mechanism will melt away and the bridge could do a number of things. Before I keep typing about what I think will/could happen, I'm just going to go ahead and pass on a wall of text. [[User:Dakira|Dakira]] 1844, 28 September 2008 (PST)&lt;br /&gt;
::But fluids cannot enter the tile of a raised bridge, whereas they can enter the tile of a lowered bridge. In this way, a raised bridge would be analogous to a _closed_ floodgate, and a lowered bridge to an _open_ one. [[User:Random832|Random832]] 21:51, 25 November 2008 (EST)&lt;br /&gt;
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GO GO GADGET TEST MELTY MECHANISMS --[[User:GreyMario|GreyMaria]] 00:25, 16 January 2009 (EST)&lt;br /&gt;
:Nope, doesn't work. The mechanisms melted... and just when I was making to re-pull the lever, too. D: --[[User:GreyMario|GreyMaria]] 01:05, 16 January 2009 (EST)&lt;br /&gt;
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== Bridges and wagons? ==&lt;br /&gt;
&lt;br /&gt;
Is is possible for wagons to drive over bridges? I would assume so, but I don't want to get hasty. --[[User:W-dueck|w-dueck]] 23:50, 3 December 2008 (EST)&lt;br /&gt;
:yes, anything can pass over them. [[User:Dangerous Beans|Dangerous Beans]] 00:29, 4 December 2008 (EST)&lt;br /&gt;
:: Okay, thanks. Now that the mean kobolds can't escape when they steal my stuff, I am free to bludgeon them with random objects! --[[User:W-dueck|w-dueck]] 18:39, 4 December 2008 (EST)&lt;br /&gt;
:::You have to spot them first, though.  Put war dogs on restraints in a recessed area that leads to the trade depot.--[[User:Maximus|Maximus]] 22:08, 4 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Indestructible Caravan ==&lt;br /&gt;
I needed to test out my whammer slammer bammer on &amp;lt;em&amp;gt;something&amp;lt;/em&amp;gt; but no goblins volunteered for so long I was forced to attack the dwarven caravan instead.  The mighty bridge swung down upon the lone wagon and was riven like a banana dipped in liquid nitrogen, leaving the wagon unscathed.  If we could breed and train war wagons we'd rule the world.  The 3-tile-wide parts of it anyway. --[[User:Corona688|Corona688]] 18:55, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:But a single cave swallowman can scuttle an entire wagon in two milliseconds. Maybe wagons count as a megabeast? --[[User:GreyMario|GreyMaria]] 23:00, 9 December 2008 (EST)&lt;br /&gt;
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:Funny. I dropped a bridge on a Mangrove Wagon yesterday, and the wagon vaporized like any other sap. It was an iron bridge - maybe that's the difference? --[[User:HMS Prancytime|HMS Prancytime]] 16:15, 1 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Megabeasts break bridges even without atomsmashing? ==&lt;br /&gt;
&lt;br /&gt;
Situation: I captured a Titan and pitted it onto a drawbridge from a platform a Z-level above.  The drawbridge is retractable and linked to a level.  Logically, pulling the level will make the drawbridge retract and the Titan will plummet to his death.&lt;br /&gt;
&lt;br /&gt;
But it didn't happen.  The bridge refuses to budge.  I haven't got a message about it whatsoever.&lt;br /&gt;
&lt;br /&gt;
Is it possible for a Titan to break ''any'' drawbridge operation whatsoever no matter the end result?&lt;br /&gt;
&lt;br /&gt;
--[[User:Shurikane|Shurikane]] 22:34, 6 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;Yes. A bridge is a non-construction building. Therefore entities with [BUILDINGDESTROYER] can nuke them.&amp;lt;/s&amp;gt; I doubt it. Did you find any mechanisms lying around, like next to the lever? --[[User:GreyMario|GreyMaria]] 00:02, 7 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::Nothing unusual to report.  As far as I see, everything should be functioning normally.  The Titan, by the way, does not move around.  He stays right where I dropped him...  --[[User:Shurikane|Shurikane]] 12:25, 7 January 2009 (EST)&lt;br /&gt;
::Update: here's what I found out.  A megabeast standing on a bridge will prevent said bridge from functioning.  In my case, this means a retracting bridge will refuse to retreact unless the megabeast steps off or dies.  --[[User:Shurikane|Shurikane]] 11:02, 10 January 2009 (EST)&lt;br /&gt;
:::A Zombie Elephant will do the same thing. --[[User:May Cause Drowsiness|May Cause Drowsiness]] 07:29, 25 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Rain filling up ponds ==&lt;br /&gt;
&lt;br /&gt;
Hi all.  I just noticed something strange.  I have a fortress without flowing water where it is hot (the ponds dry up)  The evaporation depends on weather it is covered or not (I verified this 40d) But, if it is covered, then it doesn't refill with rain.  So I thought, how about a retracting bridge.  Nope.  Even if it is retracted, the pond doesn't refill when it rains. Oh well. Probably has to do with the construction note above.[[User:Kwieland|Kwieland]] 23:16, 19 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Building at the end of a bridge ==&lt;br /&gt;
As an addition to the info regarding bridges constructed at the end of bridges, apparently you can build walls and floors at the end of bridges as well, but upon completion, they collapse, along with the dwarf who was building it. I only tested with a retracting bridge, but I see no reason the same wouldn't apply to drawbridges. Of course, this information isn't really useful, but a warning on the page would be nice. Actually, I suppose it would make an innovative way of killing off masons. --[[User:Mikaka|Mikaka]] 05:12, 23 April 2009 (UTC)&lt;br /&gt;
:I just discovered this the hard way, when my mayor / broker / manager / legendary carpenter / only architect attempted to build a floor at the end of a bridge, only to plummet to his watery death in the ocean. Plans have been drawn to drain the ocean into the aquifer in retaliation. ~ [[User:Eidako|Eidako]] 05:46, 27 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34551</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34551"/>
		<updated>2009-03-02T00:15:19Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{version|0.28.181.40d}}, but this is only because animals do not require food.  Caged dwarves (except those in [[jail]]) will quickly starve, for they are never fed.  The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Dragons and other [[megabeast]]s may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s or [[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build [[prison]]s with only metal cages, and get as many prisonners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
Note that the dwarf '''cannot''' be released after its sentence is over and will never be fed. {{v|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a [[chasm]]; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Execution shaft''': Almost the same as an execution tower, except that there is a stairway near a channeled out shaft that allows access to the bottom.  This enables you to [[reclaim|loot the corpses]] afterwards.  It is recommended to place a [[door]] between the landing square and the up stairs, so that it can be locked during execution to ensure that any survivors cannot escape and no dwarves attempt to clean up the mess if multiple critters are being dropped.&lt;br /&gt;
&lt;br /&gt;
*'''Slaughter tower''': Almost identical to the execution shaft, except this one kills masses at once. You need to build a hollow tower ~10 Z-levels high. There should be no floors except for the bottom, and you should get your masons up there by staircases on the outside. Then build a retractable bridge at the top instead of a floor. Build a few Butcher's Workshops and a lever at the bottom of the tower. Connect the lever to the bridge. Now build walls for 1 Z-level on top of the tower such that the bridge is totally unaccessable. Now designate the area 1 Z-level above the bridge as a pit/pond. Assign all the animals you want to sacrifice to be thrown into the pit/pond. Once all of them are in the pit, get a dwarf to pull the lever. Start the butchering!!&lt;br /&gt;
&lt;br /&gt;
Additional Step: Lock your butchers in so they can butcher corpses faster.&lt;br /&gt;
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* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts). An injury shaft can also be used to drop the creature into the arena, allowing for an easy kill.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Injury shaft&amp;quot;''': This method does not kill prisoners so much as injure them, but it can result in death and is very amusing. Its usage and construction are similar to the Execution Shaft, except that it is only 2 or 3 z-levels deep and the door is replaced with a cage trap.  When dumped into the pit, the prisoner will be injured, attempt to escape, and run into the cage trap.  You then repeat the process until the prisoner dies slowly and painfully.&lt;br /&gt;
&lt;br /&gt;
* '''Trash Compacter''': Dig out a 2-level shaft in the same manner as the &amp;quot;Injury Shaft&amp;quot;. Instead of placing a cage trap, place a locked door in its place. Then, build a drawbridge on the bottom of the shaft (the drawbridge should be set so it opens &amp;quot;up&amp;quot;, where the prisoners will fall. On the surface, place pressure plates linked to the drawbridge, then designate the shaft as a Pit. Assign a prisoner to the pit. Your dwarf will lead the prisoner to the shaft, standing on the pressure plate and making the drawbridge open. The prisoner will hit the bottom, briefly stunned, and as the dwarf walks away, the drawbridge will slam down on them, obliterating them.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment by accessing the [[Stocks]] screen, finding its possessions, and ordering them {{k|d}}umped from there. Items on goblins are easily identifiable by looking for currently worn narrow/small clothing and weaponry. If you're in doubt whether an item you chose is indeed on your prisoners, {{k|z}}oom on it and you should be pointed to the cage. After you ordered the items dumped, dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34543</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34543"/>
		<updated>2009-01-04T10:52:21Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{version|0.28.181.40d}}, but this is only because animals do not require food.  Caged dwarves (except those in [[jail]]) will quickly starve, for they are never fed.  The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Dragons and other [[megabeast]]s may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s or [[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build [[prison]]s with only metal cages, and get as many prisonners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
Note that the dwarf '''cannot''' be released after its sentence is over and will never be fed. {{v|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Execution shaft''': Almost the same as an execution tower, except that a ~10 Z-level [[stairway]] is dug near the Animal stockpile, with a single square channeled out next to the stairway on each Z-level until the bottom is reached. The top of the channel is designated a Pit/Pond [[zone]], and any creatures assigned to it will be dropped to their death automatically. It is recommended to place a door between the landing square and the up stairs, so that it can be forbidden when dropping victims, then made passable again when [[reclaim|looting the corpses]].&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment by accessing the [[Stocks]] screen, finding its possessions, and ordering them {{k|d}}umped from there. Items on goblins are easily identifiable by looking for currently worn narrow/small clothing and weaponry. If you're in doubt whether an item you chose is indeed on your prisoners, {{k|z}}oom on it and you should be pointed to the cage. After you ordered the items dumped, dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=26293</id>
		<title>40d:Reclaim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=26293"/>
		<updated>2009-01-04T10:52:14Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Are you looking to reclaim a lost fort? You may want to look at [[Reclaim fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
'''Reclaim''' is the opposite of [[forbid]]. Allows an item to be used by your [[Dwarves]] that has been forbidden, whether it's going to be hauled or used in construction. It's needed to use items found when you reclaim a fortress or build a fort near an existing settlement, as all items are auto-forbid. It is also used for recovering other automatically forbidden items, such as those dropped by dead goblins. To reclaim, press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=26292</id>
		<title>40d:Reclaim</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Reclaim&amp;diff=26292"/>
		<updated>2009-01-04T10:47:12Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Are you looking to reclaim a lost fort? You may want to look at [[Reclaim fortress mode]].''&lt;br /&gt;
&lt;br /&gt;
'''Reclaim''' is the opposite of [[forbid]]. Allows an item to be used by your [[Dwarves]] that has been forbidden, whether it's going to be hauled or used in construction. It's needed to use items found when you reclaim a fortress or build a fort near an existing settlement, as all items are auto-forbid. It is also used for recovering other automatically forbidden items (looting corpses). To reclaim, press {{k|k}} to view the item and {{k|f}} to toggle forbid status.  You may also use the reclaim [[designation]] to reclaim simultaneously all of the items dumped by using {{key|d}} then {{key|b}} then {{key|c}} and tracing the designation over top of the objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Designations]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34542</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34542"/>
		<updated>2009-01-04T10:40:18Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{version|0.28.181.40d}}, but this is only because animals do not require food.  Caged dwarves (except those in [[jail]]) will quickly starve, for they are never fed.  The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[animal training]] labor enabled can tame wild animals (including [[vermin]]) at a [[kennel]]. A tame animal has the tag '''(Tame)''' after its name and is safe to be released into the fortress. They will not attack your dwarves, and do not set off your traps. &lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other friendly creatures {{verify}}) before being tamed are &amp;quot;un-tamable&amp;quot;. Despite appearing tame, such a creature will go dwarf-killing as soon as it is released, with the added bonus of being immune to traps.&lt;br /&gt;
&lt;br /&gt;
Elven merchants often sell caged animals, even some that can't normally be trained. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Dragons and other [[megabeast]]s may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master. &lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s or [[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (But is not ''assigned'' to the cage, so your dwarves will free it if you don't stop them.). There is some doubt whether animals do breed in cages, but an already pregnant animal will definitly give birth while in a cage.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===How to capture your own Dwarves===&lt;br /&gt;
The easiest and safest way to obtain a Dwarf cage is to build [[prison]]s with only metal cages, and get as many prisonners as you can (ignoring [[mandate]]s is usually efficient).  When you have someone installed in a cage, remove the building ({{k|q}} {{k|x}}).  You now have your very own Dwarf cage, ready for lots of interesting things (e.g. starvation).&lt;br /&gt;
&lt;br /&gt;
Note that the dwarf '''cannot''' be released after its sentence is over and will never be fed. {{v|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Execution shaft''': Almost the same as an execution tower, except that a ~10 Z-level [[stairway]] is dug near the Animal stockpile, with a single square channeled out next to the stairway on each Z-level until the bottom is reached. The top of the channel is designated a Pit/Pond [[zone]], and any creatures assigned to it will be dropped to their death automatically. It is recommended to place a door between the landing square and the up stairs, so that it can be forbidden when dropping victims. &lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (Magma will melt/burn non-magma-resistant cages along with whatever is inside it. However magma-resistant cages, and any underwater cage, must be opened for this to work because animals in cages do not drown.)&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Confiscating prisoner items''': You can strip a captured critter of its equipment by accessing the [[Stocks]] screen, finding its possessions, and ordering them {{k|d}}umped from there. Items on goblins are easily identifiable by looking for currently worn narrow/small clothing and weaponry. If you're in doubt whether an item you chose is indeed on your prisoners, {{k|z}}oom on it and you should be pointed to the cage. After you ordered the items dumped, dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
* '''Usage as an execution device''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and then releasing the beast. Remember to also install a cage trap to recapture the beast afterward.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Dog&amp;diff=19425</id>
		<title>40d:Dog</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Dog&amp;diff=19425"/>
		<updated>2008-12-14T01:50:59Z</updated>

		<summary type="html">&lt;p&gt;May Cause Drowsiness: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Dog|symbol=d|color={{COLOR:6:0:0}}|bones=5|fat=1|skin=Yes|skulls=1|chunks=5|meat=5|biome= Common domestic}}&lt;br /&gt;
&lt;br /&gt;
A [[Dwarf|dwarf's]] best friend, '''dogs''' are the only [[animal]]s that can be [[kennel|trained]] to assist your [[dwarves]] in [[combat]] as either war dogs or hunting dogs. Like all tame [[animal]]s they can serve as an [[butchering|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skulls]]. Note that dogs are the most point-efficient source of [[meat]] and [[fat]] available from the embark screen.&lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
* Dogs left to their own devices will wander around, spending most of their time in meeting areas, and will attack any [[invader|hostiles]] they see.&lt;br /&gt;
* As with any friendly creature, dogs can spot ambushers and thieves. You can assign dogs to [[cage]]s or [[chain]]s to act as guard dogs.&lt;br /&gt;
* You can [[Assign animal|assign]] a war dog or hunting dog to a dwarf via his dogs menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a [[pet]]. &lt;br /&gt;
** Note: Once a dog is assigned to a dwarf it can not be unassigned nor placed in a [[cage]]{{version|0.27.173.38a}}. However, a wounded dog may be caught in a [[cage trap]]{{version|0.28.181.40d}}.&lt;br /&gt;
**A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs (and hunting dogs{{verify}}) follow the dwarf who trained them, while still allowing them to be caged.&lt;br /&gt;
** In addition, it is currently{{version|0.28.181.40d}} impossible to assign war dogs to [[champions]], as their {{K|p}}references menu is blocked with the message &amp;quot;This hero need not work&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Differences between war and hunting dogs ==&lt;br /&gt;
&lt;br /&gt;
War and hunting dogs are trained at the [[kennel]]. War dogs do double damage.&lt;br /&gt;
&lt;br /&gt;
Toady One: &amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DOG]&lt;br /&gt;
	[NAME:dog:dogs:dog]&lt;br /&gt;
	[TILE:'d'][COLOR:6:0:0]&lt;br /&gt;
	[PETVALUE:30][NATURAL]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[COMMON_DOMESTIC][TRAINABLE][PET]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:loyalty]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:5]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:puppy:puppies]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>May Cause Drowsiness</name></author>
	</entry>
</feed>