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		<id>http://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=224964</id>
		<title>Stupid dwarf trick</title>
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		<updated>2016-05-16T21:46:01Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: /* Corpse processing facility */  Out with the old, in with the new&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:52, 11 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them. They exist primarily as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode now as of DF v0.43&lt;br /&gt;
 &lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They'll sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet Cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Altar of Armok==&lt;br /&gt;
&lt;br /&gt;
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass &amp;quot;windows.&amp;quot; It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Guard the altar with a megabeast.&lt;br /&gt;
*Bonus: Cover the altar with blood of a Titan.&lt;br /&gt;
**MegaBonus: Cover the altar with blood of a denizen of the HFS.&lt;br /&gt;
***ArmokBonus: Build the altar in the HFS.&lt;br /&gt;
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.&lt;br /&gt;
*BerserkBonus: Cover the altar in a nausea-inducing extract.&lt;br /&gt;
*BloodBonus: Also cover the altar in an extract inducing slow death.&lt;br /&gt;
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.&lt;br /&gt;
*SacrificialBonus: Sacrifice a dwarf to the altar every day.&lt;br /&gt;
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.&lt;br /&gt;
**HistorySacrificialBonus: Sacrifice a human to the altar every day&lt;br /&gt;
***MegaArmokBonus: Sacrifice all three species to the altar every day!&lt;br /&gt;
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&amp;lt;br /&amp;gt; Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Archaeological Excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A Museum detailing the lives of those early dwarves.&lt;br /&gt;
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.&lt;br /&gt;
*DwarfBonus: Some of those early dwarves frozen in a block of ice.&lt;br /&gt;
*FunBonus: Breach the HFS.&lt;br /&gt;
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.&lt;br /&gt;
&lt;br /&gt;
==Artificial [[Waterfall]]==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bastion==&lt;br /&gt;
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!&lt;br /&gt;
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.&lt;br /&gt;
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.&lt;br /&gt;
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Bathtub==&lt;br /&gt;
Stop dwarves from hauling in tons of exotic, poisonous sludges into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low in most cases. High in some evil areas.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.&lt;br /&gt;
* MegaDwarfBonus: Clean it with magma.&lt;br /&gt;
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when cauterizing the main one and closes and cauterizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.&lt;br /&gt;
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.&lt;br /&gt;
&lt;br /&gt;
==Bolt Splitting Operation==&lt;br /&gt;
One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++[#05F]☻∙+++++++++&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (pitted from the z-level above).&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '&amp;lt;' and '&amp;gt;' to go through different z-levels)&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=0&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]&amp;lt;[%204][%185][#5:1]g[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 01  &lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=1&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]X[%204][%185][#7:1]O[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 02 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=2&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%205][%187]  &lt;br /&gt;
  [%186]X+[#3:1]/[#7:0].[%186]  &lt;br /&gt;
  [%200][%205][%205][%205][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 03 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=3&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187]+  &lt;br /&gt;
  [%186]X[%186].[%186]+  &lt;br /&gt;
  [%200][%205][%202][%205][%188]+  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 04 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=4&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187].  &lt;br /&gt;
  [%186]X[%186].[%186].  &lt;br /&gt;
  [%200][%205][%202][%205][%188].  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 05 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=5&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%187]   &lt;br /&gt;
  [%186]&amp;gt;+[#6:1]@[#7:0][%186]   &lt;br /&gt;
  [%200][%205][%205][%205][%188]   &lt;br /&gt;
 &lt;br /&gt;
    06 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarfs from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite_Adamantine_.2F_Metals|easier ways to generate adamantine]], this is perhaps the most dwarfy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build a [[repeater]] to open and close the doors automatically.&lt;br /&gt;
&lt;br /&gt;
==Break the Dam (Release the River!)==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that raises under its victims' feet, flinging enemies away. &lt;br /&gt;
&lt;br /&gt;
Bridges don't fling creatures in any specific direction, apart from &amp;quot;up&amp;quot;. So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
===Cat-a-pult===&lt;br /&gt;
Essentially a Bridge-a-pult, with specific ammo.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Very easy, given that you have live cats in your fortress.&lt;br /&gt;
&lt;br /&gt;
==Corpse processing facility==&lt;br /&gt;
WARNING:The system can freely jam on any body parts besides hands and heads without killing undead&lt;br /&gt;
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. &lt;br /&gt;
&lt;br /&gt;
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.&lt;br /&gt;
&lt;br /&gt;
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.&lt;br /&gt;
&lt;br /&gt;
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on &amp;quot;accept from links only&amp;quot; so your dwarves only haul out the bones and not the trash.&lt;br /&gt;
&lt;br /&gt;
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with &amp;quot;door taken by intruder&amp;quot; and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).&lt;br /&gt;
&lt;br /&gt;
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).&lt;br /&gt;
&lt;br /&gt;
NOTE: necromancer siege's corpses now drop clothes and gear.&lt;br /&gt;
&lt;br /&gt;
==[[Dam]]==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==[[Danger room|Danger Room]]==&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High.  Trains combat skills very quickly, assuming you don't kill anyone.&lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*MegaDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.&lt;br /&gt;
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.&lt;br /&gt;
*ArmokBonus: Combine this with danger room.&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to high, depending on the animal you use&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to very high, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus : Train the dogs inside as war dogs&lt;br /&gt;
**DwarfBonus : Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed&lt;br /&gt;
***MegaDwarfBonus : Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. &lt;br /&gt;
****UltraMagmaArmokBonus : Use one (or more !) of the following list : [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or the denizens of the [[Hidden Fun Stuff]].&lt;br /&gt;
&lt;br /&gt;
==Drophole==&lt;br /&gt;
Imagine an execution tower, for rocks and pants.  It's nothing but a very deep 1x1 up-down staircase for express service to the depths.  Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds, there's always snags along the way.  Surprise caverns can cost you miners and tools.  Hitting water can be vexing.  Dumping and reclaiming things can be a chore.  It may serve as an unintended highway for Fun of any liquid or airborne variety&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it.  You can use this to transfer items between burrows.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.&lt;br /&gt;
&lt;br /&gt;
==[[Drowning chamber]]==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Edit the raws and do both.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do&amp;lt;s&amp;gt; and makes them stronger&amp;lt;/s&amp;gt; (in 31.25 only military work increases stats, I was really disappointed after 4 years of nonstop pumping only to see weak in urist description).  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.&lt;br /&gt;
*Bonus: Use lava.&lt;br /&gt;
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.&lt;br /&gt;
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
*MegaDwarfBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)&lt;br /&gt;
&lt;br /&gt;
==Dwarven Courtyards== &lt;br /&gt;
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).&lt;br /&gt;
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)&lt;br /&gt;
&lt;br /&gt;
==Dwarven Disco Ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
*UltraDwarfBonus: Caged &amp;quot;[[Elf|dancers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Labor Camp (aka Dwalag)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
*Bonus: Go into the raws and rename the beverage of your choice to &amp;quot;Dwarven Vodka&amp;quot;, and drink to the glory of the Motherland!&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Machine Gun==&lt;br /&gt;
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Automatically reload minecarts with [[magma]].&lt;br /&gt;
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.&lt;br /&gt;
&lt;br /&gt;
==Emergency Destruct Stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower bunker==&lt;br /&gt;
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot if line-of-sight access is available.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.&lt;br /&gt;
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
*MegaArmokBonus: Mod the game and do both.&lt;br /&gt;
&lt;br /&gt;
==[[Live training|Gladiator Arena]]==&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.  (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Losers get incinerated by Magma. &lt;br /&gt;
*DwarfBonus:  Winners also get incinerated by Magma.&lt;br /&gt;
*MegaDwarfBonus:  Use your arena as a &amp;quot;trial by fire&amp;quot; for migrants.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
**DwarfBonus: Utilize [[obsidian|volcanic glass]].&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[main:armok|Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Cover it with blood.&lt;br /&gt;
* MegaDwarfBonus: Make it hollow and fill it with Magma&lt;br /&gt;
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.&lt;br /&gt;
&lt;br /&gt;
==Human Fortress==&lt;br /&gt;
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksmen handy!&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' N/A. (No cave adaptation)&lt;br /&gt;
&lt;br /&gt;
*Bonus: Pave the roads between houses.&lt;br /&gt;
*HumanBonus: Dig a moat around your castle.&lt;br /&gt;
*MegaHumanBonus: Fill the moat with lava.&lt;br /&gt;
*SurfaceDwellerBonus: get the stone for your constructions entirely from open-pit quarries, i.e. by channelling instead of mining.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*Bonus: Drop the vessel into a deep cavern&lt;br /&gt;
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.&lt;br /&gt;
*VampireBonus: Send a vampire with the crew!&lt;br /&gt;
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!&lt;br /&gt;
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.&lt;br /&gt;
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!&lt;br /&gt;
**OhMyF****ingArmokBonus: Send supplies every year!&lt;br /&gt;
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) &lt;br /&gt;
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!&lt;br /&gt;
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!&lt;br /&gt;
&lt;br /&gt;
==Single-Lever Emergency Lockdown (LEL)==&lt;br /&gt;
&lt;br /&gt;
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.&lt;br /&gt;
&lt;br /&gt;
3*3 stairwell setup:&lt;br /&gt;
&lt;br /&gt;
{{diagram|1=&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
[#6ff]╥XXX[#6ff]╥&lt;br /&gt;
[#6ff]║XXX[#6ff]║&lt;br /&gt;
[#6ff]╨XXX[#6ff]╨&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).&lt;br /&gt;
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)&lt;br /&gt;
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.&lt;br /&gt;
*MegaArmokEntombmentEXTREME+Bonus: &amp;quot;Forget&amp;quot; to pull the lockdown lever before you pull lever number 2.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Bonus: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Put the coffin at least 20 floors down.&lt;br /&gt;
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma Sea Colony==&lt;br /&gt;
&lt;br /&gt;
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.&lt;br /&gt;
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Magma&amp;lt;/s&amp;gt; Lava sprinkler==&lt;br /&gt;
Build a twisting &amp;lt;s&amp;gt;magma&amp;lt;/s&amp;gt; lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.&lt;br /&gt;
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.&lt;br /&gt;
&lt;br /&gt;
==[[Mass pitting|Mass Cage Recycling System]]==&lt;br /&gt;
&lt;br /&gt;
Build a [[mass pitting]] system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
*ConcentrationCampBonus: Combine with Pit of Doom below.&lt;br /&gt;
&lt;br /&gt;
==[[Drowning chamber|Mega/Water Drowning Trap-Thing]]==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.&lt;br /&gt;
**UberTombBonus: Use the statue as a tomb and put their coffins in it.&lt;br /&gt;
*Dwarfbonus: Give the statue magma eyes.&lt;br /&gt;
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
==[[Waterfall|Never Ending Shower]]==&lt;br /&gt;
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!&lt;br /&gt;
&lt;br /&gt;
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use an aquifer to get clean water AND drain dirty water.&lt;br /&gt;
*Bonus: Use levers to control the NES.&lt;br /&gt;
*SuperBonus: Make it work as a trap!&lt;br /&gt;
*SuperDuperBonus: Make it work as a trap AND as a recovery system!&lt;br /&gt;
*ArmokBonus: Make it so that magma can be poured down, too!&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian farming|Obsidian Factory]]==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].&lt;br /&gt;
&lt;br /&gt;
==Pixel art stockpiles==&lt;br /&gt;
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set &amp;quot;max bins&amp;quot; to 0 on all the stockpiles so you can actually see the items!&lt;br /&gt;
&lt;br /&gt;
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Redesign the Fortress==&lt;br /&gt;
And when we says &amp;quot;redesign&amp;quot;, we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Varies depending on the size of the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies depending on how you carry it out, a. k. a. the efficiency of the new organization.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Spike a goblin on every trap!&lt;br /&gt;
* Megabonus: Spike traders who annoy you on the traps!&lt;br /&gt;
&lt;br /&gt;
==Sectorized World==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self-contained Vampire-based Factory==&lt;br /&gt;
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many green glass blocks you plan on using.&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].&lt;br /&gt;
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.&lt;br /&gt;
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.&lt;br /&gt;
&lt;br /&gt;
==Shark Catcher==&lt;br /&gt;
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).&lt;br /&gt;
&lt;br /&gt;
==[[Silk farming|Silk Farming]]==&lt;br /&gt;
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.&lt;br /&gt;
&lt;br /&gt;
==Steamed Vegetables==&lt;br /&gt;
Make a pot and drop &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; vegetables in from about three levels up. This makes it so the vegetables do not &amp;lt;s&amp;gt;run&amp;lt;/s&amp;gt; get overcooked. Proceed to bask the vegetables in [[steam]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium. Can be annoying to boil some water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Great way to make friends with the merchants.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Add &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; seasoning.&lt;br /&gt;
*ArmokDoubleBonus: Use [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
==[[Swimming#Minecart_training|Swimming track]]==&lt;br /&gt;
&lt;br /&gt;
A [[minecart]] ride that trains [[swimming]] safely and automatically.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.&lt;br /&gt;
&lt;br /&gt;
==[[Tree farming|Underground Forest]]==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. &lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&lt;br /&gt;
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&lt;br /&gt;
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology&lt;br /&gt;
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''&lt;br /&gt;
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&lt;br /&gt;
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&lt;br /&gt;
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers&lt;br /&gt;
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&lt;br /&gt;
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&lt;br /&gt;
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement&lt;br /&gt;
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&lt;br /&gt;
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves&lt;br /&gt;
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd &amp;quot;feeding chamber&amp;quot; where you assign an unfortunate victim to sleep whenever the vampire gets hungry.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
Also known by several product names:&lt;br /&gt;
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes&lt;br /&gt;
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping&lt;br /&gt;
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]&lt;br /&gt;
&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Water Tower==&lt;br /&gt;
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize vampires (who can't drown).&lt;br /&gt;
*MegaDwarfBonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.&lt;br /&gt;
&lt;br /&gt;
==Werewolf Clock==&lt;br /&gt;
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Make the werewolf do most of the work himself.&lt;br /&gt;
&lt;br /&gt;
==Zombie Thunderdome==&lt;br /&gt;
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.&lt;br /&gt;
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.&lt;br /&gt;
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.&lt;br /&gt;
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.&lt;br /&gt;
&lt;br /&gt;
==Zombie Shooting Gallery==&lt;br /&gt;
&lt;br /&gt;
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
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ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=224963</id>
		<title>Stupid dwarf trick</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Stupid_dwarf_trick&amp;diff=224963"/>
		<updated>2016-05-16T21:42:46Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: /* Adventure Mode Fortress */ Updated info on it so it states you can actually build the fort IN adventure mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|22:52, 11 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
A '''stupid dwarf trick''' is any project that requires a large amount of time and/or effort. They may provide a practical benefit, but are frequently done for the sake of doing them. They exist primarily as a challenge for experienced players. &lt;br /&gt;
&lt;br /&gt;
==Adventure Mode Fortress==&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh, Secure. Contain. Protect!) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
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'''Difficulty:''' &lt;br /&gt;
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'''Usefulness:''' &lt;br /&gt;
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Build a fortress specifically for exploring in [[adventure mode]]. You can either make a nasty monster-filled challenge, or a smörgåsbord of masterpiece adamantine weapons and armor. Possibly both. Breaching the [[caverns]] or  [[hidden fun stuff]] should ensure the fortress is occupied. Building a fortress is now possible ''inside'' of adventure mode now as of DF v0.43&lt;br /&gt;
 &lt;br /&gt;
'''Difficulty:''' The sky's the limit. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None for fortress mode, but filling it with high-quality equipment can certainly be useful for adventure mode.&lt;br /&gt;
&lt;br /&gt;
==Alarm Clock==&lt;br /&gt;
Are your soldiers all sound asleep while blood soaks the walls?  No need to deconstruct their beds one by one, ''if'' you bought the Dwarf Wakey 3000!  Simply a solitary floor tile balanced on a support, one or more can be toppled with the pull of a lever to produce an earth-shaking racket that'll have them leaping for their axes!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited.  They'll sleep through &amp;lt;s&amp;gt;'''anything'''&amp;lt;/s&amp;gt; the noise. Although they have been known to awaken when drenched in water, possibly due to thinking it's alcohol, making an alarm clock is not impossible, if carefully prepared.&lt;br /&gt;
&lt;br /&gt;
==Alphabet Cages==&lt;br /&gt;
[[Image:Cage.gif|right]]&lt;br /&gt;
Use captured monsters in cages to spell messages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  Vowels are hard to come by.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely none whatsoever. (Easy reminders in case you're too lazy to use notes?)&lt;br /&gt;
&lt;br /&gt;
==Altar of Armok==&lt;br /&gt;
&lt;br /&gt;
Build a large altar made out of adamantine, clear glass, magma, and obsidian. The main altar should be hollow adamantine with clear glass &amp;quot;windows.&amp;quot; It should have magma inside. The altar should be adorned with large obsidian spikes, as it pleases Armok. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, raising with the amount(and respective difficulty) of bonuses you add.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to medium. If the chamber containing the altar is consecrated as a [[temple]], dwarves will go there to pray, and may gain additional happy thoughts for admiring the altar's materials and craftsdwarfship.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Guard the altar with a megabeast.&lt;br /&gt;
*Bonus: Cover the altar with blood of a Titan.&lt;br /&gt;
**MegaBonus: Cover the altar with blood of a denizen of the HFS.&lt;br /&gt;
***ArmokBonus: Build the altar in the HFS.&lt;br /&gt;
*MegaBonus: Cover the altar in a temporarily lasting strength inducing extract.&lt;br /&gt;
*BerserkBonus: Cover the altar in a nausea-inducing extract.&lt;br /&gt;
*BloodBonus: Also cover the altar in an extract inducing slow death.&lt;br /&gt;
**SychronizationBonus: Make it so that a dwarf that goes into contact with the altar dies the moment the strength runs out.&lt;br /&gt;
*SacrificialBonus: Sacrifice a dwarf to the altar every day.&lt;br /&gt;
**MegaSacrificialBonus: Sacrifice an elf to the altar every day.&lt;br /&gt;
**HistorySacrificialBonus: Sacrifice a human to the altar every day&lt;br /&gt;
***MegaArmokBonus: Sacrifice all three species to the altar every day!&lt;br /&gt;
*MonarchBonus: Build the altar in the monarch's throne room! Yes, this stacks with the ArmokBonus up above.&lt;br /&gt;
&lt;br /&gt;
==Aqueduct Power==&lt;br /&gt;
If your river's a long way away from your fortress, building a trans-map axle may be less efficient than building an aqueduct and pump stack driven by waterwheels in the river.  The pump stack raises it to the height of your fort, where it flows through the long, long aqueduct and drives waterwheels on the other end.  Getting the water pressure &amp;lt;em&amp;gt;just right&amp;lt;/em&amp;gt; so it powers your waterwheel without flooding the fort can be [[Fun]].  Diagonal channels make good pressure reducers. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Lots of stone, lots of engineering, lots of dangerous outdoor work, lots of trial-and-error for the receiving waterwheels.&amp;lt;br /&amp;gt; Aquifers will absorb any amount of water at any rate. Using an aquifer as drain for the reservoir will nullify the risk of flooding the fortress due to the drain not keeping up with the supply.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  As much water and power as you want, wherever you want, whenever you want.&lt;br /&gt;
&lt;br /&gt;
==Aquifer Power==&lt;br /&gt;
Aquifers can be a resource of immense power.  If you have two levels of aquifer, you can generate a continuous flow by draining one level of aquifer into another and plant waterwheels above it.  One stream can power a lot of wheels.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Anything to do with draining aquifers is very [[Fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  The lowly windmill pales in utility compared to a waterwheel.&lt;br /&gt;
&lt;br /&gt;
==Archaeological Excavation==&lt;br /&gt;
A Fortress in the Caverns, built by the first dwarf tribes. Build the Fortress however you see fit for those prehistoric Dwarves (i.e. only primitive metals, elaborate tombs for the chieftains with burial objects, cave art, etc.) and abandon it. Then, embark with modern Dwarves, and excavate the ancient Fortress. Sort of like the Adventure Fortress above, only for Reclaim Mode&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' As High as you want.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Not applicable.&lt;br /&gt;
&lt;br /&gt;
*Bonus: A Museum detailing the lives of those early dwarves.&lt;br /&gt;
*Bonus: Create a save with your First Tribe fort collapsed/flooded/etc, for other users to explore. Leave them some Fun what-does-this-lever-do problems to solve.&lt;br /&gt;
*DwarfBonus: Some of those early dwarves frozen in a block of ice.&lt;br /&gt;
*FunBonus: Breach the HFS.&lt;br /&gt;
**MegaBonus: Do a cave in to the HFS after fighting it leaving multiple signs of battle in the fortress, to be dug by your modern dwarves.&lt;br /&gt;
&lt;br /&gt;
==Artificial [[Waterfall]]==&lt;br /&gt;
To keep the waterfall going, you need a [[pump]] stack, preferably powered by a [[windmill]] or [[water wheel]]. Alternatively, an [[aquifer]], or other limitless water source, makes for a waterfall entirely underground.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate (Low if there is an aquifer above pouring down).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dwarves love [[waterfall]]s. Putting a waterfall in your [[meeting hall]] will give your dwarves good [[thought]]s, although it can significantly lower frame rate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it in a &amp;quot;Warm&amp;quot; or hotter [[climate]] so it does not freeze.&lt;br /&gt;
*DwarfBonus: Build it in a freezing/cold/temperate climate and keep it going entire year! &lt;br /&gt;
*MegaDwarfBonus: Use [[magma]]. It does not freeze, even in a freezing climate!&lt;br /&gt;
*MegaDwarfBonusEXTREME+: Use magma and water in the same waterfall. The results will enshrine you in dwarf history! Possibly permanently.&lt;br /&gt;
&lt;br /&gt;
==[[Ballista]] Battery==&lt;br /&gt;
Overlap a few ballistas to completely cover a narrow corridor. There is an unavoidable risk of your operators wandering into the line of fire. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. If you insist on highly trained operators with high-quality ballistas, it gets harder. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' A complicated and dangerous way to defend a single corridor.  Ultimately extremely effective.  Sometimes.&lt;br /&gt;
&lt;br /&gt;
==Bastion==&lt;br /&gt;
Construct an isolated burrow containing a farmer and some labourers, containing at least an uncontaminated well (an [[aquifer]] is great for this) and some farms. Use whatever elaborate mechanism you wish to seal it off from the rest of the fortress. Congratulations; your bastioned dwarves and their descendants will keep your fortress alive forever until one of them goes nuts.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Build your bastion at least in part in a clay or sand layer, add a little magma, and continue manufacturing useless crap even as the world crumbles around you!&lt;br /&gt;
* Bonus: Build it on top of a tower outside, and then deconstruct the stairs up.&lt;br /&gt;
* Bonus: Fill it exclusively with vampires, to avoid having to worry about food, children, and aging.&lt;br /&gt;
* MegaDwarfBonus: Hollow out a shell around your bastion, connecting it to the rest of the cavern by a single 1x1 adamantine support, and flood the shell with magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. If your bastioned dwarves have high enough quality living space and few enough nonbastioned friends, it makes the fortress functionally immortal.&lt;br /&gt;
&lt;br /&gt;
==Bathtub==&lt;br /&gt;
Stop dwarves from hauling in tons of exotic, poisonous sludges into your fortress by creating a tub filled with 3/7 water that everyone has to get through to enter the fortress. Include a system to change the water, so that they don't bathe in grime.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low in most cases. High in some evil areas.&lt;br /&gt;
&lt;br /&gt;
* DwarfBonus: Make it drain and refill itself with clean water automatically once in a year.&lt;br /&gt;
* MegaDwarfBonus: Clean it with magma.&lt;br /&gt;
* *MegaDwarfBonus*: Have an alternative bathtub-buffered entrance next to the main one, which opens automatically when cauterizing the main one and closes and cauterizes itself when it is no longer needed, so that no jobs are canceled during cleansing cycle.&lt;br /&gt;
* ≡MegaDwarfBonus≡ : Make it clean itself with magma automatically once in a year, but make it wait for the moment when it's unused, so that no dwarves or pets are incinerated.&lt;br /&gt;
* ☼MegaDwarfBonus☼: All of the above, plus make it detect when there should be no dwarves or pets around, but invaders are in it, so that the cleansing cycle can be started prematurely.&lt;br /&gt;
&lt;br /&gt;
==Bolt Splitting Operation==&lt;br /&gt;
One curious property of Dwarven Physics is that a bar of metal makes 25 bolts, but if each of those 25 bolts is melted separately, they will become 2.5 bars, generating metal from nothing.  Prior to the update that allowed splitting stacks at the [[trade depot]], the difficult part was separating the stacks of bolts into individual bolts without destroying them. EliDupree originally discovered this trick:&lt;br /&gt;
{{diagram|spaces=yes|color=#888|\&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
  ∙++++[#05F]☻∙+++++++++&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+∙[#F00]g∙[#0A0]┼∙+++++++++++++[#BBB]╬[#FF0]@&lt;br /&gt;
  ∙+∙∙∙[#0A0]┼∙+++++++++++++[#BBB]╬[#BBB]╬&lt;br /&gt;
  ∙+++++∙+++++++++&lt;br /&gt;
  ∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙∙&lt;br /&gt;
}}&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
The yellow @ at the right is a stack of marksdwarves (all in different squads so that they'll stand on the same tile) equipped with [[adamantine]] bolts, standing on top of a stairway surrounded by [[fortification]]s. The blue ☻ at the left is a single [[Attributes#Agility|Perfectly Agile]] soldier with orders to patrol up and down the line of green doors, with little delays at the top and bottom. (The doors are free-standing; they were built attached to a wall, then the wall was removed.) The &amp;quot;g&amp;quot; at the left is a goblin standing on a pillar (pitted from the z-level above).&lt;br /&gt;
&lt;br /&gt;
When the dwarf at the left runs up or down the line of doors, it opens all of them, and some of the marksdwarves loose their bolts. By the time the bolts get there, the doors have closed, so they hit the doors and fall into the channel, where they can be collected and melted separately. (That distance is exact, by the way. Any less and they sometimes get shots through the doors, which kills your goblin. Also, with less-skilled marksdwarves, some of the bolts will stray and land on the floors, but that isn't enough to worry about even with mere dabblers.) Naturally, this is also an excellent way to train marksdwarves.&lt;br /&gt;
&lt;br /&gt;
Another design resembles a tower where marksdwarves shoot from the top, with the following setup: (click then press '&amp;lt;' and '&amp;gt;' to go through different z-levels)&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=0&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]&amp;lt;[%204][%185][#5:1]g[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 01  &lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=1&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%203][%205][%187]  &lt;br /&gt;
  [%186]X[%204][%185][#7:1]O[#7:0][%186]  &lt;br /&gt;
  [%200][%205][%202][%202][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 02 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=2&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%205][%187]  &lt;br /&gt;
  [%186]X+[#3:1]/[#7:0].[%186]  &lt;br /&gt;
  [%200][%205][%205][%205][%205][%188]  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 03 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=3&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187]+  &lt;br /&gt;
  [%186]X[%186].[%186]+  &lt;br /&gt;
  [%200][%205][%202][%205][%188]+  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 04 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=4&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%203][%205][%187].  &lt;br /&gt;
  [%186]X[%186].[%186].  &lt;br /&gt;
  [%200][%205][%202][%205][%188].  &lt;br /&gt;
 &lt;br /&gt;
  &amp;lt; 05 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;frame type=&amp;quot;level&amp;quot; level=5&amp;gt;&lt;br /&gt;
[#7:0]&lt;br /&gt;
  [%201][%205][%205][%205][%187]   &lt;br /&gt;
  [%186]&amp;gt;+[#6:1]@[#7:0][%186]   &lt;br /&gt;
  [%200][%205][%205][%205][%188]   &lt;br /&gt;
 &lt;br /&gt;
    06 &amp;gt;&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The '@' is any number of marksdwarves standing on a down stair. You may want to use a defend burrow order to restrict them to that tile. The 'g' is a goblin or any other creature your marksdwarves will normally fire at upon encounter (pitted from 2 z-levels above). The 'O' is a well, which is suspected to be preventing dwarfs from plunging in and starting brawling with the creature. Marksdwarves will be able to see the goblin or whatever creature below and will loose all bolts in their quivers on them. Curiously, nearly all the bolts will fail to cross the bend in the middle and will fall onto the tile '/' where they can be collected. This disregards crossbow and archery skills and the only difference they make is the speed at which the bolts are split. This design has the advantage of taking less space and being easier to set up, however it is reported that sometimes the dwarves will not miss some of the bolts. If you are only stationing one marksdwarf in the tower, stationing another one may help the first one miss all of his bolts, even after the newly added one is then removed. Sometimes dwarves will spam job cancellation on the bolt collection level, and it is also reported that sometimes some dwarves will start firing when they are on the bolt collection level. In such cases you may want to seal the collection level off and open it once in a while to retrieve the bolts.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate.  The hardest part is keeping the system running reliably.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate.  While there are certainly [[Exploit#Infinite_Adamantine_.2F_Metals|easier ways to generate adamantine]], this is perhaps the most dwarfy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build a [[repeater]] to open and close the doors automatically.&lt;br /&gt;
&lt;br /&gt;
==Break the Dam (Release the River!)==&lt;br /&gt;
Dam a river (or brook) using something non-permanent (floodgates, drawbridges) and build your fortress entrance in the now dry river bed, make sure you can seal it off nicely (floodgates anyone?) then wait till the first Goblin siege, let them get to your entrance floodgates, seal them, open the dam and laugh manically&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Instantaneous death to all sieges&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Use magma.&lt;br /&gt;
&lt;br /&gt;
==Bridge-a-pult==&lt;br /&gt;
A bridge that raises under its victims' feet, flinging enemies away. &lt;br /&gt;
&lt;br /&gt;
Bridges don't fling creatures in any specific direction, apart from &amp;quot;up&amp;quot;. So it's more of a spring-board than a catapult. If there's a lot of open space above the bridge, creatures can get flung very high - ten z-levels and more - and take appropriate falling damage. Most of them will land atop the bridge, and bringing the same bridge down will simply crush them. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Fairly easy. Getting the timing right promises to be the biggest challenge.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' There are far more effective ways to defend a fortress, but few are as entertaining.&lt;br /&gt;
&lt;br /&gt;
===Cat-a-pult===&lt;br /&gt;
Essentially a Bridge-a-pult, with specific ammo.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Can be used as a way to stop a [[catsplosion]] if used with male cats. [[Unfortunate accident|Cats can also be replaced with elite citizens of your fortress.]]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Very easy, given that you have live cats in your fortress.&lt;br /&gt;
&lt;br /&gt;
==Corpse processing facility==&lt;br /&gt;
_______________&lt;br /&gt;
WARNING: as of 42.06 (maybe as early as 40.24) the changes to the way undead work has rendered this trick unworkable compared to the way it worked in the past. Undead are no longer &amp;quot;struck down&amp;quot; after taking a certain amount of damage. Instead, weapon traps get a chance to clog whenever they sever any body part. Undead require pulping or severing of a vital joint now to die. Using the below method will now eventually result in invulnerable undead heads and hands (if your trap does not jam first). This may still have some applications for training and as traps for living creatures but the days of bone-grinding corpses are over. Upright spikes still will not jam but they sever body parts too slowly and can still lead to the case of invincible undeads.&lt;br /&gt;
_______________&lt;br /&gt;
&lt;br /&gt;
With the help of a necromancer, corpses your dwarves refuse to butcher can be brought back to life and re-killed to yield bones and skulls for your bonecarvers if they are mushed up enough. &lt;br /&gt;
&lt;br /&gt;
1. The simplest way to do this is with the help of height. A 1x1 pit with a minecart stop that dumps corpses down the chute, and several alternating [[floor hatch]]es that close and open (linked to a repeater) with necromancers behind windows overlooking each layer of hatches to revive the bits of corpses. 2 windows with a mechanism controlled door in between, in front of each necromancer group can be used to control vision; but the system can only be stopped by unlinking the minecart dump to the refuse pile in your routes. Note: when I built this I had 3 hatches with 6 necromancers overlooking each (I had plenty of them since I embarked close to 4 towers). Revived corpses drop to their death and explode onto a tile with unright spikes linked (note that some of them will survive, so you need the spikes with a repeater or lever). The corpses that explode from the impact of height (or from other body parts/undead crashing into them) will hopefully yield bones. You make choose to re-haul up the body parts for another round, but only body parts still attached to a grasping part or the head will be revived, and this system isn't very efficient in the first place, so it may not be worth the trouble. Note that whole corpses usually yield 5-8 bones upon death (avg 6), arms only yield 1-4 (avg 2). You may also use this system with or without necromancers and pit live [[goblin]]s into it, they usually yield 6 bones and some body parts.&lt;br /&gt;
&lt;br /&gt;
2. The second way is much more efficient than the first, but requires 1 or more [[artifact]] [[mechanisms]] to make it work. Instead of using height to kill the corpses, a weapon trap with an artifact mechanism and 10 serrated blades of any material can be used instead (since artifact mechanisms never jam). Only 1 necromancer is needed for this method, and is positioned 3 tiles away from the weapon trap, overlooking it behind 2 glass windows with a mechanism [[door]] in between to control its vision. Your 1x1 pit should still be 5 tiles deep at least though, to prevent dwarves being spooked by the revived corpses. When you're ready, link up the route to the minecart and watch body parts revive and slowly get mowed down. It's recommended you have more than 1 of these small pits set up so you can grind more corpses and clear out 1 pit at a time while the others keep grinding.&lt;br /&gt;
&lt;br /&gt;
Note: To clear out pits, turn off all refuse stockpiles that accept anything other than bones and skulls by turning on &amp;quot;accept from links only&amp;quot; so your dwarves only haul out the bones and not the trash.&lt;br /&gt;
&lt;br /&gt;
Note: Try to use raising bridges as the door for each pit, kobold body parts tend to get mixed into the grinders which can lock-pick its way out of doors and result in doors with &amp;quot;door taken by intruder&amp;quot; and a couple hundred zombie body parts overrunning your fortress from the inside (a.k.a fun).&lt;br /&gt;
&lt;br /&gt;
Note: I didn't try this with many building destroyers, but I'm pretty sure the glass windows are safe. Fortifications are not usable since corpses and body parts tend to get tangled up in them and are hard to get out, and spook dwarves trying to clean out the pits.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use water to clean out the contents of the pits and wash them onto a 1x1 refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High, and becomes higher the more corpses you have; especially useful for getting something more out of necromancer sieges than just useless corpses. Can also be used to recycle dead stray animals and your own dwarves that your dwarves refuse to butcher (don't forget slabs).&lt;br /&gt;
&lt;br /&gt;
NOTE: necromancer siege's corpses now drop clothes and gear.&lt;br /&gt;
&lt;br /&gt;
==[[Dam]]==&lt;br /&gt;
Build a wall across a riverbed to stop the flow of water. Floodgates optional. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' On a map that freezes in the winter, or an aquifer located below the river, this is easy. Otherwise, very difficult. (See [[dam]], or Moses effect, below.  But with the bonuses it gets a bit harder.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many bonuses you fulfill. The power station is obvious, and with the control room you could build up a nice defense system.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Excavate a reservoir and a lower river valley. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Build a control center to control the water flow. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Bonus: Draw your entire energy from a power station within. &amp;lt;br /&amp;gt;&lt;br /&gt;
*MegaDwarfBonus: Use screw pumps and another dam to replace the water with magma.&lt;br /&gt;
&lt;br /&gt;
==[[Danger room|Danger Room]]==&lt;br /&gt;
A room full of upright spear traps linked to a lever or pressure plate.  Teach your dwarves to dodge the pointy sticks!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium, depending on how you activate the traps.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': High.  Trains combat skills very quickly, assuming you don't kill anyone.&lt;br /&gt;
&lt;br /&gt;
'''Downside''': Civilians and pets that wander into the danger room will inevitably get killed, even if you use low quality training spears.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Menacing spikes greatly increase the danger, and may help train your medical team (and/or your coffin construction crew).&lt;br /&gt;
*MegaDwarfBonus: Use [[adamantine]] spikes! On the plus side, you have a thriving coffin industry going now.&lt;br /&gt;
&lt;br /&gt;
==Day Care==&lt;br /&gt;
A room where you put all your dwarf children so they cannot be kidnapped by snatchers. Make a room with beds and tables and stuff, then turn it into a burrow, then add all your children to it. Remember to include a food chute to quantum stockpile a huge amount of food and alcohol on a 1x1 stockpile (so it doesn't rot) in the room. High quality food, furniture, and socializing should keep them happy. Note that the children will no longer be able to perform certain useful tasks like crop harvesting and deconstruction, and will not level up their skill in various professions like an otherwise vulnerable child, but this is a small trade-off if they usually get kidnapped before maturing anyway. This is probably obvious, but make sure this room is guarded, otherwise it will turn into a Dwarf Orphanage (Dorfanage) (with Goblins and Minotaurs welcome!)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. With the invention of burrows, you can designate the Day Care to contain all children, so it is unnecessary to use suicide-booth-micromanagement to contain the children.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Think of the children, they will grow up and enter adult Dwarf life completely unprepared for the [[Fun|things]] [[Dragon|that]] [[Hell|await]] them, having spent their entire lives coddled in a safe room. They might make good nobles however.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Add dogs and/or other creatures on lashes to constantly bite and scratch the children, so their attributes will raise due to constant fighting and dodging. When they come of ages, you will have incredibly tough, strong and agile dwarves, but covered in scars and psychologically traumatized.&lt;br /&gt;
*DwarfBonus: Add a small amount of magma mist to mentioned above, that'll burn the fat and make them fireproof.&lt;br /&gt;
*ArmokBonus: Combine this with danger room.&lt;br /&gt;
&lt;br /&gt;
==Doberman Bomb==&lt;br /&gt;
Whenever a dog or cat gives birth, stuff all the kittens and puppies in one cage in your entryway.  Link this cage to a pressure plate beside it.  Should your last lines of defense be breached, goblins will step on it and in the next instant be torn apart by dozens of goblin-seeking hostiles and distracted by dozens of surplus targets.  The trap actually going off will probably be very bad for your frame rate.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to high, depending on the animal you use&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to very high, potentially fortress-saving&lt;br /&gt;
&lt;br /&gt;
*Bonus : Train the dogs inside as war dogs&lt;br /&gt;
**DwarfBonus : Use [[giant badger]]s, [[tiger]]s, [[alligator]]s, bears, or anything big and aggressive when tamed&lt;br /&gt;
***MegaDwarfBonus : Use [[giant cave spider]]s, [[cave dragon]]s, [[blind cave ogre]]s, crossbow-wielding [[giant desert scorpion]]s, [[jabberer]]s or something really dangerous and rare. &lt;br /&gt;
****UltraMagmaArmokBonus : Use one (or more !) of the following list : [[dragon]](s), a [[bronze colossus]](es), a [[forgotten beast]](s) (bonus points for flesh-melting secretions), an [[undead]] [[giant sponge]], or the denizens of the [[Hidden Fun Stuff]].&lt;br /&gt;
&lt;br /&gt;
==Drophole==&lt;br /&gt;
Imagine an execution tower, for rocks and pants.  It's nothing but a very deep 1x1 up-down staircase for express service to the depths.  Designate a garbage dump beside the top and dwarves will pitch anything marked for [[Dumping]] into it.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds, there's always snags along the way.  Surprise caverns can cost you miners and tools.  Hitting water can be vexing.  Dumping and reclaiming things can be a chore.  It may serve as an unintended highway for Fun of any liquid or airborne variety&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's '''far''' easier to drop ore 100 z-levels to the magma sea than carry it.  You can use this to transfer items between burrows.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Minecarts can make this semi-automatic, fed from a stockpile.&lt;br /&gt;
&lt;br /&gt;
==[[Drowning chamber]]==&lt;br /&gt;
'''Difficulty:''' Moderate. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can kill prisoners, useless peasants, irate nobles, hammerers, untamable animals, or anything else.  Just be ready for something that knows how to swim. Also useful for catching fishies. &lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize lava.&lt;br /&gt;
*Bonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Edit the raws and do both.&lt;br /&gt;
&lt;br /&gt;
==[[Computing|Dwarfputer]] Complex==&lt;br /&gt;
A big mess of [[fluid logic|fluid]], [[machine logic|machine]], and/or [[creature logic|creature]] logic full of hatches, floodgates, gears, pumps, etc. and powered by waterwheels, windmills, or useless idle dwarves.  Hook it up to doors, bridges, and traps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on what you want to build.  You'll want to build for very high water flow if you have more than a few fluid gates.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Your mechanics and architects will level up very fast.  Manual pumps give something for your haulers to do&amp;lt;s&amp;gt; and makes them stronger&amp;lt;/s&amp;gt; (in 31.25 only military work increases stats, I was really disappointed after 4 years of nonstop pumping only to see weak in urist description).  Try and make a clock to trigger different mechanisms in different seasons.  See if enemies actually blunder into your intricate traps.  Watch all hell break loose as water freezes and building destroyers enter your computer.&lt;br /&gt;
*Bonus: Use lava.&lt;br /&gt;
**Doombonus: Use lava ''and'' build it so that building destroyers that enter the complex get killed by the mechanisms they destroy.&lt;br /&gt;
***SelfRepairingbonus: Use both lava and water and implement the building destroyer killing system, but modify it so it's self-repairing, filling up broken spaces with obsidian.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Apartment Complex==&lt;br /&gt;
Essentially, one of the many possible [[megaprojects]] dedicated to providing dwarves with rooms so high above the ground they get vertigo. Every floor must have plenty of rooms of at least 2x3 squares, with walls and a door surrounding this. Oh, and it has to go up as many Z-levels as possible. For extra credit, decide on what the top story will be (i.e. as many levels up as you deem possible, minus one so you can build a roof) and turn this into a Royal bedroom for a [[noble]], complete with gem windows, artifact/masterwork components, and untold numbers of armour stands and weapon racks. And then build some shorter but wider apartment buildings nearby to turn your fortress into essentially a giant fist with extended middle finger. Extra points for adding extra useless things for luxury, such as a magma-based heating system, fireplaces in rooms, and a lock-down lever in case of goblin attack. (or a self-destruct lever connected to the main supports, in case your dwarfish tenants are unsatisfied with your ☼5-star service☼).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, although the walls around the rooms can be a bit fiddly due to the impossibility of building walls on constructed floors (yes, an extra credit challenge is to do this without using Remove Construction).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Limited, because you could just dig the things underground and save yourself the hassle. However it is much harder to flood a tower than a cave, in case you're prone to fun by water. Additionally, if you have the time and resources to train a sizable force of marksdwarves, placing a few &amp;quot;security rooms&amp;quot; (with barracks, ammunition store, ration cache, armory, etc.) at appropriate floors, complete with fortified balconies, will allow you to take advantage of the higher vantage point.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Extend the tower to have levels below ground as well as above.&lt;br /&gt;
*MegaDwarfBonus: Make the whole construction out of clear glass. (privacy? Whatever for?)&lt;br /&gt;
&lt;br /&gt;
==Dwarven Courtyards== &lt;br /&gt;
Dig large shafts [first dig the staircase to the desired depth, digging out the size you want the shaft to be on all layers. Channel the outer later, then install supports on the base floor. Link the support to a trigger, clear everyone out, destroy the remaining staircase and pull the trigger] then cover them in glass, creating an indoor but light area that will keep dwarves from being irritated and nauseated by the sun, also improving general happiness and allowing close proximity to caverns and magma.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, make sure not to mess up or you will lose your miners&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. creates vertical circulation and brings light to lower levels.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Punch a large shaft through a multi-level aquifer (hint: punch through the aquifer from below).&lt;br /&gt;
*MegaDwarfBonus: Create a network of self-sufficient communities per shaft, allowing them to be sectioned off in case of disaster. (I plan on colonizing HFS eventually on this paradigm, creating a mining team of soldiers to extract, manufacture and ultimately use adamantine products without being connected to the main colony in order to take on the demons while keeping the rest of the burrow safe.)&lt;br /&gt;
&lt;br /&gt;
==Dwarven Disco Ball==&lt;br /&gt;
Why waste all those cut gems on things that only some selfish noble will enjoy? Create as large a wall-less sphere as you can, then cover it in Gem Windows of 3 different-colored gems to make it shine! The bigger, and more valuable gems involved (e.g., [[ruby|rubies]], [[sapphire]]s, and [[emerald]]s, or colored diamonds if you're really masochistic), the dwarfier.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Constructing a sphere is very hard, especially the larger you make one. Gathering enough differently colored gems can also be very hard, depending on stone layers. Trading helps a lot. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Negative. More value can be created by encrusting furniture, and Gem Windows lack quality.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Alternating [[alunite]] and [[obsidian]] tiles to make a 'dance floor'.&lt;br /&gt;
*MegaDwarfBonus: Use lava contained in glass for illumination.&lt;br /&gt;
*UltraDwarfBonus: Caged &amp;quot;[[Elf|dancers]]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Labor Camp (aka Dwalag)==&lt;br /&gt;
Create an aboveground walled fortress in a freezing climate with guard towers, barracks, housing, and armories. Dig a long ramp downward and add a large mining network below the surface. Make some small military squads to guard the camp. Designate the lower levels as workshops, and when migrants arrive, assign them to the mines. Give the workers minimal food and only water (no booze, booze is for the hypocritical decadence of Dwarkuta's leaders). Have them haul the stone and metal they mine back to the surface and ship the raw materials off to the Motherland. Import only food, booze, weapons, fuel, and other necessities.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build the giant digging machines. They don't actually have to dig anything.&lt;br /&gt;
*Bonus: Go into the raws and rename the beverage of your choice to &amp;quot;Dwarven Vodka&amp;quot;, and drink to the glory of the Motherland!&lt;br /&gt;
*MegaBonus: Escape. Wait for a goblin siege, then get everyone underground and block the entrance. Let the goblins in. Wait a few months. The goblins are now the guards you must kill.&lt;br /&gt;
&lt;br /&gt;
Step 1. Secure the keys: Make improvised weapons. If you have obsidian at your disposal, make rock short swords.&lt;br /&gt;
&lt;br /&gt;
Step 2. Ascend from darkness: Get your dwarves out of the mines and into the camp.&lt;br /&gt;
&lt;br /&gt;
Step 3. Rain fire: Use your imagination. Try using magma, if possible.&lt;br /&gt;
&lt;br /&gt;
Step 4. Unleash the horde: Attack!&lt;br /&gt;
&lt;br /&gt;
Step 5. Skewer the winged beast: If the goblins brought a giant bat or other flying creature, kill it.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use a ballista.&lt;br /&gt;
&lt;br /&gt;
Step 6. Wield a fist of iron: Break open the armory and equip your rebels with armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Step 7. Raise hell: Exactly what it says on the tin.&lt;br /&gt;
&lt;br /&gt;
Step 8. Freedom!&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: In Adventure mode, try (and probably fail) to lead the prisoners to freedom.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Refrigerator==&lt;br /&gt;
Dig down to the 3rd cavern layer and harvest as many [[nether-cap]]s as you can. Make them all into barrels! Nether caps have the unique property of being 10000° Urist, which is 32°F or 0°C. Now your dwarves can enjoy their favorite alcohol, cheese, and plump helmets chilled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout for nasties down there. Remember to wall off your entrance to the cavern once you're finished. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low to Medium&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Booze stored inside will not perish due to heat if say, [[magma]] is dumped on it.&lt;br /&gt;
&lt;br /&gt;
==Dwarven Machine Gun==&lt;br /&gt;
Build a high fire rate, minecart firing machine gun. Must be fully automatic, capable of reloading itself, and should not jam due to minecarts being disrupted by collisions or derailments.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to high, depending on fire rate, reload downtime, and whether or not minecarts are filled with [[magma]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A sophisticated minecart trap can keep out even the most persistent invaders.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Automatically reload minecarts with [[magma]].&lt;br /&gt;
*MegaDwarfBonus: Integrate the trap with a dwarfputer so that it can automatically send minecarts to where they are needed most.&lt;br /&gt;
&lt;br /&gt;
==Emergency Destruct Stairs==&lt;br /&gt;
A tall column of stairs plunging all the way down into the underdark, with a one-tile wide area of thin destructible floor all around it.  In case of subterranean invasion, a thrown switch drops a stone O straight down, ringing the staircase and neatly severing all inter-level connections at a blow.  Does with one lever and one support what would take dozens of bridges or hundreds of retracting grates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Sometimes...  sometimes they fly.&lt;br /&gt;
&lt;br /&gt;
==Execution Tower==&lt;br /&gt;
Just a tall tower to chuck your captives to their deaths. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Lets you dispose of prisoners, and claim expensive silk, meltable iron, and (eventually) useful bones. Also highly amusing.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Send prisoners straight to hell. May make retrieving items difficult, however.&lt;br /&gt;
&lt;br /&gt;
==Flamethrower bunker==&lt;br /&gt;
If your fortress happens to be visited by a [[dragon]], capture it in a [[cage trap]], then release it into a sealed bunker with [[fortification]]s around the edge. When invaders arrive, watch them get roasted.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but requires a fair bit of luck - a dragon (or fire-breathing forgotten beast) needs to survive worldgen, then it needs to attack your fortress (instead of a giant/minotaur/ettin/cyclops or other megabeast), and finally it needs to make it to your cage trap without being killed by something else.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. [[Dragonfire]] can kill almost anything, but will be blocked by a [[shield]] greater than 99% of the time. Adding a combustible floor (such as a paved [[lignite]] [[road]]) will significantly increase lethality for shield-toting targets. Also, any protective bridges in front of the fortifications may melt under sustained fire, leaving you with a bunker that ''nobody'' can safely approach; building the bridges (and mechanisms) from [[metal]] (or [[slade]]) will make them immune to the fire. Additionally, a skilled enemy archer can easily kill your dragon with a lucky shot if line-of-sight access is available.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Capture a fire-breathing [[titan]] or [[forgotten beast]] and use it.&lt;br /&gt;
*MegaDwarfBonus: Release the denizens of the hidden fun stuff and use them.&lt;br /&gt;
&lt;br /&gt;
==Flood the World==&lt;br /&gt;
'''Difficulty:''' High danger. Will kill your frame rate unless you sink the world below water level (river or ocean).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Will prevent any sieges, at least. Or anything else, save for the occasional invasion of sociopathic [[giant sponge]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use magma, just like [[Main:Boatmurdered|Boatmurdered]].&lt;br /&gt;
*MegaDwarfBonus: Use trained fish to kill off all creatures not of your colony.&lt;br /&gt;
*MegaArmokBonus: Mod the game and do both.&lt;br /&gt;
&lt;br /&gt;
==[[Live training|Gladiator Arena]]==&lt;br /&gt;
Station some soldiers at the bottom of a shallow [[Activity_zone#Pit/Pond|pit]] and dump your captives in. You can also use dangerous animals instead of soldiers. For extra points, put the prisoners in cages connected to ramps underneath the arena floor.  One lever will open both the cage and a hatch above the ramp.  Variant: build prisoner cages inside the arena, link to a lever outside the arena, lock the soldiers in, and then open the cages.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, but time consuming. Some danger depending on the relative skill of your soldiers and the danger of the captive.  (If the prisoners have weapons, you can remove them by using {{k|d}}-{{k|b}}-{{k|d}} to dump the cage and its contents, then looking at and undumping the cages themselves with {{k|k}}-{{k|d}}).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to High, depending on how long your soldiers can draw out the execution.  Equipping your soldiers with wooden training weapons can greatly increase the fun (and/or [[Fun]] if their armor isn't as good as you thought).&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Losers get incinerated by Magma. &lt;br /&gt;
*DwarfBonus:  Winners also get incinerated by Magma.&lt;br /&gt;
*MegaDwarfBonus:  Use your arena as a &amp;quot;trial by fire&amp;quot; for migrants.&lt;br /&gt;
&lt;br /&gt;
==Glass Ceiling==&lt;br /&gt;
Sick of having your dwarves vomit all the time when they go out to retrieve loot or lumber? Despair no more! Build an almost-infinitely tall tower, and then put a glass floor on the highest level, spanning the entire map. For extra kicks, make a mechanism that will crash the entire thing upon the heads of the one goblin horde that manages to get through all your other deathtraps.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Very grueling.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low, but potentially fortress-saving. (see above)&lt;br /&gt;
&lt;br /&gt;
==Greenhouse==&lt;br /&gt;
A [[farming|greenhouse]] is just a farm with the ceiling channeled out from above. This lets you grow outdoor plants without venturing above ground. For maximum style, build the greenhouse above ground and cover it with a glass roof to keep your farmers safe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Surface plants can be grown at any time of the year, and some are more useful than those available underground - for example, [[sun berry|sun berries]] can be brewed into valuable [[Sunshine]], and [[whip vine]]s can be milled into superior quality flour. Having greater food and booze diversity can also keep your dwarves happier.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Give it a glass floor to allow surface plants even lower down.&lt;br /&gt;
**DwarfBonus: Utilize [[obsidian|volcanic glass]].&lt;br /&gt;
&lt;br /&gt;
==Hammer of [[main:armok|Armok]]==&lt;br /&gt;
A gigantic hammer made out of pure steel and/or valuables looming over your fortress entrance ready to smite those foolish enough to lay a siege on you. Also gives you a psychological advantage over the traders who unload their goods under it. Attach to a lever-linked support for quick-smiting.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. Depends on size and materials, though. Make it a gold hammer menacing with adamantine spikes, if you're going for high quality.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low-medium. 10x10 size is minimum for practical effectiveness. 30x30 attached to a handle extending from your entrance actually works against sieges.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Cover it with blood.&lt;br /&gt;
* MegaDwarfBonus: Make it hollow and fill it with Magma&lt;br /&gt;
* ArmoksMachineHammerBonus: Set up an automated system that allows you to reset it quickly. Obsidianizers and the magma sea will be your friends here.&lt;br /&gt;
&lt;br /&gt;
==Human Fortress==&lt;br /&gt;
Instead of digging a fortress, build above-ground houses. Create walls to keep the nasties out. The only thing you may have underground are mines and stockpiles. Create a huge stone fort for your nobles.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Building stuff will cost you resources instead of gaining them and flyers can be a real pain. Keep several Marksmen handy!&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' N/A. (No cave adaptation)&lt;br /&gt;
&lt;br /&gt;
*Bonus: Pave the roads between houses.&lt;br /&gt;
*HumanBonus: Dig a moat around your castle.&lt;br /&gt;
*MegaHumanBonus: Fill the moat with lava.&lt;br /&gt;
*SurfaceDwellerBonus: get the stone for your constructions entirely from open-pit quarries, i.e. by channelling instead of mining.&lt;br /&gt;
&lt;br /&gt;
==Ice tower==&lt;br /&gt;
&lt;br /&gt;
Building a huge tower is easy. To make things more [[fun]], make one out of some exotic material, like [[glass]], [[ice]], [[gold]], or [[soap]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You need to be on a freezing map to pull off an ice tower. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends entirely on you.&lt;br /&gt;
&lt;br /&gt;
==Journey to the Center of the Earth==&lt;br /&gt;
&lt;br /&gt;
Construct a sturdy vessel hanging over the top of a magma pipe or volcano, outfitted with everything your intrepid crew might need for their journey of exploration - food, booze, sleeping quarters and a bridge are a must, but depending on the amount of effort it can include other items such as a recreation deck, water reservoir and trade depot for dealing with the natives. When all is ready, lock the explorers inside and send them on their way. Bonus points if you can detach it from inside so you can use it in Adventure mode later.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to High, depending on the size of the ship. For bonus points, carve the entire thing out of existing rock overhanging a magma pipe and engrave it with messages. Burrows help to get the whole crew inside at the same time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' [[Cave-in|Negative]]. For some reason, no explorers have returned. Of course, if you select only the [[Nobles|Best and Brightest]] for the ship's crew...&lt;br /&gt;
&lt;br /&gt;
*Bonus: Drop the vessel into a deep cavern&lt;br /&gt;
*SuperBonus: Make the outer walls, roof and ground floor completely out of glass, so that the explorers can watch everything around them.&lt;br /&gt;
*VampireBonus: Send a vampire with the crew!&lt;br /&gt;
*MegaDwarfBonus: Drop the vessel into a halfway-empty adamantine vein&lt;br /&gt;
*YouHorribleEvilDwarfBonus: Drop the vessel into the [[Hidden Fun Stuff]]!&lt;br /&gt;
*YouHorribleInsaneDwarfBonus: Drop the vessel into a glowing chasm.&lt;br /&gt;
*OhMyArmokBonus: When you arrive to the bottom of the magma sea, excavate and then create a new community under it!&lt;br /&gt;
**OhMyF****ingArmokBonus: Send supplies every year!&lt;br /&gt;
**IsThatEvenPossibleBonus: Send a piece of an aquifer down there to provide water! (Mine around a water-producing tile, build the ship around it, then send it!) &lt;br /&gt;
**≡MegaDwarfBonus≡: create a high enough tower and drop it into the magma sea to connect the surface and the undersea community!&lt;br /&gt;
***☼MegaDwarfBonus☼: create ''two'' towers and use one to send water down there!&lt;br /&gt;
&lt;br /&gt;
==Single-Lever Emergency Lockdown (LEL)==&lt;br /&gt;
&lt;br /&gt;
The only real requirement is that you need a fort based around a central stairwell. All you need to do is leave space for and eventually build 1*(length of your stairwell) bridges (that raise!) on each side of your stairwell on every level, and then link them all to the same lever. Friends get through all your best traps and champions? Simply pull the lever, and they're trapped in the central stairwell forever! Remember to roof off the entrance if your fort is situated on flat land otherwise the bonuses become much less useful. Also important is to ensure that you either wall off access or include sealable bridges or doors (linked to the same lever of course) for any inter-level paths that bypass the main stairwell, like vertical axles running out of centralised power generators.&lt;br /&gt;
&lt;br /&gt;
3*3 stairwell setup:&lt;br /&gt;
&lt;br /&gt;
{{diagram|1=&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
[#6ff]╥XXX[#6ff]╥&lt;br /&gt;
[#6ff]║XXX[#6ff]║&lt;br /&gt;
[#6ff]╨XXX[#6ff]╨&lt;br /&gt;
O[#6ff]╞[#6ff]═[#6ff]╡O&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium to High, depending on whether you use the MegaDwarfBonus below or not and how much you spread your fortress over the layers - although more spread means more usefulness. Extremely time-consuming, and requires architects, masons, and mechanics, as well as a lot of mechanisms (2 per bridge, ~4 bridges per level)&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium to High, also depending on whether you use the Bonuses. With all bonuses applied it becomes a guaranteed last resort way of destroying the toughest enemies with minimal dwarven casualties; without the bonuses it's still a damn sight better than letting temporarily victorious enemies run freely about your fortress.&lt;br /&gt;
&lt;br /&gt;
*DwarfBonus: Connect your cistern to the stairwell (remember to put a floodgate in too). Once the impossible-to-defeat enemies are safely trapped inside, Pull lever number 2 and watch them slowly, slowly, drown (VERY IMPORTANT: have the level of the cistern input at at least the same height as the level of the stairwell, else there won't be enough pressure to properly flood the stairwell, meaning nasties WILL survive).&lt;br /&gt;
*MegaDwarfBonus: Connect your MAGMA cistern to the stairwell. Laugh maniacally. (Remember to build your bridges and floodgates out of magma-safe material or a lot of !!FUN!! will be had)&lt;br /&gt;
*MegaArmokEntombmentBonus: Do both and cast your enemies in obsidian and boil the survivors in steam as a semi-permanent testament to their foolhardiness. This also means that you will have stairs cut out of lovely obsidian once your miners are finished making your stairwell usable again.&lt;br /&gt;
*MegaArmokEntombmentEXTREME+Bonus: &amp;quot;Forget&amp;quot; to pull the lockdown lever before you pull lever number 2.&lt;br /&gt;
&lt;br /&gt;
==Maze==&lt;br /&gt;
&lt;br /&gt;
A maze of twisty little passages, all alike. [[Trap]]s and dangerous animals are essential. You can have a retracting bridge drop invaders in, or just have a labyrinth as a back door. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' It's a lot of mining. Having a bridge drop invaders inside is more difficult, but more useful. You can also use the free maze-generating program Daedalus, available [http://www.astrolog.org/labyrnth/daedalus.htm here] if you're too lazy to come up with your own.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It makes a nice element of fortress defense, and you can dump your prisoners inside it. Also makes a great place to explore in [[adventure mode]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Generate a world with large mountain [[cave]]s. Instead of using the labyrinth as your backdoor, use it as your fortress.&lt;br /&gt;
*Bonus: Release a live caged [[minotaur]] into the maze.&lt;br /&gt;
*MegaBonus: Make it three-dimensional and [http://gwydir.demon.co.uk/jo/maze/design/index.htm#uni unicursal].&lt;br /&gt;
*MemorialBonus: Capture the Goblin King and make him fight the Minotaur.&lt;br /&gt;
&lt;br /&gt;
==Magma Chamber==&lt;br /&gt;
'''Difficulty:''' Dangerous as any magma project. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' It's like a drowning chamber, but any non-iron items carried by the victim will be destroyed. Depending on your style of play, this may be a good thing.&lt;br /&gt;
&lt;br /&gt;
==Magma Cannon==&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=33837 It can be done!] It uses a row of pumps to pressurize the magma in a chamber with only one exit. When the floodgate opens, the magma flies out a short distance. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. You need [[metal]] (or [[glass]]) [[screw pump]]s to make it work, [[magma-safe]] floodgates and mechanisms, plus a big above-ground construction. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Marginal. But very cool.&lt;br /&gt;
&lt;br /&gt;
==Magma Highway==&lt;br /&gt;
Magma moves across the map annoyingly slowly, due to its thickness and lack of pressure.  But a tunnel several Z-levels high, with magma entering at the top, will flow much faster because the magma's '''falling''' in, not flowing in, and can expand on either Z-level before falling down.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  Not hard to make, but cutting open a multi-Z magmafall is [[fun]].&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.&lt;br /&gt;
&lt;br /&gt;
==Magma Mausoleum==&lt;br /&gt;
This trick involves dripping water on to the middle of a magma pool until you have a column of obsidian, then channeling down into the obsidian ''more than'' one Z level, and putting a burial receptacle there.  This probably won't work in magma tubes or Volcanos since the created obsidian would fall into the bottomless pit.  The trick is getting the water to fall onto the magma in a controlled manner.  &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Requires certain resources from the start, plus lots of setup.  And your dwarves tend to erupt into dwarf steam occasionally.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None, since an obsidian lined room with exactly the same furniture somewhere else will please your nobles just as much.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Put the coffin at least 20 floors down.&lt;br /&gt;
*MegaBonus: Build it in a volcano if possible, and put the coffin at the very bottom of the map&lt;br /&gt;
&lt;br /&gt;
==Magma Sea Colony==&lt;br /&gt;
&lt;br /&gt;
If you cast obsidian around the edges of the magma sea, it is possible to pump out the magma and build a colony in the empty space. Once the colony is built, you can destroy the obsidian walls and refill the magma sea. Note: you cannot cast obsidian on the bottom layer of the magma sea, so building a colony on this layer is nearly, but not quite, impossible (see below).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. You need to get water down to each edge of the magma sea, and you need a pump stack to get rid of the magma.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*☼MegaDwarfBonus☼: Build your colony on the floor of the magma sea. This will require draining the sea to the next-to-bottom layer as described above, then dumping enormous amounts of water into the bottom layer to crowd out the magma while simultaneously draining the magma from holes poked in the magma sea floor. Constructions can be built at the border between the water and the magma. See [http://www.bay12forums.com/smf/index.php?topic=128226.0 This forum post] for full, detailed instructions.&lt;br /&gt;
* Bonus: Obsidianize the entire magma sea, leaving a single spot to use as a source for pumps. Then proceed to carve your new fortress subsection out of this bounty.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Insane. The project will take at least ten years of dwarf time and claim many lives.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. You can finally get the last bit of adamantine when you drain the magma sea, and the magma sea floor has a cool twinkly effect.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;s&amp;gt;Magma&amp;lt;/s&amp;gt; Lava sprinkler==&lt;br /&gt;
Build a twisting &amp;lt;s&amp;gt;magma&amp;lt;/s&amp;gt; lava aqueduct above the entrance to your fortress. Leave a few thin (diagonal) holes in it, so that lava can seep out of it. When invaders arrive, pump magma into the sprinkler. Diagonal holes will limit the rate at which the fluid flows out of them, ensuring a nice steady lava rain rather than a big wave.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High. Similar to magma canon, except with a bit more engineering, but less pumps and smaller reservoir needed (due to less magma being required for the same effect).&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Like magma cannon it can obliterate a siege, but this time you can have a bit more control over how it happens. Lava rain doesn't depend on ground structure (your entrance doesn't need to be in a valley for it to work well) and leaves less magma to evaporate.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Cover the holes with floodgates or hatches and keep the lavaduct filled with lava rather than filling it only when using it.&lt;br /&gt;
*Bonus+1: Build the lavaduct in such a way that it starts raining on the outermost part of the area first, then goes inwards, to ensure that invaders who start burning can't escape.&lt;br /&gt;
&lt;br /&gt;
==[[Mass pitting|Mass Cage Recycling System]]==&lt;br /&gt;
&lt;br /&gt;
Build a [[mass pitting]] system to recycle your cage trap cages quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very easy. Requires basic digging and very little time.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Very. Keeps you from having to build cages before releasing monsters from them. With six hatches you can safely empty out 48 cages very quickly. You can build lots of cage traps without having to worry about emptying each cage individually. &lt;br /&gt;
   &lt;br /&gt;
*Bonus: Cover the floor of your pit with cage traps, creating a neverending cycle and giving your dwarves something to do during the long harsh summer when going outside is overly taxing on their stomachs.&lt;br /&gt;
*ConcentrationCampBonus: Combine with Pit of Doom below.&lt;br /&gt;
&lt;br /&gt;
==[[Drowning chamber|Mega/Water Drowning Trap-Thing]]==&lt;br /&gt;
This is basically a channel above some pressurized water with a short tunnel leading to a door. The door needs to be connected to a lever somewhere in a safe part of the fortress. Position the door facing the main stairs into your fortress (for multiple stairs use multiple traps). When enemies come down the stairs, pull the lever and make them drown. (It helps to seal off the rooms).&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Needs flowing water under pressure and levers.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Depends on the size of your fortress/defences/amount of attackers. Works well with fire creatures to create a sauna.&lt;br /&gt;
&lt;br /&gt;
==Monumental Statue==&lt;br /&gt;
'''Difficulty:''' Depends on how big you want the statue to be. If you are feeling really masochistic, cast it out of obsidian using magma and water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' None.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Make the statue hollow and have dwarves live inside it.&lt;br /&gt;
*BestWayToGetRidOfStoneBonus: Make one for every dead dwarf.&lt;br /&gt;
**UberTombBonus: Use the statue as a tomb and put their coffins in it.&lt;br /&gt;
*Dwarfbonus: Give the statue magma eyes.&lt;br /&gt;
**HellNo,DwarfsYesBonus: Combine the magma eyes idea with the magma cannon idea above and place the statue just behind (and above) the entrance to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Moses Effect==&lt;br /&gt;
With enough pumps, you can pull water out of a square faster than it flows in. This can create a reverse waterfall, or a dry spot in the middle of a flowing river. The effect is like Moses parting the Red Sea.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Surprisingly easy. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' You can use this trick to create a waterfall or drowning chamber. It is also important if you want to pass through an [[Aquifer]], although that is far more difficult. The same trick can be used in lieu of a drawbridge, although its practicality as compared to the drawbridge is highly questionable.&lt;br /&gt;
&lt;br /&gt;
==[[Waterfall|Never Ending Shower]]==&lt;br /&gt;
Don't you get angry when your dwarves carry enough grime on them to dirty the entire fortress? And how they get infected because of that griminess? Suffer no more! With the Never Ending Shower (NES for short), dwarves will be able to stay (relatively) clean without having to take the time to run for a bath or dirtying your drinking water!&lt;br /&gt;
&lt;br /&gt;
It is easy to understand: use the same instructions as in the Artificial Waterfall, but make it so that the waterfall is somewhere where the dwarves will be going through almost daily--a central stairway works well. It cleans them and gives them happy [[thought]]s for the same price!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate to high. You do have to make sure that dwarves don't try anything funny, and create a drain to draw the dirty water out.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Incredibly high. Reduces risk of infection and keeps your dwarves happy.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Use an aquifer to get clean water AND drain dirty water.&lt;br /&gt;
*Bonus: Use levers to control the NES.&lt;br /&gt;
*SuperBonus: Make it work as a trap!&lt;br /&gt;
*SuperDuperBonus: Make it work as a trap AND as a recovery system!&lt;br /&gt;
*ArmokBonus: Make it so that magma can be poured down, too!&lt;br /&gt;
&lt;br /&gt;
==[[Obsidian farming|Obsidian Factory]]==&lt;br /&gt;
You need one reservoir of water, and one of magma. Mix, cool, mine, and repeat as necessary.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Obsidian is 50% more valuable than [[flux]] and 3 times as valuable as ordinary stone, making it ideal for your [[mason]]s and [[stone crafter]]s. Done properly, it can also serve as a magma chamber, a drowning chamber and even an obsidianizing chamber that can kill any creature that gets in (except [[ghost]]s and possibly [[vermin]]).&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Make the system fully automated using [[computing]] principles.&lt;br /&gt;
&lt;br /&gt;
==Pit o' Doom==&lt;br /&gt;
Combine with an Execution Tower for maximum z-level executions! Traps which menace with spikes are a must.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. You want it nice and deep though.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Dispose of prisoners, execute nobles, gruesome fatal injuries, laugh maniacally. If high enough, you may be able to recover [[bone]]s from creatures your dwarves refuse to [[butcher]].&lt;br /&gt;
&lt;br /&gt;
==Pixel art stockpiles==&lt;br /&gt;
Arrange several stockpiles of similar items of different colors (gems work well for this) so the different colors make some sort of picture. Don't forget to set &amp;quot;max bins&amp;quot; to 0 on all the stockpiles so you can actually see the items!&lt;br /&gt;
&lt;br /&gt;
It's probably also a good idea to forbid the items once they're in place, to prevent them from being moved later (and allow you to remove the stockpiles if you want.)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium; only tricky parts are (potentially) finding enough items of different colors, and keeping track of which colors are where before the hauling is done.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low&lt;br /&gt;
&lt;br /&gt;
==Pressure Washer==&lt;br /&gt;
A huge tower with floodgates at the bottom on one side. When opened, the pressurized water fires out and pushes anything in the way of the flow away. Depending on size, can be surprisingly powerful. You can see an example tower [http://mkv25.net/dfma/map-7485-griffonwind here.]&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium, construction technique takes some consideration. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium-High.  Tested in version 0.28.181.40d with 50 recruits standing in front of it when the floodgates opened, killed 46 of them, including ones not pushed into the pit.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Fill it with Magma instead (though Magma doesn't pressurize).&lt;br /&gt;
&lt;br /&gt;
==Redesign the Fortress==&lt;br /&gt;
And when we says &amp;quot;redesign&amp;quot;, we mean completely replanning and rebuilding the entire fortress, from scratch. Ever thought about a cool thing that you could add to your fortress, but can't because a critical area(such as the dining room, general-purpose stockpile, central workshop area etc.) are in the way? Did you start the fortress by building the most critical areas in the first available spot? Well, now is a good time to get rid of that! For added effects, put the sleeping areas especially close to the booze stockpile so that dwarves are always happy!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Varies depending on the size of the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Varies depending on how you carry it out, a. k. a. the efficiency of the new organization.&lt;br /&gt;
&lt;br /&gt;
==Rehabilitation Centre==&lt;br /&gt;
Had any problems with dwarves charging brainlessly towards the enemy, getting slaughtered, and then starting a tantrum spiral that will destroy your fortress? Turn your prison into a luxurious room full of things that make dwarves happy. Add artifact furniture, beds, a booze stockpile, chains made of gold (or anything valuable,) a waterfall, creatures in cages, etc. Hopefully they will return to society as a happy, productive dwarf.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-Medium. Acquiring valuable items and setting up the waterfall can be annoying sometimes. Also you need guards to actually put them in jail. And it can be a real pain when those ungrateful sobs destroy the nice furniture you give them.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. A tantrum spiral can quickly turn a productive fort of 200+ dwarves into a rioting fortress inhabited by a bunch of insane, miserable dwarves who spend their time punching people and breaking furniture. Don't let it happen to you.&lt;br /&gt;
&lt;br /&gt;
* MegaDwarfBonus: Points for making every other dwarf drink water and sleep on cheap beds.&lt;br /&gt;
&lt;br /&gt;
==Road of the Damned==&lt;br /&gt;
Create a giant channel filled with spike traps, 10 tiles wide and going all the way from your fort to the map edge. Pave it over with crystal glass so traders can get that foreboding feeling that'll make them seal the deal without bargaining too hard!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low-mid, depending on the rarity of crystal glass.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''Low. The same as a normal road.&lt;br /&gt;
&lt;br /&gt;
* Bonus: Spike a goblin on every trap!&lt;br /&gt;
* Megabonus: Spike traders who annoy you on the traps!&lt;br /&gt;
&lt;br /&gt;
==Sectorized World==&lt;br /&gt;
Divide the world edges into multiple sectors and then gate access to each one separately. This allows you to protect your fortress from sieges whilst keeping access to most of the outside world and allowing most traders into and out of the fortress (those unfortunate enough to enter the world from the same direction as the siegers may be screwed, of course). For bonus points, build separate gateable access routes for each sector. For further bonus points, design your fortress so that you can simultaneously allow access to traders ''at the same time'' as siegers are exposed to your defensive mechanisms.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low, unless you allow separate access routes for each sector in which case high. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Moderate, increasing with each bonus you fill. Mostly for those who want to build the best possible defenses. Can also double as a means of easily trapping wild animals.&lt;br /&gt;
&lt;br /&gt;
==Self-contained Vampire-based Factory==&lt;br /&gt;
Take advantage of the independence of vampires by building a self-contained factory.  The best industries are those that require no special raw materials-- a factory containing both a magma glass furnace and a sand tile, for instance, would work well, as would a clay industry, but if you're feeling ambitious, consider building a vampire into your [[giant cave spider|GCS]] [[silk farm]]-- if you happen to have scored an [[undead]] GCS, your vampire won't even spook!  You can treat your factory as a piggy bank to be broken into as needed, or for perfect fire-and-forget action, build a dropping [[User:Vasiln/Undump|undump]] into the factory, and the vampire will deliver the output to your front door.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' The only hard part is getting yourself a [[vampire]]. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on how many green glass blocks you plan on using.&lt;br /&gt;
&lt;br /&gt;
==Self Destruct Lever==&lt;br /&gt;
A mechanism that, for example, could flood your fort with magma, or release a trapped megabeast. For bonus points, build the whole fort on a single [[support]]. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Very high. Extremely fun. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Could serve as kind of a last revenge on a goblin siege, but also highly amusing. If done properly it can make reclaim easier.&lt;br /&gt;
&lt;br /&gt;
* DorfBonus: Make it have a timer before your fortress self-destructs. You can do this with a water channel, or if you're particularly technical, make a [[Computing|seven segment display]].&lt;br /&gt;
** For bonus Dwarfy-ness, make the timer be the depth number of the magma or water that will actually trigger your fortress' destruction.&lt;br /&gt;
* Bonus: Build your fortress high above ground, connect the fortress to a roof through just one support and have the system, when activated, drop the whole construction into the magma sea, destroying the whole thing permanently.&lt;br /&gt;
&lt;br /&gt;
==Shark Catcher==&lt;br /&gt;
Capture of [[Bull shark|sharks]] or [[Carp|other]], [[Sturgeon|dangerous fish]] achieved by making an artificial bay, filling it with [[Cage trap|cage traps]], opening the floodgate to the sea or river and some sort of drainage system, likely pumps and/or floodgates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium as drowning while setting up is very possible with bad planning.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Low, purely aesthetic, but very cool to have a shark infested moat (Potentially kills invaders).&lt;br /&gt;
&lt;br /&gt;
==[[Silk farming|Silk Farming]]==&lt;br /&gt;
Capture a web-slinger (generally a [[giant cave spider]]) and build a farm to efficiently harvest its [[silk]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Low to Medium; the hardest part is generally catching the web-spinner.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Medium to High. Provides an endless supply of potentially-valuable [[silk]] cloth and rapidly [[cross-training|cross-trains]] [[weaver]]s.&lt;br /&gt;
&lt;br /&gt;
==Steamed Vegetables==&lt;br /&gt;
Make a pot and drop &amp;lt;s&amp;gt;elves&amp;lt;/s&amp;gt; vegetables in from about three levels up. This makes it so the vegetables do not &amp;lt;s&amp;gt;run&amp;lt;/s&amp;gt; get overcooked. Proceed to bask the vegetables in [[steam]].&lt;br /&gt;
&lt;br /&gt;
'''Difficulty''': Medium. Can be annoying to boil some water.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness''': Great way to make friends with the merchants.&lt;br /&gt;
&lt;br /&gt;
*MegaDwarfBonus: Add &amp;lt;s&amp;gt;goblins&amp;lt;/s&amp;gt; seasoning.&lt;br /&gt;
*ArmokDoubleBonus: Use [[magma mist]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[Swimming]] pool==&lt;br /&gt;
It's a reservoir that fills to 4/7 exactly. Station soldiers inside, lock them in, and fill. This way they gain [[swimming]] skill. &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. It's just a pair of reservoirs. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' The swimming skill is only slightly useful. This is most useful if the entrance to your fort has narrow walkways/moats surrounded by water, and you station your soldiers there.  It does help gain attributes though. Though if you utilize a '''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform, this is a priceless necessity.&lt;br /&gt;
[[Image:Swim track 0.png|thumb|right|250px|A large swimming track]]&lt;br /&gt;
==[[Swimming#Minecart_training|Swimming track]]==&lt;br /&gt;
&lt;br /&gt;
A [[minecart]] ride that trains [[swimming]] safely and automatically.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Minecart tracks can be fiddly, and adding a non-traversable depth of water makes any mistakes more difficult to fix. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. The swimming skill is only slightly useful, but it does provide [[cross-training]] for attribute gains.&lt;br /&gt;
&lt;br /&gt;
==[[Tree farming|Underground Forest]]==&lt;br /&gt;
Break into an underground cavern, make some muddy floors over a big area and wait.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium - need to dig out a suitably large area, then find a way of introducing water to the area and subsequently draining or evaporating it.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size (bigger is better) as well as proximity to wood stockpiles. A tree farm outside the caverns can grow trees from all 3 layers, and you'll never have to worry about hostile creatures threatening your wood cutters.&lt;br /&gt;
&lt;br /&gt;
==Underground Perpetual Motion Power Plant==&lt;br /&gt;
Combine with a use for the power and you either have an awesome setup, or a ticking time bomb.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' High.  Maintaining the correct water level is annoying difficult at times. Note: Incredibly easy with an aquifer.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Depends on size of plant and what it's connected to.  Also useful as a puzzle for adventurers.&lt;br /&gt;
&lt;br /&gt;
==Underwater Statue room==&lt;br /&gt;
A simple room filled with statues that just also happens to be flooded. Simply dig a room near to a water source smooth and engrave the walls and floors than fill with statues. Dig a tunnel to the water source and a separate escape route. seal both off with floodgates pull the levers in the right order and bam! underwater statue room. For added effect make the meeting room a room directly above with a glass floor.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Absolutely positively none.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Build it on area with trees and shrubs; make walls from ice or use windows; fill it with fish and merfolk; now you'll get a big aquarium&lt;br /&gt;
*Note: It doesn't count if you accidentally flood your fortress and wind up with one of these.  It does count if one of your nobles has an unfortunate accident in their sculpture garden.&lt;br /&gt;
&lt;br /&gt;
==U.R.I.S.T. Artificial Intelligence==&lt;br /&gt;
Basically, a dwarf in a bunker that controls your fortress. Being that there are no supercomputers in DF at the moment, we'll have to use the closest substitute, a dwarf. Seal your dwarf in a room full of levers that activate various floodgates, bridges, doors, hatch covers, traps, etc. Make sure this room has no exits or entrances, but it needs a luxurious bedroom and dining area, and you must include a chute for dropping in &amp;lt;s&amp;gt;food&amp;lt;/s&amp;gt; biomass and &amp;lt;s&amp;gt;alcohol&amp;lt;/s&amp;gt; coolant fluid. Profile the levers so that they can only be used by the A.I. dwarf. &lt;br /&gt;
&lt;br /&gt;
It would be a good idea to make the system into two rooms. The food/drink/bed room and the lever room. Should you need to add more levers, you can lock the A.I. dwarf outside the lever room and have your mechanics set up more levers without interacting with or releasing the A.I.&lt;br /&gt;
&lt;br /&gt;
You can make the lodging room suited for the particular dwarf by adding furniture made from their favorite materials, and smoothing and engraving everything. Use quantum stockpiling to give them 10+ years of food and drink. Make sure the A.I. is unable to communicate with other dwarves. His/her mood must not be affected by the deaths of the walking meat-bags who tried to befriend him/her. &lt;br /&gt;
&lt;br /&gt;
In order to ensure that your A.I. doesn't find sleep interfering with crucial lever pulling, you might consider incorporating an alarm clock. If a goblin siege turns up on your doorstep, a single external lever to dump 7/7 of water on the sleeping A.I. might well save your fortress (and is so much cooler than having backup levers in your meeting hall).&lt;br /&gt;
&lt;br /&gt;
You must also make a snazzy/lame acronym name for your AI, here are some examples: &lt;br /&gt;
*A.R.M.O.K. - '''A'''ll-'''R'''eaching '''M'''achine '''O'''f '''K'''illing&lt;br /&gt;
*A.S.S. - '''A'''lmost-autonomous '''S'''ystems '''S'''elector&lt;br /&gt;
*C.A.T. - '''C'''reepy '''A'''utonomous '''T'''echnology&lt;br /&gt;
*D.E.E.P.E.R. - '''D'''warf of '''E'''ngineering the '''E'''ldritch and '''P'''ractical '''E'''xploitation of '''R'''esources''&lt;br /&gt;
*D.I.E.D. - '''D'''edicated '''I'''rrigation and '''E'''verything else '''D'''warf(s)&lt;br /&gt;
*D.O.M.E.S. - '''D'''warf '''O'''perated '''M'''echanics and '''E'''ngineering '''S'''ystem&lt;br /&gt;
*D.O.R.F. - '''D'''oes '''O'''rders '''R'''ather '''F'''ast&lt;br /&gt;
*D.O.S. - '''D'''warf '''O'''perating '''S'''ystem &lt;br /&gt;
*D.W.A.R.F. - '''D'''rains '''W'''ater '''A'''nd '''R'''ecruits '''F'''armers&lt;br /&gt;
*G.L.A.D.O.S. - '''G'''enetic '''L'''ifeform '''A'''nd '''D'''warf '''O'''perating '''S'''ystem&lt;br /&gt;
*H.A.L. - '''H'''airy '''A'''lternate '''L'''ifeform&lt;br /&gt;
*M.A.G.M.A. - '''M'''assively '''A'''lcoholic '''G'''ear-'''M'''achine '''A'''ssembly&lt;br /&gt;
*N.O.B.L.E. - '''N'''arcissistic '''O'''bnoxious '''B'''oastful '''L'''aughable '''E'''xcrement&lt;br /&gt;
*P.O.T.A.T.O. - '''P'''ossibly '''O'''rganic '''T'''echnically '''A'''live '''T'''rash '''O'''mitted&lt;br /&gt;
*U.R.I.S.T. - '''U'''nderground '''R'''easonably '''I'''ntelligent '''S'''ettlement '''T'''echnologist&lt;br /&gt;
*V.A.C.A.T.E.D. - '''V'''ampire '''A'''ssisted '''C'''omputerized '''A'''ssembly '''T'''errorizes '''E'''xtra-'''D'''warves&lt;br /&gt;
*V.O.D.A.P.H.O.N.E. - '''V'''ampire '''O'''perated '''D'''efence '''A'''pparatus, '''P'''erpetrating '''H'''arm '''O'''f '''N'''efarious '''E'''ntities (See Bonus for more information)&lt;br /&gt;
&amp;lt;!-- Feel free to add your own AI names --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Setting up all the levers and lodgings can be a micromanagement hassle. Further research is required as to how well the A.I. will fit into a dwarven economy.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High. Having a dwarf dedicated to pulling levers will ensure that they are pulled on time. Additionally, you will have a constantly-ecstatic dwarf who is virtually invulnerable to all threats. Should your fortress be slaughtered by invaders or drowned by flooding or tantrum spiraled, your fortress will be preserved until more migrants arrive, or the AI runs out of food.&lt;br /&gt;
&lt;br /&gt;
Bonus: Make the A.I. dwarf a vampire. Vampires don't need food, alcohol, or sleep and cannot age, which makes them perfect for the job. As an added  bonus, keeping a vampire in this way will make your fortress completely indestructible, as sealing him in will prevent the possibility of the vampire of being killed in combat or from a syndrome, while keeping the vampire from making friends he will inevitably outlive will prevent him from going insane. (It also ensures that the bloodsucker won't use any of your dwarves as a midnight snack.) NOTE: Vampires may still go insane without any blood. Might be worth considering adding on a 3rd &amp;quot;feeding chamber&amp;quot; where you assign an unfortunate victim to sleep whenever the vampire gets hungry.&lt;br /&gt;
&lt;br /&gt;
===D.O.S.T.N.G.O.S.P.===&lt;br /&gt;
&lt;br /&gt;
Dwarven Organic Switch Toggle, Neutered Gastrectomied Overpersistent Sober Prisoner.  Goblins have several advantages over dwarves in the lever pulling department: they live forever, do not breed or tantrum, and need not eat, drink, or sleep.  Seal one or more goblins in your supercomputer complex, and use their predictable pathing in combination with instantly lockable doors and pressure plates to make dwarven lever pulling a thing of an older, less advanced era.&lt;br /&gt;
&lt;br /&gt;
Also known by several product names:&lt;br /&gt;
*G.O.B.L.I.N.A.T.O.R. - '''G'''oblin '''O'''perated '''B'''astion of '''L'''ogic to '''I'''nfalliably '''N'''eutralize '''A'''ntiquated '''T'''ypes of '''O'''perational '''R'''egimes&lt;br /&gt;
*N.G.O.K.A.N.G. - '''N'''efarious '''G'''oblin '''O'''f '''K'''illing '''A'''nd '''N'''eedless '''G'''riping&lt;br /&gt;
*S.T.O.Z.U. - '''S'''ecret '''T'''echnological '''O'''perative who '''Z'''aps '''U'''nruly Nobles&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium.  While goblin pressure plate runners require more space than dwarven lever pullers, once their room is set up, it's done, and easily copied for the next one.  With only one goblin, you'll need a pressure plate for every possible combination of lever states, but it's easy to add more goblins instead.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' High.  Instant response time (&amp;lt;50 ticks is possible) can make lever worries a thing of the past.  The D.O.S.T.N.G.O.S.P. requires absolutely no maintenance once set up.  Unlike with the U.R.I.S.Ts of the previous generation, modern POW-based computing is never held hostage to eating, drinking, or breaks.  Stay tuned for the next-generation C.A.C.A.M.E.!&lt;br /&gt;
&lt;br /&gt;
==Vomitorium==&lt;br /&gt;
[[Image:Vomit_Trail.png‎|thumb|right|Vomitoria: preventing cave adaptation since [[23a:Vomit|23a]].]]&lt;br /&gt;
&lt;br /&gt;
Prevents [[cave adaptation]]. It's like the greenhouse, only instead of a farm, it's a [[meeting hall]] or [[barracks]]. Since you can't build [[table]]s or [[bed]]s outside, build the room and [[channel]] down to it.  Variant: above-ground statue garden or zoo.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low. Make sure to wall the pit in or it will become very [[Fun]] once [[goblin]] archers become involved.&lt;br /&gt;
&lt;br /&gt;
==Water Tower==&lt;br /&gt;
This functions much like real life:  Lifting water above ground level creates pressure, allowing buried pipes to deliver water to any elevation below the top of the tower.  This is smarter, faster, and cheaper than a map-spanning raised aqueduct.  A pump stack at the river, raising water into a sealed, pressurized U-bend, can deliver large volumes of water to whatever level you want, very quickly.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''  Medium.  No harder than any other pump stack to design, but high pressure can amplify minor errors into abandon-worthy disasters.  You could conceivably divert the river into your fort.  Be sure to make an off-switch.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:'''  Medium.  Once the pump stack is operating, you no longer need to be anywhere near your water source.&lt;br /&gt;
&lt;br /&gt;
==Watervator==&lt;br /&gt;
By creating a vertical &amp;quot;'''H'''ydraulic '''E'''levation and '''L'''owering '''P'''latform&amp;quot; chamber, or HELP (so named for the cries of the passenger dwarf) with lever controlled water levels, you can move a dwarf up several z-levels without any stairs. All it takes is the dwarf's ability to swim up to the surface of the water to breathe.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium. Moderate possibility of Fun by way of flooding your fortress. Any dwarves that can't swim will instead experience Fun when using the Watervator. The actual construction time and resource usage is very low. Using the Watervator often leads to unhappy thoughts about drowning&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low to Medium. The Watervator requires manual micromanaging, while stairs do not. On the other hand, it can be used to create a pathway that most &amp;lt;s&amp;gt;Dwarves&amp;lt;/s&amp;gt; enemies will simply be unable to use. Those that can would still be doing so at great risk of drowning or falling to their death. It is recommend that with the exception of the entrance you use stairs.&lt;br /&gt;
&lt;br /&gt;
*Bonus: Utilize vampires (who can't drown).&lt;br /&gt;
*MegaDwarfBonus: Utilize trained fish.&lt;br /&gt;
*MegaDwarfBonus: Engineer it so that it performs a full cycle on one activation of a pressure plate and include that pressure plate as a part of the patrol route, then create a reverse Watervator and also include it as a part of same patrol route, so that your militia automatically uses it to get in and out the fortress.&lt;br /&gt;
&lt;br /&gt;
==Werewolf Clock==&lt;br /&gt;
The changing of the werewolf is the most reliable indicator of the passing of seasons.  For precisely one day per full moon, he will go berserk and trigger standard pressure plates.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' You will get a were sooner or later.  Getting him pitted in the right spot without havoc is the hard part.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Low.&lt;br /&gt;
&lt;br /&gt;
*Bonus:  Make the werewolf do most of the work himself.&lt;br /&gt;
&lt;br /&gt;
==Zombie Thunderdome==&lt;br /&gt;
Embark in a [[surroundings#Evil|reanimating]] biome in the current version (preferably savage as well), find or dig a deep pit, and dump any unused (non-dorf) corpses and butchery products into it. They will animate and begin to walk around, providing you with the endless entertainment afforded by watching horse hair walk. Make sure the pit is deep enough not to scare your dwarves!&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. Keeping your fort safe from the threat of animated beak dog beaks is worth any price. However, [[DF2012:Defense guide|there may be better things]] [[DF2012:Mega construction|to do with your time]].&lt;br /&gt;
&lt;br /&gt;
*Bonus: Set up a series of [[bridge|defenses]] that drop invaders into the pit.&lt;br /&gt;
*DwarfBonus: Set up a series of bridges and walls that flings invaders into the pit.&lt;br /&gt;
*MegaDwarfBonus: Drop a Megabeast into the pit and watch it do battle with multiple layers of undead.&lt;br /&gt;
*ZombieDwarfBonus: Ignore the suggestion above and dump dwarven corpses in anyway.&lt;br /&gt;
&lt;br /&gt;
==Zombie Shooting Gallery==&lt;br /&gt;
&lt;br /&gt;
In a reanimating biome, build a holding room for your undead, wall it off with fortifications. In the adjacent (accessible) area, build an archery range and order your archery squads to train there. Your marksdwarves will go to their scheduled archery training and whenever a zombie is raised, they'll switch focus from the boring old archery target and instead shoot down the undead. Once the zombies are dead, they'll return to regular shooting practice until the corpses rise again. The raised corpses cannot attack through fortifications and thus cause no unhappy thoughts from seeing them, but will spook haulers trying to collect errant socks from the shooting range.&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Low. The difficulty lies in finding a source of permanent undead, the actual construction is trivial.&lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' Medium. This setup significantly increases the skill gain from bolts used by training dwarves, since every bolt shot at a zombie counts as combat action, giving much more experience. The scheme works without any supervision once set up.&lt;br /&gt;
&lt;br /&gt;
{{Category|Design}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--From older version:&lt;br /&gt;
EDITORS!&lt;br /&gt;
For those who don't notice, these are listed in ALPHABETICAL ORDER, so those trying to remember/find a specific SDT (heh) can. Please attempt to follow that pattern, thanks!&lt;br /&gt;
&lt;br /&gt;
ALSO, be sure to include the following format:&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' &lt;br /&gt;
&lt;br /&gt;
'''Usefulness:''' &lt;br /&gt;
&lt;br /&gt;
One (1) blank line between last line of prev subsection and next sub-section title.&lt;br /&gt;
 --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Wild_carrot&amp;diff=224954</id>
		<title>Wild carrot</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Wild_carrot&amp;diff=224954"/>
		<updated>2016-05-15T14:59:30Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:19, 18 May 2015 (UTC)}}&lt;br /&gt;
{{plantlookup|uses=&lt;br /&gt;
* [[Food]]&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
Some dwarve kill themselves to obtain wild carrots, generally when a vile force of darkness arives&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Playstyle_challenge&amp;diff=223440</id>
		<title>Playstyle challenge</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Playstyle_challenge&amp;diff=223440"/>
		<updated>2016-02-16T02:01:46Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: incomplete sorry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|[[User:Reilwin|Reilwin]] 03:58, 3 April 2012 (UTC)}}&lt;br /&gt;
==Pre-Embark Build Ideas==&lt;br /&gt;
Before you embark, you can optimize or sabotage your fortress from the very start, depending on how you distribute your points. After a few years, a well-developing fortress may or may not stabilize (depending on your idea of [[fun]]), leaving you to other challenges.&lt;br /&gt;
&lt;br /&gt;
=== Diplomacy ===&lt;br /&gt;
* Six dwarves with only social [[skill]]s&lt;br /&gt;
* One skilled dwarf&lt;br /&gt;
&lt;br /&gt;
Six courtiers of the king's court made some ill-advised remarks within earshot of the king, and as a result have been ordered to go found an outpost. They've hired you to make sure they survive. The six nobles only have social skills and refuse to do any work that is beneath them.&lt;br /&gt;
&lt;br /&gt;
*Expansion: The game is over when you die.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Turn off all labors for all immigrant dwarves. The worker dwarf is the only one who does anything at all!&lt;br /&gt;
&lt;br /&gt;
=== Minimalist/Survivalist build===&lt;br /&gt;
&lt;br /&gt;
* 1 anvil&lt;br /&gt;
* 1 copper ore&lt;br /&gt;
&lt;br /&gt;
Nothing else. From that alone, forge your pick and axe.  Real dwarves won't need to peek...&lt;br /&gt;
&lt;br /&gt;
{{Spoil small|&lt;br /&gt;
* Deconstruct the initial wagon for the 3 wood it provides.&lt;br /&gt;
* Go into the Status-&amp;gt;Stone screen and allow your copper ore as building material&lt;br /&gt;
* Build a wood furnace with the copper nugget&lt;br /&gt;
* Make 1 ash and 2 charcoal from the wood.&lt;br /&gt;
* Deconstruct the wood furnace.&lt;br /&gt;
* Build a smelter with 1 ash ''(a fire-safe &amp;quot;bar&amp;quot;)''.&lt;br /&gt;
* Smelt the nugget into 4 copper bars using 1 charcoal.&lt;br /&gt;
* Build a metalsmith's forge with 1 anvil and 1 copper bar.&lt;br /&gt;
* Forge a battle axe using 1 copper bar and 1 charcoal.&lt;br /&gt;
* Chop some trees.&lt;br /&gt;
* Construct a wood furnace with a copper bar.&lt;br /&gt;
* Make more charcoal.&lt;br /&gt;
* Forge a pick.&lt;br /&gt;
... and proceed as normal.|Step-by-step}}&lt;br /&gt;
&lt;br /&gt;
===Peasantry===&lt;br /&gt;
* Spend 0 Points on embark&lt;br /&gt;
&lt;br /&gt;
This challenge is moderately difficult to impossible, depending on the wildlife and outdoor food and water sources. Note that the three logs from the wagon are just enough to build a trade depot.&lt;br /&gt;
&lt;br /&gt;
The wooden axes of recent versions make this challenge a lot less gruelling. All you end up with is a fort that decided not to dig until the first caravan. Of course, you could just choose not to use wooden axes (on the honor system, naturally) or to embark in a place too dwarfy for aboveground trees. Deserts and glaciers are excessively dwarfy, though - with no plants and no water, there's no way to survive till caravans arrive (none of the starting dwarves can drink blood). You don't need a trade depot if ''something'' happens to a caravan that carries a pick.&lt;br /&gt;
&lt;br /&gt;
=== Stranded Scout Squad ===&lt;br /&gt;
* Military skills&lt;br /&gt;
* Weapons, ammunition, armor, war dogs&lt;br /&gt;
* Picks are not weapons&lt;br /&gt;
&lt;br /&gt;
Your civilian 'friends' promised a caravan in the fall as they left, laughing. Hopefully, you can survive until then with your forward scouts.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
Pretend to be another race! You can mod the game or just pretend that Elves have hair. It doesn't matter what you look like, just what you build, with what materials, and what's for lunch after we build it.&lt;br /&gt;
&lt;br /&gt;
===Elves - The Ultimate Hippy Challenge===&lt;br /&gt;
Peace, man.&lt;br /&gt;
* Don't gather plants except those you plant yourself. &lt;br /&gt;
* Don't gather wood nor trade for it with humans or dwarves. &lt;br /&gt;
* Trade for plants and wood only with the elves; they understand your environmental code. &lt;br /&gt;
* Don't burn any [[fuel|coal]]. Do you know what that does to the environment, man?&lt;br /&gt;
**Magma-smelting is an option, but steel can't be had.&lt;br /&gt;
* Don't cause any creature's death, except in self-defense.&lt;br /&gt;
**No military, induced submerging, or lethal implementation of corkscrews.&lt;br /&gt;
* Only use cage traps, and either tame the creatures you catch, or release them back into the wild.&lt;br /&gt;
* [[Elf|Hippies]] prefer sunlight and wooded areas, with minimal use of rock (digging and building).&lt;br /&gt;
&lt;br /&gt;
Bonus: Declare war on human and dwarven caravans that try to trade you wooden items.&lt;br /&gt;
&lt;br /&gt;
For an extra challenge try this in an area with a cave.&lt;br /&gt;
&lt;br /&gt;
Alternatively, mod the game and actually play as elves. Swapping the species tags is the easy way. Moving the civ_controllable tag is the hard way. Enjoy not being able to make anything, unless you add training axes as well.&lt;br /&gt;
&lt;br /&gt;
===Hobbitton===&lt;br /&gt;
Forget about deep-delving adventures and armoursmithing. You're playing hobbits.&lt;br /&gt;
&lt;br /&gt;
* You're not in a dwarf fortress. You're in a hobbit-hole, and that means comfort.&lt;br /&gt;
** Hobbit-holes are all on one level - store-rooms, wine-cellars, bedrooms and all.&lt;br /&gt;
** One family per hobbit-hole, though that may include the help. No underground connections between holes, either.&lt;br /&gt;
** Walls are to be lined with blocks of good polished wood, or clay bricks. Floors can be surfaced in stone or wood. &lt;br /&gt;
** Don't forget your glass skylights and brick chimneys over the kitchen! While you're at it, how about a greenhouse for those exotic plants?&lt;br /&gt;
&lt;br /&gt;
* Your primary industries are farming and distilling. Trade primarily in these. Purchase all metals and avoid industrial mining.&lt;br /&gt;
&lt;br /&gt;
* Hobbits are uninterested in machines more complicated than the odd water-mill - no traps of any sort, though a drawbridge, dogs and militia as a concession to safety may be acceptable. And, of course, a mill. &lt;br /&gt;
&lt;br /&gt;
* Elves are your friends - always give them your preference as a trading partner. Go to the effort of storing your trade goods in barrels and large pots, so you can sell them your finest liquors for their valuable woodcrafts. &lt;br /&gt;
&lt;br /&gt;
===Humans - Living Large and Standing Tall===&lt;br /&gt;
Pretend you're a filthy above-ground dwelling [[Human|human]].&lt;br /&gt;
* Build a town wall.&lt;br /&gt;
** Only hovels and farms outside the town walls.&lt;br /&gt;
* House your dwarves in small town homes &lt;br /&gt;
** 5-10 dwarves per house (they had pretty big families back in the day)&lt;br /&gt;
** Upstairs bedrooms, small dining room, maybe a single level basement.&lt;br /&gt;
* House your workshops according to profession, not convenience.&lt;br /&gt;
* Build warehouses for stockpiles, and set guards outside them.&lt;br /&gt;
* Create a keep, with its own wall, barracks, treasury, etc.&lt;br /&gt;
** House your nobles within the keep.&lt;br /&gt;
* Create a market square.&lt;br /&gt;
* Create a main street from the town wall to the market square and/or keep. Well-paved blocks, statues and decorative shubbery are a must.&lt;br /&gt;
* No underground connections between different areas.&lt;br /&gt;
* For obtaining stone, metal, etc. a mine may be built, but must have separate entrance from other buildings. It can be outside the fortress, but must not connect to the interior, or vice versa.&lt;br /&gt;
** If you create a side hill mine, only carve large (at least 2 tiles) tunnels, and create shaft to the surface to allow air circulation.&lt;br /&gt;
** Or better than that, create an open pit mine / quarry, with ramps to access lower floors.&lt;br /&gt;
* BONUS: Miniproject: Build a large, multiple-z-level fountain complete with decorations.&lt;br /&gt;
* BONUS: Miniproject: Human Inn, containing your only booze stockpile and should be party-oriented.&lt;br /&gt;
* BONUS: Miniproject: Farm simulation, complete with crops and free-range livestock, etc.&lt;br /&gt;
* BOUNS: Miniproject: Have a series of canals for transport.&lt;br /&gt;
* BONUS: Easy Play: Embark on top of a Human Town.&lt;br /&gt;
* BONUS: Don't use any dwarven physics,ex.atom smashers, perpetual motion devices.&lt;br /&gt;
* BONUS: Advanced Play: Modify the raws and actually use humans to make the fort. &lt;br /&gt;
* MEGABONUS: Build your entire fortress as [[mega construction|one huge arcology]].&lt;br /&gt;
* MEGADWARFBONUS: Build your City in a giant, artificial cave. (or the caverns, if you can't manage that)&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Humans&amp;quot;===&lt;br /&gt;
Make your dwarves pretend to be an ordinary, albeit short human village, to disguise the secret diggings below. Prepare to launch an invasion on the unsuspecting Big Folk.&lt;br /&gt;
&lt;br /&gt;
* Embark as close to the human towns as possible.&lt;br /&gt;
* Construct a &amp;quot;manor house&amp;quot; to house your mayor and broker, with a stone-walled ground level containing office, dining room and kitchens, wood-block walls and windows above for the mayor's bedroom, and a large cellar with a discreetly concealed entrance to the Secret Fortress. &lt;br /&gt;
* Construct a walled village including a token number of shacks, barns and workshops, a mill and a blacksmiths' for that authentic touch. &lt;br /&gt;
* Surround the village with large fields, growing typical human crops.&lt;br /&gt;
* While all this is going on, excavate an extensive fortress underground, with a focus on a well-trained militia. If the map permits, build a secret training area for your army, perhaps hidden in the top of a large hill.&lt;br /&gt;
* Trade only raw crops to the human and elven caravans, in exchange for the minor needs of a human village. &lt;br /&gt;
* Lure the goblins underground before meeting them in battle - best to hide the evidence, you understand.&lt;br /&gt;
&lt;br /&gt;
===Luddite===&lt;br /&gt;
Shun technology and contraptions. Who can really trust them, with all those [[Gremlin|gremlins]] running around? This may be challenging, as it forbids easy isolation/defense from attacks, all traps and wells. Irrigation is reduced to solid elbow grease and maybe a bucket or two. This challenge may be even harder combined with another challenge.&lt;br /&gt;
* No mechanics or [[mechanism]]s&lt;br /&gt;
* No [[machine]]s&lt;br /&gt;
&lt;br /&gt;
** BONUS: Hey, wait, aren't crossbows machinelike?&lt;br /&gt;
&lt;br /&gt;
===Earthworms===&lt;br /&gt;
Live constantly tunneling. Churn up the soil as you go and visit the surface only rarely to collect the stuff you need..&lt;br /&gt;
* Create one long tunnel. Dig forward at one end whilst sealing off (collapsing, building walls across) the other end. &lt;br /&gt;
* Workshops should be built directly behind the row of miners. When they reach the point where they would be destroyed, take them apart and rebuild back by the miners again.&lt;br /&gt;
* To make it easier, you can come up to the surface now and then.&lt;br /&gt;
* Try to keep the tunnel as short as possible.&lt;br /&gt;
* Like this: ||||||||==========&amp;gt; (| is walled off end section, = is tunnel and &amp;gt; is the miners.&lt;br /&gt;
* BONUS: Leave those pesky nobles walled in as you tunnel away from them!&lt;br /&gt;
* BONUS: Leave stockpiles of armour and weapons for any future diggers to find!&lt;br /&gt;
* MEGABONUS: Surprise a goblin siege by tunneling up underneath them!&lt;br /&gt;
* MEGABONUS: Leave a group of dwarves behind in a cavern farming. Carry no food, and return to the cavern to restock the dwarves.&lt;br /&gt;
&lt;br /&gt;
=== Kill demons ===&lt;br /&gt;
Try to kill as many demons as possible. Use siege-engines and fortifications. Remember, that collapsing caves (use supports) kills everything.&lt;br /&gt;
&lt;br /&gt;
===Eskimo===&lt;br /&gt;
Live like the Eskimo! Only try if you are an expert&lt;br /&gt;
* Embark somewhere with tundra or glacial biome.&lt;br /&gt;
* Lot of fishermen, hunters and only a few diggers.&lt;br /&gt;
* Every dwarf is at least novice mason&lt;br /&gt;
* Build everything out of ice.&lt;br /&gt;
* Only spears and crossbows allowed in the military&lt;br /&gt;
* BONUS: Axes? what axes?&lt;br /&gt;
* BONUS: Only BONE crossbows, bolts and spears. Metal is for losers.&lt;br /&gt;
* BONUS: Embark near an ocean and create a floating ice fortress.&lt;br /&gt;
&lt;br /&gt;
===Amazon dwarves===&lt;br /&gt;
*Kill or lock in somewhere all male dwarves, kids are allowed until they grow up.&lt;br /&gt;
*BONUS: military use only bows and spears.&lt;br /&gt;
*DOESTHISMAKEITOFFENSIVE Bonus: Do the same but with women instead&lt;br /&gt;
&lt;br /&gt;
Alternative: Instead of killing the males, use them as slaves and make them work for the females dwarves. Put all the females in the military, no male nobles allowed.&lt;br /&gt;
&lt;br /&gt;
===Dwemer City-State===&lt;br /&gt;
In loving memory of the famous [[Losing|extincted]] race from Tamriel.&lt;br /&gt;
*Optional: History should be Very Short. You are the true builders of the world!&lt;br /&gt;
*Every dwarf should have skill in Mechanic, Smith, Engraver or Mason.&lt;br /&gt;
*Hide under earth as soon as possible. &amp;quot;The Upland&amp;quot; is a dangerous place full of dumb races. Go outside only due to extreme necessity.&lt;br /&gt;
**Bonus: Embark in dangerous region, so your &amp;quot;big-cruel-outside&amp;quot; lifestyle would make sense.&lt;br /&gt;
*Smooth and engrave everywhere you dig.&lt;br /&gt;
*Bonus: Awesome bridges between high underground towers.&lt;br /&gt;
*Everything you produce should be made of rock and metal, and maybe leather and cloth. Wood is only allowed for making coal. True dwemers sleep on nicely engraved cave floor.&lt;br /&gt;
**Optional: Use only copper, bronze and gold.&lt;br /&gt;
*No stone fall traps allowed. They're archaic.&lt;br /&gt;
*Everything that can be automated should be automated. Your dwarves deserve some comfort.&lt;br /&gt;
*Slowly redress all your dwarves in robes, cloaks etc.&lt;br /&gt;
*Optional: Catch some [[iron man | iron men]] or [[bronze colossus]]es and unleash them on everything that is not dwarven caravan. Or on actually everything - that's easier.&lt;br /&gt;
**Modding bonus: Add craftable allied automatons.&lt;br /&gt;
*Every migrant who is not mechanic, stoneworker, craftsman, smith, administrator/trader or medic should be marked as &amp;quot;Falmer&amp;quot;. Falmers must live separately from your dwarves, you need no care of them, the only food they deserve is plump helmets, the only drink is water. Shortly, they are your slaves now. Falmers must do all the &amp;quot;dirty&amp;quot; work, like mining, operating, farming, hauling or anythyng you don't want your real dwarves to do. Falmers' children are Falmers too, indeed.&lt;br /&gt;
**Bonus: Make them live in caverns.&lt;br /&gt;
***Bonus: Blind them all.&lt;br /&gt;
****Bonus: Torture them in specially designed rooms. Torture elves there too.&lt;br /&gt;
*RPGbonus: Make your fortress a single-directed &amp;quot;corridor&amp;quot; dungeon with traps and caged bronze collosuses (with pressure plates connected to cages), so the future adventurers could enjoy it. The last room should be filled up with treasures.&lt;br /&gt;
**SuperRPGbonus: Secret passage to your treasure room right near the main enterance. It's only avaible to open it from inside.&lt;br /&gt;
*Optional: Put an end to your fortress by trying to use demons as energy source.&lt;br /&gt;
&lt;br /&gt;
===The Oregon Trail===&lt;br /&gt;
Settle like those who traveled the (in)famous Oregon Trail.&lt;br /&gt;
*Optional: Wait to stop world gen until the year 1840.&lt;br /&gt;
*Embark in an area that has mostly grassland biome.&lt;br /&gt;
*Bring 10 food and 15 booze per dwarf.&lt;br /&gt;
*All dwarves must embark as peasants.&lt;br /&gt;
*Bring a few rabbits along for skins.&lt;br /&gt;
*Bring a few chickens along for eggs, meat and skins.&lt;br /&gt;
*Bring 10 copper bars and three random rocks, but only one axe and pick.&lt;br /&gt;
*If points allow, bring some leather along.&lt;br /&gt;
*If points allow, bring some cloth along.&lt;br /&gt;
*Hint: You may want to find an area with clay.&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
*Set one miner, one woodhacker, one main farmer, one weaver/clothier, one potter/glazer, one metalsmith and one glassmaker/gem cutter if you have or found sand.&lt;br /&gt;
*All dwarves must plant their own crops, process their own plants, spin their own cloth and cook their own meals.&lt;br /&gt;
*Chop down enough of one tree to make one 4x5 inner-tile log cabin.&lt;br /&gt;
*Repeat the above step for the rest of the 6 dwarves you came with.&lt;br /&gt;
*Hint: Use a rock you brought with to make a kiln. Set a clay collection zone and set Collect Clay on repeat. Use the clay to make houses, instead.&lt;br /&gt;
*Dig your dwarves a 5x5 root cellar and place food stockpiles in them.&lt;br /&gt;
*Place a 10x10 farm plot by each dwarf's cabin.&lt;br /&gt;
*Dig a side hill mine for stone and ore, and make it go down 5 to 6 levels.&lt;br /&gt;
*BONUS: Make a huge 40x40 quarry and decrease size by 2 tiles for each level going down.&lt;br /&gt;
*Settler BONUS: Place 1x10 farm plots that all grow the same crop 1 tile from each other, channel between them, tap into a surface river, and voila. Western-style irrigation.&lt;br /&gt;
*See how long you can survive like this.&lt;br /&gt;
*Modding BONUS: Mod the raws and actually embark as humans.&lt;br /&gt;
*Naming BONUS: Name the fort 'Tombstone'.&lt;br /&gt;
*Modding BONUS: Mod the raws to make sentinents butcherable, cause a food shortage and attempt to recreate the Donner Party.&lt;br /&gt;
*Modding BONUS: Add dysentery.&lt;br /&gt;
*Mega Modding BONUS: Add guns and bullets of some sort.&lt;br /&gt;
As you can see, this challenge is similar to the City-States challenge below. Try 'em both and see which one you like better!&lt;br /&gt;
&lt;br /&gt;
===Aliens vs Predator===&lt;br /&gt;
Rise a civilization just to hunt [[demon]]s.&lt;br /&gt;
*Nothing to specify about preparation and early game.&lt;br /&gt;
*Your goal is to build a fortress that can produce 3 adamantine armor sets and some adamantine weapons of your choice.&lt;br /&gt;
*When everything is ready, find the most military skilled dwarves, give them adamantine equipment and training on your choice. They are The Hunters now.&lt;br /&gt;
**HINT: [[Danger room]] can be useful.&lt;br /&gt;
*Dig into Hell, if you haven't done it yet. Let the hunt begin!&lt;br /&gt;
**Bonus: Fortress should have several small corridors, so demons can [[Fun|troop round]] the hunters.&lt;br /&gt;
***DoubleBonus: When the hunt starts, open the main enterance to your fortress. Also make some kind of fortress-destruction mechanism connected to a lever. The last alive Hunter should pull it, so demons wouldn't reach the surface.&lt;br /&gt;
****Or would they?..&lt;br /&gt;
*Optional: If the Hunter(s) survive for a period (season, year etc.), close Hell with [[bridge]] and give the Hunters some kind of award. Also they're now supposed to be True Men.&lt;br /&gt;
&lt;br /&gt;
==Utter Dwarfiness==&lt;br /&gt;
Need new ways to behave or new techniques to dip your toes into? Give any or all of your starting 7 some quirks to live up to. Want to try making your Boss a hell-bent, paranoid despot? Or establish a routine mass murder of small animals to provide your fort with raw meat by a vaguely intimidating, estranged butcher?&lt;br /&gt;
&lt;br /&gt;
===Bandit Camp===&lt;br /&gt;
* Three or more Marksdwarves (perhaps with [[Ambusher|ambushing]])&lt;br /&gt;
* Embark site featuring places to hide&lt;br /&gt;
&lt;br /&gt;
Attack and loot every enemy sentient creature you can find, such as goblins &amp;amp; kobolds. Develop sneaky and even horrific methods of trapping and 'processing' friendly sentients (merchants, diplomats, and even migrants). Take no prisoners and leave no evidence of foul play.&lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
* All dwarves embark as peasants&lt;br /&gt;
* 7 or multiple of 7 of everything you bring (especially picks and axes)&lt;br /&gt;
* BONUS: Make one state for only nobles and force the other states to sustain it&lt;br /&gt;
&lt;br /&gt;
At the start your dwarves split everything equally and move to 7 different locales that are not interconnected. They have to mine their own rooms, plant their own crops, use their own craft piles. This will probably require a bit of cross-fertilization until you get [[door]]s and can lock everyone in, but after that it is every dwarf for him/herself!&lt;br /&gt;
&lt;br /&gt;
Burrows are very useful for this.&lt;br /&gt;
===Dwarftopia===&lt;br /&gt;
*Embark only with dwarves that have max skills, with no more than one miner; but bring extra copper picks.&lt;br /&gt;
*Separate the fortress into 2 parts: a vibrant city above, and a depressed slum below.&lt;br /&gt;
**BONUS: Reverse the order; elite dwarves get to live underground, while the poor have to scratch a living off the surface.&lt;br /&gt;
*Throw all low-skill immigrants into the pits, where they will spend the rest of their lives (unless called up for the draft).&lt;br /&gt;
*'''DO NOT UNDER ANY CIRCUMSTANCES''' let said immigrants socialize whatsoever with the Elite; so nobody (who matters) will be upset when they die.&lt;br /&gt;
**BONUS: Make it impossible for anybody to escape by using trapdoors to drop them in and bridge-a-paults for sending goods out (preferably with a carp-based sterilization system).&lt;br /&gt;
***MEGADWARFBONUS: Set it all up so that none of the 'elite' have to do any work; all their needs are met by the laborers.  Watch what happens and laugh as the laborers die out and high society breaks down.&lt;br /&gt;
****MEGAUBERLITERARYBONUS: build the community from &amp;quot;The Giver&amp;quot;, all dwarves keep all jobs they come with, 3-time troublemakers get &amp;quot;released&amp;quot; (spoiler alert) use magma instead of lethal injection, and remember, no death or pain! (mod the game for ultra control over marriage and jobs!)&lt;br /&gt;
&lt;br /&gt;
===Equaland===&lt;br /&gt;
* No embark requirements&lt;br /&gt;
* Construct a successful fortress&lt;br /&gt;
* All dwarves are given equal attention regarding quarters, dining, armament and burial&lt;br /&gt;
* One dwarf elected to be &amp;quot;The Leader&amp;quot; commands a lever system capable of killing a single dwarf of your choice in their room, however you wish&lt;br /&gt;
* Allow the Leader (your id) free reign on his power, enforcing impossible and unannounced criteria on your other dwarves with death being the only punishment&lt;br /&gt;
* BONUS: Construct a large sickle-hammer at the fortress enterance to show the regime.&lt;br /&gt;
&lt;br /&gt;
===Hermit===&lt;br /&gt;
* Spend points ONLY on ONE [[Pick]]&lt;br /&gt;
&lt;br /&gt;
A well known and popular challenge. Kill off 6 starting dwarves and any [[immigrant|immigrants]] as they arrive, and try to make a living for the last dwarf. Turn away merchants. If they don't leave, kill them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
To moderate difficulty, feel free to allow these exceptions:&lt;br /&gt;
* Keep one male and one female dwarf as the Dwarven Adam and Eve. &lt;br /&gt;
* Keep your starting seven, but no immigrants.&lt;br /&gt;
* Selectively admit dwarves based on name, profession, etc.&lt;br /&gt;
* Embark with an anvil as well.&lt;br /&gt;
* Become a lone fisherman. The old man and the sea.&lt;br /&gt;
&lt;br /&gt;
===Hunting Party===&lt;br /&gt;
* One Marksman+Ambusher&lt;br /&gt;
* One Cook+Farmer&lt;br /&gt;
* One Brewer+Farmer&lt;br /&gt;
* Four exclusively social dwarves&lt;br /&gt;
* Embark with no anvil, many hunting dogs, into a challenging biome (terrifying areas may have no supply of wood)&lt;br /&gt;
&lt;br /&gt;
===Immigration and customs enforcement===&lt;br /&gt;
* One miner/mason/architect&lt;br /&gt;
* One woodcutter/carpenter/architect&lt;br /&gt;
* Five military dwarves&lt;br /&gt;
* Embark into a canyon or on a road&lt;br /&gt;
* Don't embark with an anvil&lt;br /&gt;
&lt;br /&gt;
Spend the first year building fortifications to interdict traffic. Immigrants can build a town around you, but your original seven dwarves remain dedicated to their mission (purely military in purpose).&lt;br /&gt;
&lt;br /&gt;
*BONUS: Make the two areas self-sufficient of each other, no resource-sharing.&lt;br /&gt;
*BONUS: Make the main construction capable of dispatching any interlopers into the main building through drowning.&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Let Slip the Dogs of War&amp;quot;===&lt;br /&gt;
* No military Dwarves are permitted, including Fortress Guard.&lt;br /&gt;
* No weapons or armor may be forged, and any obtained from looting must be melted down.&lt;br /&gt;
* War dogs must be your only form of attack and defense.&lt;br /&gt;
** Bonus : No traps or defense mechanisms of any kind may be utilized, only dogs.&lt;br /&gt;
* Don't forget to cry &amp;quot;Havoc!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===28 Drinks Later===&lt;br /&gt;
&lt;br /&gt;
*Embark in an evil biome. Set up a wall around your camp. Never leave the perimeters. All migrants are survivors from the Zombie plagued cities, decide carefully whether to let them into your walls.&lt;br /&gt;
*Bonus: If you have &amp;quot;reason&amp;quot; to believe the migrants are [[noble|infected]], sacrifice them to [[Armok]]. Remember, he loves Magma!&lt;br /&gt;
*Bonus: Only Marksdwarves for defense, You shouldn't get near the zombies, they tend to bite. If they are wounded, they must be quarantined, and shall therefore die.&lt;br /&gt;
*AdvancedPlay: Embark in an evil biome near a necromancer, so you will occasionally be besieged by hordes of zombies.&lt;br /&gt;
**Bonus: Send one heroic guy to save the migrants from the zombies, like in 28 days later.&lt;br /&gt;
***Bonus: Keep a diary from one of the character's perspectives, to be read when the world is repopulated.&lt;br /&gt;
&lt;br /&gt;
===Master Of One===&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* All starting dwarves must have only one skill&lt;br /&gt;
&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* No changes are allowed on any dwarf's labor screen, except to ''disable'' hauling labors (enabling hauling is forbidden)&lt;br /&gt;
* All immigrants must stay with the profession(s) they arrive with&lt;br /&gt;
* All peasants must be activated into the military&lt;br /&gt;
&lt;br /&gt;
'''Variant:'''&lt;br /&gt;
*Only allow one dwarf for each skill to remain in your fort (1 mason, 1 miner, 1 farmer, etc.). Slaughter or draft all other dwarves.&lt;br /&gt;
&lt;br /&gt;
===Urist of All Trades, Master Of None===&lt;br /&gt;
Opposite of &amp;quot;Master Of One&amp;quot; above.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Pre-Embark:&lt;br /&gt;
* You may distribute points to as many skills as you want on each dwarf, but no more than 1 point on any skill (no dwarves above Novice).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Post-Embark:&lt;br /&gt;
* Enable all labors on all dwarves, at all times.&lt;br /&gt;
* Since only one of Mining, Woodcutting, or Hunting can be enabled at once, try to have an equal number of dwarves in each job. At least once every year, change them around, try to assign them to whichever they have the lowest skill in. Of course, you can leave out Woodcutters if there are no trees (but enable some if you reach a cavern with underground trees), and leave out Hunters if there are no huntable critters.&lt;br /&gt;
* Make/buy enough Picks, Axes, and Crossbows so any dwarf who wants to try Mining, Woodcutting, or Hunting can at any time.&lt;br /&gt;
* Shuffle around your Administrators yearly, or whenever you notice them getting too skilled in their jobs. You can check the personalities of your replacements to make sure they're at least capable of learning appropriate social skills for the job.&lt;br /&gt;
* Draft any (or better yet, every) dwarf into the military. Use the default uniforms. You can only add Individual Choice Melee/Weapon/Ranged, do not assign specific weapons. Keep a variety of weapons in your stockpiles (including any exotic weapons from other races) so your soldiers have plenty to choose from. Periodically switch out your Militia Commander/Captains and squad leaders, so everyone gets a chance to lead. Unless there is a siege, only 1 squad can be active/training at any time.&lt;br /&gt;
* Always have some areas designated for Digging/Channeling, tree Cutting, Smoothing/Detailing, and Plant gathering, so dwarves can practice Mining, Woodcutting, Stone Detailing, or Herbalism whenever they want.&lt;br /&gt;
* No workshop restrictions via profiles or burrows. Let anyone work anywhere they want, regardless of skill level.&lt;br /&gt;
* Try to build at least 2 of every type of workshop, so if a moody dwarf claims one, other dwarves can still have a chance to try that kind of work.&lt;br /&gt;
* BONUS: If any dwarf manages to become Legendary, disable the labor(s) associated with that skill. If one reaches Legendary in a weapon or other combat skill, discharge them from the military. You may re-enable the labor(s) (or re-enlist) ONLY if the skill rusts all the way back down to Novice.&lt;br /&gt;
* SUPERBONUS: Set that skill threshold lower, (e.g. Master, Expert) depending on your own masochism.&lt;br /&gt;
&lt;br /&gt;
===Monarch with a grudge===&lt;br /&gt;
* Forbid any and all use of stone and metal&lt;br /&gt;
* No exposed tile may be labeled &amp;quot;Underground&amp;quot;&lt;br /&gt;
* Artifacts containing stone and metal are to be destroyed '''utterly''' (magma or the [[Dwarven atom smasher|DAS]])&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nay, no ponderous stone doors or shining silver arcades, not while I live!&amp;quot;&lt;br /&gt;
The new king has decided rocks and metals can no longer be used in construction. He'll be overthrown shortly, but in the meantime construct your fortress without them.&lt;br /&gt;
&lt;br /&gt;
'''Variants'''&lt;br /&gt;
* Embark with no construction materials, into an area devoid of trees.&lt;br /&gt;
* Construct a fortress made entirely out of glass. Try not using magma or limit yourself only to clear and crystal glass.&lt;br /&gt;
* Build with soap bars. Show those elven traders just how much you despise their philosophies by building with stuff derived from dead trees ''and'' dead animals. Cats are an excellent source of tallow.&lt;br /&gt;
* Choose one type of rock, one type of metal, one type of gem, one type of wood, and optionally one type of glass. All constructions can only use those types in their construction. An easy way to enforce this with stone is to mark all but your choice &amp;quot;Economical&amp;quot;.&lt;br /&gt;
* Bonus points: Stone is forbidden along with digging&lt;br /&gt;
&lt;br /&gt;
===Noblesse requiro===&lt;br /&gt;
* Construct a fortress only to please nobles (who, for the sake of this challenge, are all criminally psychotic)&lt;br /&gt;
* Criminals who deserve justice should be incarcerated, tortured, and executed for ''any'' offense. Use your imagination for every step of the process. Remember, there is no right to a fair and speedy trial in Armok's eyes.&lt;br /&gt;
* All Nobles must be treated to the highest quality living conditions&lt;br /&gt;
* All others must be treated to the bare minimum needed to physically keep them alive&lt;br /&gt;
* Elected nobles are to be treated as regular dwarves, but mandates hold equal sway regarding justice&lt;br /&gt;
&lt;br /&gt;
===Urist McHoHoHo===&lt;br /&gt;
* Embark in a glacier biome&lt;br /&gt;
* Take at least 3 craftsdwarves to serve as Santa's Elves. &lt;br /&gt;
* Export as many toys as possible. These are your only permitted trade good.&lt;br /&gt;
* Bonus: Use this Christmas-themed tileset: [[User:Sphr/gfx set#Christmas_Special_2007]]&lt;br /&gt;
* Bonus: Cycle nobles frequently, use their mandates as people's wish lists.&lt;br /&gt;
* Bonus: Capture a male and female reindeer and begin a breeding program.  Create a pen/pasture with your eight current &amp;quot;chosen&amp;quot; ones.&lt;br /&gt;
* Mega Bonus: Use [[Olivine]], [[Serpentine]], [[Bauxite]], [[Kaolinite]], [[Cinnabar]], [[Petrified wood]], [[Realgar]], (red and green) to build your fortress.&lt;br /&gt;
* Dwarven Spirit Bonus: Edit the raws to embark with [[elves]]. Utilize elf labor to craft your toys.&lt;br /&gt;
* Mega Dwarf Bonus: Embark with a group of elves, choose the fattest elf to be Santa. Clothe him in reindeer wool clothing, dyed red, with accents of un-dyed wool. Feed him ☼Longland Flour Cookies☼ and reindeer milk. Build a brick fireplace and burn coal for a warm cozy fire. Train Santa to be a legendary pump operator to make him flash red.&lt;br /&gt;
&lt;br /&gt;
===Sitting on trees===&lt;br /&gt;
* Construct a wooden &amp;quot;tree&amp;quot; or several, spanning many (a dozen or so) z-levels&lt;br /&gt;
* Establish a successful fortress not inside, but around, these constructed trees&lt;br /&gt;
&lt;br /&gt;
===The Mad Butcher===&lt;br /&gt;
* One dedicated Butcher+Tanner&lt;br /&gt;
* Minimal supplies and skills, so you can bring...&lt;br /&gt;
* As many puppies and kittens you can afford&lt;br /&gt;
* All food-gathering skills (except your Butcher+Tanner and Brewing) are forbidden&lt;br /&gt;
&lt;br /&gt;
Caging your animals will increase performance to prepare a suitable butchery. Construct a wide, deep shaft to be zoned as an animal pit. At the bottom, outfit an isolation chamber complete with food and alcohol stockpiles, a bed, a butchery and a tanner's workshop. An active well will prevent mishaps. You should include during the construction either an airlock chamber (to enable the butcher to pass on food) or a second pit where the butcher dumps his created food. After construction, seal your butcher+tanner inside and live only off of his work.&lt;br /&gt;
BONUS: Embark in an evil region.&lt;br /&gt;
&lt;br /&gt;
===The Night's watch===&lt;br /&gt;
Make a replica of The Wall from the novel series &amp;quot;A Song of Ice and Fire&amp;quot;&lt;br /&gt;
* Embark on area with north half of terrifying glacier area and south half of some non-evil taiga.&lt;br /&gt;
* IMPORTANT: build a HUGE ice wall to cut the north half away&lt;br /&gt;
* BONUS: assign each dwarf to one group: rangers, stewards, builders where rangers go regularly ranging to the other side of The Wall, builders build it (duh) and stewards do everything else&lt;br /&gt;
* MEGA BONUS: All of your dwarves have to have basic 1-year battle training after which are they assigned to some group and start to be somewhat useful&lt;br /&gt;
&lt;br /&gt;
===The World is Flat===&lt;br /&gt;
* No pre-embark requirements&lt;br /&gt;
* You'll probably want a region with lots of hills/mountains. &lt;br /&gt;
* You may only work/build/live on the original Z level where your wagon was&lt;br /&gt;
* No moats allowed, as this requires a channel, which goes below your z-level&lt;br /&gt;
&lt;br /&gt;
===Hunter and Gatherer===&lt;br /&gt;
Pre-Embark (World-Gen)&lt;br /&gt;
* Try creating a world in year 1 (optional)&lt;br /&gt;
Post-Embark&lt;br /&gt;
* Everything allowed except Farming and Cattle Breeding.&lt;br /&gt;
Bonus&lt;br /&gt;
* BONUS: Embark in a desert, so only hunting and (aquifer) fishing.&lt;br /&gt;
** Extra Points: Don't fish in the aquifer. How could the turtles get there anyway?&lt;br /&gt;
** Create a huge pyramid and sacrifice living beings or valuables to Armok for rain by dropping it in the hollow inaccessible pyramid from the top.&lt;br /&gt;
*** Extended version: Fill the pyramid with magma!&lt;br /&gt;
** Create lines like the Nazca to honour Armok, so he will send some rain (maybe).&lt;br /&gt;
* BONUS: No Mechanics and only limited (i.e. only copper) or no metalworking.&lt;br /&gt;
* BONUS: Live underground in the caverns. Create there little huts out of rock and shrooms&lt;br /&gt;
&lt;br /&gt;
===Cave Men===&lt;br /&gt;
Pre-Embark&lt;br /&gt;
An Overworld accessible cave&lt;br /&gt;
&lt;br /&gt;
Post-Embark&lt;br /&gt;
Go into the cave with all your dwarves, and try to survive the harsh environments of the new cave systems.&lt;br /&gt;
You can't use items from ground zero, all wood must be harvested in the caves, along with food.&lt;br /&gt;
&lt;br /&gt;
*Bonus: no trading, who wants to enter that creepy cave anyways?&lt;br /&gt;
*MEGA BONUS: No dogs and no warrior dwarves.&lt;br /&gt;
&lt;br /&gt;
===Fort wars!===&lt;br /&gt;
&lt;br /&gt;
*The initial 7 create 2 forts on opposite sides of a map.&lt;br /&gt;
&lt;br /&gt;
*After the initial 7, 1/2 of all immigrants get assigned to a burrow that encompasses one of the forts. New children get assigned to their parents' fort. Each fort is self-sustaining and produces their own goods. Then it turns into a competition to see which fort can produce the most wealth. &lt;br /&gt;
* Nobles are given free reign and will be quartered in the winning fort.&lt;br /&gt;
* Make a giant wall separating the forts above ground. On one side of the wall is an artificial lake made of water and on the other, one made of magma. Call forts Reliable.Excavation.Demolition and Builders.League.United.&lt;br /&gt;
** Bonus points if you make residents of both sides wear only team colors.&lt;br /&gt;
&lt;br /&gt;
===Deep dwarves===&lt;br /&gt;
Following the embark, lock yourself up under the ground.&lt;br /&gt;
Don't let any of your dwarves go outside. Let invaders into your underground maze of doom!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Dig deeper and deeper, abandoning the upper levels and rebuilding your fortress as you get more deep.&lt;br /&gt;
*MEGA BONUS: create a caste of deep dwarves (nobles?), who will only live on the bottommost levels.&lt;br /&gt;
&lt;br /&gt;
===Earth Mover===&lt;br /&gt;
*Do what you need to get a huge guild of miners&lt;br /&gt;
*Dig every square in the map.&lt;br /&gt;
**Hint: you might want to turn cave-in on&lt;br /&gt;
**Another hint: Do you really want to put your castle up there, when your dwarves are digging down there?&lt;br /&gt;
&lt;br /&gt;
===Minimalist===&lt;br /&gt;
The opposite of Earth Mover&lt;br /&gt;
*Only dig a stone you need&lt;br /&gt;
*There should be no unused stones on the map&lt;br /&gt;
*BONUS: No spare items or furniture also&lt;br /&gt;
*MEGA-BONUS: No wars, as war leaves corpses and other useless crap&lt;br /&gt;
&lt;br /&gt;
===Oh, The Humanity!===&lt;br /&gt;
*Live like humans do.&lt;br /&gt;
*Make about half of your buildings out of wood- structures that serve no defensive purpose, such as  workshops, meeting halls, dining halls, the homes of the serfs and peasants etc. should be wooden. You can also divide a large building up as sensible- you might make the main structure of a castle or wall out of stone for strength, then make the interior detailing, shacks, and other &amp;quot;addon&amp;quot; buildings out of wood. The important thing to keep in mind is that for humans, drafty, damp stone buildings are sometimes a functional necessity, not something they prefer.&lt;br /&gt;
*Build an aboveground outer wall of wood to start- you can replace it with stone once you reach fifty individuals.&lt;br /&gt;
*Underground areas are ONLY for mining shafts, root cellars, plumbing/mechanics, and perhaps a secret passage for your nobles to take in emergencies. No workshops, living spaces, or large-scale storage allowed.&lt;br /&gt;
*Most of your mining for ore and minerals should be done quarry-style, as humans are not well-suited to long-term underground life. A quarry should be a big, wide-open pit, shaped like an inverted pyramid, with a ramp leading out, so you don't feel boxed in and claustrophobic. Don't worry about the ecological impact of your surface strip mining.&lt;br /&gt;
*An exception to the mining rule is excavation for purposes of putting up outdoor buildings- so you can carve away a cliff wall to make room for a building, but you can't actually build *into* the wall like a dwarf would, so channel that natural dirt/stone roof out!&lt;br /&gt;
*All farming must be done with surface plants. No underground plants.&lt;br /&gt;
*Humans need several pubs so they can go bar hopping in their free time- they get bored with just one. Make sure you have a separate pub for every 15 individuals.&lt;br /&gt;
*Unlike dwarves, few humans have enough beard to hide their naughty bits when they run around naked. Make sure your humans have enough clothing to wear at all times.&lt;br /&gt;
*Finally, you need an aboveground castle. Early on, a small building will suffice but by the time royalty arrives, you'll need to have at least begun constructing a castle worthy of their station.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Humans enjoy bathing. If there is no pond inside your walls, build a channel to carry fresh water to an artificial pond so your people have a place to cleanse themselves. Build a 1-level waterfall in it so they can shower, and stock soap nearby.&lt;br /&gt;
*BONUS: Every family has its own house. Each house has a &amp;quot;sink&amp;quot; (well), garage (shack) filled with owned tools, a driveway leading to the main thoroughfare, etc. Multiple-floor apartment buildings for the poor/immigrant dwarves. Once they become useful, they become &amp;quot;wealthy&amp;quot; and are moved to better housing. If they get married, they are moved to better housing for a year - if they're not &amp;quot;wealthy&amp;quot; by then, their house is foreclosed. If they arrive married/with kids, they get cheap housing anyway.&lt;br /&gt;
*BONUS: Humans, as opposed to the elves reverence for nature and the dwarves utter disregard for it, actually believe it is their duty to pollute and destroy nature.&lt;br /&gt;
**Designate large refuse stockpiles and garbage dumps in the wilderness, and fill them. &lt;br /&gt;
**Chop down enough trees to piss off the elves every once in a while. &lt;br /&gt;
**Fill the map with paved roads. Pavement rules!&lt;br /&gt;
&lt;br /&gt;
*MEGABONUS: The ultimate in human engineering. Build a 5-level above-ground mega-mall displaying all your salable wares. Build various stores for your goods, back room storage, a wishing pool for the main atrium, a food court with several &amp;quot;restaurants&amp;quot; specializing in specific foods and meals, a hair salon, a bank, and a security office staffed with rent-a-cops. Come up with more if you feel like it.&lt;br /&gt;
**UBER-ULTRA-BONUS: Give all the mall's stores security doors that can be controlled from the security office, for instant lockdown in case of a shoplifter. Can't have too much security!&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=61614.0 Orbital Defense Network] ===&lt;br /&gt;
&lt;br /&gt;
Build a 40z-level high magma rain-dropper. Build reservoirs connected to a volcano with retractable bridges at the bottom to drop magma on invaders! In a 50 tile wide hexagonal system, a 4x4x4 is all that is needed per reservoir.&lt;br /&gt;
&lt;br /&gt;
=== Dwarven Prison ===&lt;br /&gt;
Faced with rising criminal rates the king has decided to go for a zero-tolerance policy. He sent out seven dwarves to build and manage a prison to hold the worst of the worst criminals of dwarvenkind.&lt;br /&gt;
&lt;br /&gt;
* Only your initial 7 dwarves may do any work&lt;br /&gt;
* All immigrants are treated as inmates sentenced to lifelong prison sentences. Yes, even the children. Don't ask, you are just doing your job and who are you to criticize the glorious dwarven justice system?&lt;br /&gt;
* Every inmate is locked up in solitary confinement within his/her own &amp;lt;strike&amp;gt;bedroom&amp;lt;/strike&amp;gt; cell with only a bed and a forbidden metal door. Metal bars instead of walls are optional.&lt;br /&gt;
* Inmates have to be kept alive in their cells, but don't pamper them: Make them live on a diet of water and raw plump helmets. Feed them by dumping the plump helmets through holes in the cell ceilings or using an airlock system. Water can be provided through a water hole in the floor leading to a sewer system.&lt;br /&gt;
* Should an inmate [[tantrum|start to rebel]] the &amp;lt;strike&amp;gt;[[sheriff]]&amp;lt;/strike&amp;gt; chief warden should restore discipline with an iron hand.&lt;br /&gt;
* It won't take long until a few inmates start to [[strange mood|go insane]] from sensory deprivation. Too bad for them.&lt;br /&gt;
*BONUS: build a lever for mad dwarves to commit suicide by cave-in&lt;br /&gt;
*SUPERBONUS: Have one of your dwarves escape the prison through a tunnel hidden by an engraving&lt;br /&gt;
*SUPERMEGABONUS: Make the escaped dwarf a legendary Bookkeeper and Stonecrafter.&lt;br /&gt;
&lt;br /&gt;
=== Cavernous Dwarves ===&lt;br /&gt;
A version of ‘Deep Dwarves’ and ‘Cave Men’, this challenge takes advantage of the large, underground caverns you find when you dig deep enough.&lt;br /&gt;
&lt;br /&gt;
*Dig out a few rooms near the surface to hold all your starting goods and move them all underground as quickly as possible. (Don’t forget to disassemble your wagon.)&lt;br /&gt;
*Designate a meeting area underground so that none of your dwarves will be on the surface and then remove the stairs/ramps leading up.&lt;br /&gt;
*Start digging.  Dig until you find the underground caverns (around lvl 10 - 15 depending on your map).&lt;br /&gt;
*Treating the caverns as ‘outside’, build your rooms and halls with windows looking into the caverns/underground lakes.&lt;br /&gt;
*Try as much as possible to not disturb the natural formations of the caverns.  Building around a pillar is fine, carving out a pillar and building inside of it is fine, but avoid removing pillars.  Use the cavern floor as your main hallway.&lt;br /&gt;
*Starting with at least one combat-ready dwarf is advisable (you may want more than one) as there are creatures lurking around every corner.&lt;br /&gt;
*'''BONUS POINTS''': Construct a castle in a large cavern to house your nobles and make sure that all their rooms/offices overlook the working peasants.&lt;br /&gt;
*'''Extra Room Challenge''': If you are looking to expand the caverns, you may drain lakes into magma seas. (WARNING: This is a frame-rate killer!!!  If you try this, make sure to disable the auto-pause/re-centering for collapsing cavern messages, and expect it to take a long time to complete.)  Once you have one or more lake drained, you will likely have doubled the size of available caverns to build in.&lt;br /&gt;
*Optional: you can have 1 year above surface&lt;br /&gt;
&lt;br /&gt;
=== Roman Empire ===&lt;br /&gt;
This challenge tries to emulate Europe during the Roman Era.&lt;br /&gt;
&lt;br /&gt;
*All new male non-noble dwarves must be conscripted into the military for a period of no less than a year. Your initial seven are exempt, as they may be thought of as having fulfilled their military duty earlier in life.&lt;br /&gt;
*Steel, Aluminum, and Pig Iron are banned.&lt;br /&gt;
*All full-time military dwarves must have a matching set of iron platemail ([http://en.wikipedia.org/wiki/Lorica_segmentata lorica segmentata]) and iron short swords.&lt;br /&gt;
**All conscripted dwarves must have a full set of leather armor (material doesn't matter) and wooden crossbow.&lt;br /&gt;
***BONUS: All conscripted dwarves must have bows and arrows instead of crossbows and bolts. Trade with the filthy [[elf|Gauls]] for them.&lt;br /&gt;
*BONUS '''Peloponnesian War''': All full-time military units may only wear bronze armor and use spears.&lt;br /&gt;
*BONUS '''Aztec Empire''': All military may only use jaguar leather armor, obsidian short swords, bows, and copper war hammers.&lt;br /&gt;
*BONUS '''Dwarven Aztecs''': Dwarves can only wear cat leather products (Yes, even armor) and the military can only use weapons up to steel metal.&lt;br /&gt;
**MEGA BONUS '''Pre-Historical''': All metal production is banned.&lt;br /&gt;
&lt;br /&gt;
=== Incompetent Advisors ===&lt;br /&gt;
After wrongly advising the king about which stones were safe from magma's fiery heat, he sent you off with a party of six others, most of which never made it out of dwarf high.&lt;br /&gt;
&lt;br /&gt;
*Using the wiki and asking questions on the forums are forbidden!  The king only laughs when your inquiries arrive.  You only know what you knew from the start, anything else has to be tested with experiments&lt;br /&gt;
**BONUS only embark with peasants and only accept immigrants with adequate or lower skills.  &lt;br /&gt;
***MEGABONUS when the king comes (to apologize) decide he isn't sincere and dump him into the magma with his advisors (anyone who comes with him)&lt;br /&gt;
&lt;br /&gt;
===Steve Jackson's Dwarfanoia===&lt;br /&gt;
*Make colored layers for the dwarves to live in Black (infrared), red, yellow orange green blue EVERYTHING in each layer must be that color a purple computer is at the &amp;quot;best&amp;quot; layer&lt;br /&gt;
** If you see a dwarf leave his color to go to a nicer one kill them. &lt;br /&gt;
*** Bonus: make it impossible to function without crossing the color boundary once in a while.  (bedroom must cross a blue hallway or something)&lt;br /&gt;
**** hey wait, didn't the blue dwarves make the purple computer? and its room?&lt;br /&gt;
** decide with random goals or by random when dwarves may go to the next color&lt;br /&gt;
** Bonus: everybody in the black level should be miserable -- the red should be merely unhappy, the yellow and orange mildly happy, and green and blue ecstatic. &lt;br /&gt;
* computer is in charge of random death traps&lt;br /&gt;
* encourage grudges between dwarves&lt;br /&gt;
** put dwarves with grudges in the same military unit&lt;br /&gt;
*Sheriff is the most deadly dwarf (and everybody other than soldiers go in civvies)&lt;br /&gt;
*Bonus make a weapons testing area which may kill the dwarves or give them awesome weapons via untested modding.&lt;br /&gt;
** Extra bonus -- the weapons are all either effective or deadly.&lt;br /&gt;
*Mega bonus -- have the computer give a sign to check happiness.  Press &amp;quot;v&amp;quot; if the first dwarf it finds is unhappy or had an unhappy thought kill them.&lt;br /&gt;
&lt;br /&gt;
Notes: I think you have to mod [mostly from scratch) for orange, so instead you may make cheap stone layer, flux stone etc.,  or just skip orange.&lt;br /&gt;
&lt;br /&gt;
===Paladins===&lt;br /&gt;
* Decide which dwarves are paladins and which are support -- paladins refuse to work and support may not fight&lt;br /&gt;
* Embark to an evil (preferably terrifying) locale&lt;br /&gt;
* Nothing evil may live&lt;br /&gt;
** How to define evil: standard -- use the wiki -- if it says that it lives specifically in an evil climate, it is.&lt;br /&gt;
** Bonus - include trees&lt;br /&gt;
** Bonus - all non-good&lt;br /&gt;
** Bonus - all non-dwarf&lt;br /&gt;
** Bonus - all non-controlled dwarf&lt;br /&gt;
** ULTRA-bonus - all non-related to the 7 first dwarves&lt;br /&gt;
* No profit may be made from anything evil -- that includes trees and plants.&lt;br /&gt;
* If all paladins die, end your game -- the other dwarves have no purpose there and will leave/ commit suicide&lt;br /&gt;
* How long will you survive?&lt;br /&gt;
&lt;br /&gt;
===Survivor Dwarves===&lt;br /&gt;
Dwarves try to survive, stranded on an uninhabited island.&lt;br /&gt;
&lt;br /&gt;
* Find an island in your generated world (or keep making worlds until at least one island appears).&lt;br /&gt;
* Try to ensure that there are no neighbors on the island (except other dwarves, of course).&lt;br /&gt;
** Bonus: try to find an island that only has hostile neighbors (i.e. [[goblin|goblins]], [[Kobold|kobolds]], [[Evil#Evil|evil]]).&lt;br /&gt;
* Take only the bare essentials along with you (see [[Challenges#Minimalist.2FSurvivalist_build|Minimalist/Survivalist]] build above).&lt;br /&gt;
** Bonus: only peasants managed to survive the incident which landed your dwarves on the island (see [[Challenges#Peasantry|Peasantry]] above).&lt;br /&gt;
* NO TRADING! Ignore the dwarven traders that come (or kill them).&lt;br /&gt;
* [[immigrant|Immigrants]] are now other survivors; limit the number of survivors your island can have (either by changing the population cap or just killing off new immigrants).&lt;br /&gt;
** Bonus: play 'Survivor' with your dwarves and have them vote a dwarf 'off the island' once a month (or some other frequency).&lt;br /&gt;
*** Bonusx2: tribal colony sacrifices any dwarf that is 'voted off'.&lt;br /&gt;
** Bonus: new survivors (immigrants) are a rival survivor band (or tribal dwarves) that are trying to steal your supplies/kill you. Kill them or sacrifice them to Armok!&lt;br /&gt;
&lt;br /&gt;
* Bonus: try to build large outdoor fires to signal rescue craft.&lt;br /&gt;
* Bonus: if a new mayor is elected, sacrifice the old mayor for 'failure to ensure the rescue of the survivors.' (Obviously you will need a large enough population to be able to have mayors).&lt;br /&gt;
&lt;br /&gt;
===Venice===&lt;br /&gt;
Build a perfect replica of Venice.&lt;br /&gt;
&lt;br /&gt;
*Building next to a river-side, carve out canals and make a picture-perfect replica or Venice, down its basilicas and plazas.&lt;br /&gt;
*Make sure to have an expansive glass industry.&lt;br /&gt;
&lt;br /&gt;
* Bonus:  make models of other famous historical-era cities.&lt;br /&gt;
&lt;br /&gt;
===Dwarf Hoarder Challenge===&lt;br /&gt;
(edit and improve this please)&lt;br /&gt;
&lt;br /&gt;
Step 1: Embark with 7 proficient miners and 7 picks.&lt;br /&gt;
&lt;br /&gt;
Step 2: Once you reach the outpost location, strip the outside world of all valuable minerals.&lt;br /&gt;
(valuable = metal ores, gems and anything else that you can make a decent profit from)&lt;br /&gt;
&lt;br /&gt;
*BONUS : Ravage the land! Take everything! Cut down every tree, gather all the plants! Leave NOTHING outside!&lt;br /&gt;
&lt;br /&gt;
Step 3: Mine deep underground and make a very large room to store all of your wealth in.&lt;br /&gt;
&lt;br /&gt;
Step 4: Kill and loot the bodies of all migrants and caravans that come to your fortress and take it down into the stockpile&lt;br /&gt;
&lt;br /&gt;
*BONUS: Put all nobles that arrive in cage traps in your stockpile.&lt;br /&gt;
&lt;br /&gt;
Step 5: Do what you did in step two, but underground!&lt;br /&gt;
&lt;br /&gt;
Step 6: Install over complicated, dwarfy defenses to your underground stockpile.&lt;br /&gt;
&lt;br /&gt;
Step 7: Continue until the King or Queen arrives.&lt;br /&gt;
&lt;br /&gt;
Step 8: Cage them and store them in the stockpile.&lt;br /&gt;
&lt;br /&gt;
*BONUS: Cast them in obsidian and have the obsidian mined and carved into masterwork statues.&lt;br /&gt;
&lt;br /&gt;
**MEGABONUS: Make them statues of the nobles you have captured thus far. (Including the king or queen.)&lt;br /&gt;
&lt;br /&gt;
Step 9: Continue until your fortress crumbles in a spectacular and hilarious way.&lt;br /&gt;
&lt;br /&gt;
Step 10: Brave your defenses in adventure mode and gain access to your great fortune!&lt;br /&gt;
*BONUS: Make sure one of the founding dwarfs survives, after possibly killing every other founder, so you must fight the berserk HoardLord to get the fortune!&lt;br /&gt;
&lt;br /&gt;
*BONUS: Make a system so the nobles stay alive.&lt;br /&gt;
**MEGABONUS: Make a system so the nobles can be set free.&lt;br /&gt;
***MEGADWARVENBONUS: Make that system be part of the defenses so when you get to the stockpile the nobles are released and tear you apart.&lt;br /&gt;
&lt;br /&gt;
NOTE: Modding may be required so the nobles stay there and so that you may release them.&lt;br /&gt;
&lt;br /&gt;
===You Can't Teach an Old Dwarf New Tricks===&lt;br /&gt;
* Never enable new labors.&lt;br /&gt;
* You may disable labors, but never re-enable them. Disabled labors on your Broker/Expedition Leader to stop distractions from them meeting the Caravan/Trade Liaison? Now, diplomacy is all they're good for.&lt;br /&gt;
* Only dwarves who already have combat skills when they immigrate/embark may join the militia. Assign whatever armor you want, but only assign them weapons they are already skilled with, NOT &amp;quot;Individual Choice&amp;quot;. They're skilled in some foreign weapon, like blowgun? Better try your darndest to get them a blowgun if you want them to be useful!&lt;br /&gt;
* &amp;quot;I have tenure&amp;quot; - The Nobles/Administrators you appoint keep their positions for life, even if somebody with better skills/personality shows up. You can only appoint new dwarves when the position opens up due to the previous Noble's death/madness. [[Unfortunate_accident|Intentionally forcing the position open]] is against the rules of this challenge.&lt;br /&gt;
&lt;br /&gt;
EASYMODE variations:&lt;br /&gt;
* Enable whatever labors you want on your starting seven, regardless of the skills you've given them, to make sure all your initial bases are covered. You can only do this right at the start of the game though, as soon as you unpause you're stuck with your choices.&lt;br /&gt;
* When immigrants show up with multiple skills, often only the labors associated with the highest-ranked skills will be enabled. Go ahead and enable all the labors in which the dwarf has at least Novice skill. However, you can only do this right when the immigrant first arrives (while there is a flashing X over the character).&lt;br /&gt;
* Unskilled Peasant immigrants and dwarven children who grow up may be assigned ONE labor. You can only do this right when they show/grow up, so check the population on your status screen to see what jobs your fortress is lacking, and choose carefully. If you play without this variation, your Peasants are destined to be nothing more than haulers/cleaners (and harvesters if you have the &amp;quot;all dwarves harvest&amp;quot; standing [[order]] enabled), or deadbeat welfare bums if you disabled their labors for some reason.&lt;br /&gt;
** SUPEREASYMODE variation of the above: new Peasants may be assigned 1 labor Category, ex. press shift+enter on the Stoneworking category to enable Masonry and Stone Detailing.&lt;br /&gt;
&lt;br /&gt;
===Live Artillery===&lt;br /&gt;
*Build a fortress&lt;br /&gt;
*Retire or abandon it, with plenty of pits left open/cage traps left lying around/ other traps&lt;br /&gt;
*Go into adventure mode, find a creature with a ranged attack, chop at its limbs without killing it.&lt;br /&gt;
*Before or after this, drag or lure it into the fortress pit/trap.&lt;br /&gt;
*Reclaim the fortress. Use the new live artillery piece to great effect.&lt;br /&gt;
*Repeat.&lt;br /&gt;
**Bonus: only megabeasts will do as artillery pieces.&lt;br /&gt;
&lt;br /&gt;
===Wood-free challenge===&lt;br /&gt;
Simple: your dwarves cannot harvest or use [[wood]], or any wooden items. Non-artifact [[bed]]s are out, which will significantly reduce the happiness of your dwarves. Without charcoal, your furnaces will need to depend upon coal or magma--don't forget to bring a bar of coke to jumpstart your industry if you're using coal. You'll need to brew your alcohol on site using stone pots (to avoid buying wooden barrels on embark). Without [[windmill]]s and [[waterwheel]]s (and [[axle]]s), powered machinery is not possible. A fair number of [[strange mood]]s will prove impossible to complete without wood; you'll need to be ready to deal with the consequences. [[Noble]]s will be particularly problematic since their demands for a bedroom will have to be ignored.&lt;br /&gt;
&lt;br /&gt;
===Evil Fortress===&lt;br /&gt;
Create an evil fort that everyone will wonder what it's all about&lt;br /&gt;
*make everything underground, nothing can be built in plain view of the surface&lt;br /&gt;
*only export can be weapons&lt;br /&gt;
*half the populus must be trained in the military&lt;br /&gt;
*dwarves start off with picks, weapons, food and one type of seed&lt;br /&gt;
*dwarves must be trained in a weapon skill on embark&lt;br /&gt;
*create deathchambers and have a strict prison policy&lt;br /&gt;
*make sure to sacrifice dwarves to the god armok&lt;br /&gt;
&lt;br /&gt;
===Fort Uriststrad===&lt;br /&gt;
Styled off of the many fortresses that dot the landscape of Skyrim.&lt;br /&gt;
*Embark on a cold or freezing biome&lt;br /&gt;
*The fort must be styled like a medieval castle, aboveground and near a river with roads going from one side of the map to another&lt;br /&gt;
*There must also be a gate and towers on the perimeter of the fort.&lt;br /&gt;
*Train up your dwarves, or assign military skills at embark. The dwarf with the best skills will be your &amp;quot;chief&amp;quot;&lt;br /&gt;
*Should a dwarf gain better military skills than the chief, he will be appointed the chief and your current chief can either do a battle to the death or step down.&lt;br /&gt;
*Have a trade outpost, but kill all non-dwarvish factions. Same with any non-dwarvish sentients that come within your fort's reach. Migrants and Caravans are to be considered as other bandit tribes wishing to join/trade with your bandit empire.&lt;br /&gt;
*Most dwarves should either be proficient bowmen or one-handed weapons with a shield.&lt;br /&gt;
*All non-combat dwarves are considered prisoners and work in a lower part of the dungeon&lt;br /&gt;
*BONUS: Initiate a human siege&lt;br /&gt;
**MEGABONUS: If the fort falls to a siege, come back in adventure mode and kill all the occupants + steal their stuff.&lt;br /&gt;
&lt;br /&gt;
===Rage against the Heavens [MAJOR Spoilers]===&lt;br /&gt;
Those pesky gods keep bring demons into the world to lead those stupid goblins. It is time to show them who's really boss.&lt;br /&gt;
* In [[fortress mode]], successfully colonize [[Hell]]. Retire the fortress.&lt;br /&gt;
* In [[adventurer mode]], clear a [[vault]]. Bring all [[divine metal]] items and the artifact slab found in the vault back to your fortress. Retire the adventurer.&lt;br /&gt;
* Un-retire the fortress. Melt down all the divine metal, and construct a monument in Hell out of it.&lt;br /&gt;
* Place the artifact slab in the center of the monument.&lt;br /&gt;
* [[cave-in|Drop]] the entire monument into an eerie pit.&lt;br /&gt;
&lt;br /&gt;
==Arbitrary Law==&lt;br /&gt;
Rule your fortress with a Soapen Fist! Or see how far you get until a (voluntary) significant flaw sends you into an inevitable sadness spiral. Whatever it is, be sure to stick by it or you'll be meeting the Hammerer.&lt;br /&gt;
&lt;br /&gt;
===Work with what you have===&lt;br /&gt;
* Build for one year as you normally would. Be as efficient as you like.&lt;br /&gt;
* At the end of the year, no more mining, constructing, or anything else.&lt;br /&gt;
* Wood may be gathered&lt;br /&gt;
* Walls may be constructed, but can only be used in already-existing constructions, like dividing a room into multiple separate rooms&lt;br /&gt;
* No new aboveground/belowground space-creation. You may only use the space you mined out in the first year&lt;br /&gt;
This challenge forces you to utilize space you haven't before. A large 5x hallway may be converted into a 1x with bedrooms on either side. Whatever you have to do to fit your current population. Be sure to build without any thought into the future of the fortress when you can no longer build. Instead, make it as hard as possible.&lt;br /&gt;
Variations:&lt;br /&gt;
* you may build aboveground to a maximum of two stories above ground. Make big slums/refugee camps/bazaars. Anything that involves mass-small-one-story-buildings&lt;br /&gt;
* you may increase/decrease the time before you can no longer dig or build new space&lt;br /&gt;
* (decreased difficulty) you may plan ahead&lt;br /&gt;
&lt;br /&gt;
===DSPCA===&lt;br /&gt;
* [[Animals]] are forbidden from the fortress&lt;br /&gt;
* Animals following immigrants cannot enter the fortress&lt;br /&gt;
* Lethal traps forbidden, caged non-sentients must be immediately released&lt;br /&gt;
* Butchery is forbidden, but leatherworking is allowed&lt;br /&gt;
&lt;br /&gt;
Rather than forbidding immigrant pets from entering, you can choose to deal with the owner of that pet instead for a more sadistic challenge.&lt;br /&gt;
&lt;br /&gt;
===Commune===&lt;br /&gt;
* After embarking, enable all labors on all dwarves (including immigrants).&lt;br /&gt;
* Beds can only be designated as barracks or a dormitory, and no dwarf can be assigned to a bed (even nobles).&lt;br /&gt;
* Coins are forbidden.&lt;br /&gt;
* Be aware that nobles are to be considered part of the &amp;quot;bourgeoisie&amp;quot; and [[Unfortunate accident|dealt with]] immediately.&lt;br /&gt;
* Establish a communal military plan and force everybody to be a part of the military at some time or another. Share all weapons and armor, anybody that tries to make an artifact weapon, either share the weapon, or somehow destroy it, and then execute the individual who made it.&lt;br /&gt;
* Force everybody to take turns and act as the executive dwarf for the month/season/year. If that person makes decisions that go against the good of the commune, execute them.&lt;br /&gt;
&lt;br /&gt;
===Couples only===&lt;br /&gt;
* As soon as a married couple exists in your fortress:&lt;br /&gt;
** Kill all single dwarves (or put them in a meeting area for a year to find a lover. Kill the rest)&lt;br /&gt;
** Kill all incoming single dwarves&lt;br /&gt;
** Try to save children, until they are adult and single&lt;br /&gt;
&lt;br /&gt;
===Dieting Dwarves===&lt;br /&gt;
* Exclusively dine on a food type of your choice (meat, fish, plants, alcohol)&lt;br /&gt;
* Optionally, forbid alcohol consumption to limit carbohydrate intake&lt;br /&gt;
**Note: forbidding alcohol permanently is as good as accepting a slow but continuous fortress death&lt;br /&gt;
&lt;br /&gt;
===Dwarf Liberation Movement===&lt;br /&gt;
* Nobles are worthless scum, we give them nothing!&lt;br /&gt;
* As soon as possible, cage your expedition leader.&lt;br /&gt;
* Never appoint any dwarf into becoming a noble.&lt;br /&gt;
* Cage any dwarf that appears on the nobles and administrators screen.&lt;br /&gt;
* When your population elects a new mayor, release your old one and cage the new one.&lt;br /&gt;
** Bonus : Cage the king and all of his escorts!&lt;br /&gt;
** Extra Bonus : Once you have caged all nobles, administrators, the king and his advisor; you must unleash the Dwarf Atom-Smasher upon them.&lt;br /&gt;
&lt;br /&gt;
===Citizenship===&lt;br /&gt;
* All dwarves must earn citizenship. To do so they must prove themselves by reaching legendary mining skill. Because REAL dwarves know how to dig. Until then they are forbidden to do any work.&lt;br /&gt;
** Bonus : Hauling is forbidden too.&lt;br /&gt;
** Extra Bonus : Non-citizens are prohibited from entering into a fortress, and they must remain outside. Above-ground constructed buildings count as part of the fortress.&lt;br /&gt;
&lt;br /&gt;
===Fight for your name===&lt;br /&gt;
* Before embarking, randomly generate a fortress name and be sure to know its English translation&lt;br /&gt;
* Do the same with your group name&lt;br /&gt;
* Creatively designate a serious goal for your fortress, based on these names&lt;br /&gt;
* Fanatically reach your goal&lt;br /&gt;
&lt;br /&gt;
===Fort Geneva===&lt;br /&gt;
* Lethal traps are forbidden&lt;br /&gt;
* Caged sentient creatures are to be considered prisoners of war and treated humanely&lt;br /&gt;
&lt;br /&gt;
Suggested provisions for prisoners: a bed, a personal cell, a commons area, aboveground exercise yard, and the clothes the creature was wearing when captured. For more inspiration, go to: [http://en.wikipedia.org/wiki/Geneva_Conventions Geneva Conventions]&lt;br /&gt;
&lt;br /&gt;
===Glacier Challenge===&lt;br /&gt;
* Embark on glacier&lt;br /&gt;
* No trading allowed&lt;br /&gt;
* Plundering death merchants forbidden, basically just ignore them&lt;br /&gt;
** BONUS: Bring no wood&lt;br /&gt;
&lt;br /&gt;
Play as an expedition team that landed on a glacier after a horrible accident and is completely cut of from the rest of world. They must find water for food and underground trees for basic needs. &lt;br /&gt;
Suggested embark equipment: some wood, lots of food &amp;amp; drink, multiple mining dwarfs to reach the caves fast.&lt;br /&gt;
&lt;br /&gt;
===Government in Exile===&lt;br /&gt;
* Only Military and Social skills can be purchased and enabled in your entire fortress&lt;br /&gt;
&lt;br /&gt;
All dwarves are either nobles or in the military.  The only useful dwarves you'll have will be your broker, manager, mayor, bookkeeper, and dungeon master.  If you can survive until the sheriff arrives, transfer your entire military into the fortress guard.  With a little luck, and a lot of exported roasts, you too can rule without proletarian interference.&lt;br /&gt;
&lt;br /&gt;
===Hardcore Altruism===&lt;br /&gt;
* Do not allow the death of any Dwarf&lt;br /&gt;
&lt;br /&gt;
Though not viscerally entertaining, an incredible challenge. All strange moods must be given what they crave. All medical attention must be done ASAP. Mining, fishing and hunting must be done with much care. Sadness must be met with excellent social skills and quality furniture.&lt;br /&gt;
&lt;br /&gt;
===Industrial Plant===&lt;br /&gt;
* Choose one industry that produces commercial goods&lt;br /&gt;
* No other industries permitted, only imported&lt;br /&gt;
&lt;br /&gt;
===Johannesfort===&lt;br /&gt;
* Find a starting location with a lot of gabbro, containing Kimberlite&lt;br /&gt;
* Mine and cut all the diamonds on the map&lt;br /&gt;
* Only gems can be traded.&lt;br /&gt;
** BONUS: Your leader [http://en.wikipedia.org/wiki/AIDS_denialism#In_South_Africa denies the existence of infections]. Soap is neither manufactured nor traded for. Even if you know a dwarf has an infection, do not quarantine it or treat it any differently. &lt;br /&gt;
** BONUS: Use the Burrows tool to establish &amp;quot;gated communities&amp;quot; for select dwarves, such as legendaries and nobles. Keep the fortress guard confined to these gated communities. If a dwarf throws a tantrum outside these designated areas, let him or her rage.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Preposterous&amp;lt;/s&amp;gt; Realistic Dwarves?===&lt;br /&gt;
* No magma smelters- magma doesn't have the heat to smelt ores&lt;br /&gt;
* No use of perpetual motion machines&lt;br /&gt;
* All doors must be locked by the use of levers- no auto-locking doors for you!&lt;br /&gt;
* No use of the Dwarven Atom Smasher&lt;br /&gt;
* Load only one weapon per weapontrap&lt;br /&gt;
* No use of Adamantine&lt;br /&gt;
&lt;br /&gt;
===Sexist Segregation===&lt;br /&gt;
* Establish two functioning and stable fortress&lt;br /&gt;
* One must be entirely male, the other entirely female&lt;br /&gt;
* Married couples are to be processed&lt;br /&gt;
&lt;br /&gt;
===THIS! IS! SPARTAAAA!===&lt;br /&gt;
* Change your population cap to 300.&lt;br /&gt;
* At least half of your fortress population must be active in the military.&lt;br /&gt;
* Crossbows and traps are forbidden.&lt;br /&gt;
* Only spears, swords, wrestling, helmets (helms) and shields may be equipped by military and used to fight.&lt;br /&gt;
** BONUS: All weapons and armour must be made from bronze.&lt;br /&gt;
* Civilian dwarves have all labors enabled.&lt;br /&gt;
** If ever activated, cannot use quality weapons or armor.&lt;br /&gt;
* Maimed dwarves (perceived to be) incapable of being fully healed must be killed. (This includes incurable spinal injuries in military dwarves!)&lt;br /&gt;
* Devise methods of dropping Liaisons down pits during meetings. Yell, &amp;quot;THIS IS SPAARRTAAAAA...&amp;quot; at your monitor.(Preferably the Elven diplomat, when he tries to set your tree limit.)&lt;br /&gt;
* Demand goods be turned over from all caravans.&lt;br /&gt;
* Recreation is forbidden, as well as any 'improving' action, such as smoothing/engraving, or constructing things out of metals what can be done with rock and wood (besides spears, swords and shields). Parties following combat are acceptable.&lt;br /&gt;
* Building city walls is considered weak and cowardly. &lt;br /&gt;
* Under no circumstances is a male dwarf ever to wear a shirt. Togas are acceptable during leave.&lt;br /&gt;
Note that the above suggestions are modeled on the popular movie [http://en.wikipedia.org/wiki/300_(film) 300], an adaption of the graphic novel [http://en.wikipedia.org/wiki/300_(comics) 300], both of which are historically inaccurate. For a more &amp;quot;realistic dwarven Sparta&amp;quot;, try reading the Wikipedia article on [http://en.wikipedia.org/wiki/Sparta#Society Spartan society].&lt;br /&gt;
&lt;br /&gt;
===Xenophobia===&lt;br /&gt;
Difficulty increases with each bullet point:&lt;br /&gt;
* Kill all non dwarves...&lt;br /&gt;
* ...and dwarf traders (or are they race traitors?)&lt;br /&gt;
* ...and all immigrants (or are they spies?)&lt;br /&gt;
* Make sure you kill all animals and especially find those collosi, dragons etc.,&lt;br /&gt;
Extra-gore version - make sure to make elves, goblins, humans etc., butcherable and wear only sentient hide clothing.&lt;br /&gt;
* BONUS: You realize this is how most experienced players run their forts anyway.&lt;br /&gt;
&lt;br /&gt;
===Mesoamerican dwarves===&lt;br /&gt;
* All food must be grown above ground, on small plots, surrounded by canals (chinampas)&lt;br /&gt;
** BONUS: Flood the farms annually.&lt;br /&gt;
* All buildings must be above ground.&lt;br /&gt;
* Capture as many of your enemies as possible.&lt;br /&gt;
* Build a massive step pyramid at the center of your fortress. Appoint one dwarf high priest and have him kill the prisoners at the top.&lt;br /&gt;
** BONUS: Build it upside-down.&lt;br /&gt;
*** MEGABONUS: Build the entire city on top of the upside-down pyramid, with another pyramid-temple in the middle.&lt;br /&gt;
* Surround your fortress with an artificial lake.&lt;br /&gt;
** BONUS: Build it in the middle of a natural lake.&lt;br /&gt;
* Use only copper or bronze metal for weapons. Gold may be also be smelted.&lt;br /&gt;
* BONUS: The filthy steel-wearing [[human|conquistadors]] have come to plunder your city! sacrifice them to the blood god!&lt;br /&gt;
* Soldiers can only use obsidian short swords. Axes are only for wood cutting.&lt;br /&gt;
* No armor except leather and only let champions use it. All others must fight unarmored.&lt;br /&gt;
** BONUS: Divide your soldiers into &amp;quot;Jaguar[http://en.wikipedia.org/wiki/Jaguar_warrior]&amp;quot; and &amp;quot;Eagle[http://en.wikipedia.org/wiki/Eagle_warrior]&amp;quot; warrior societies and outfit them with leather armor made from their respective animals. &lt;br /&gt;
* BONUS: Demand that all non-dwarf caravans surrender their goods as tribute.&lt;br /&gt;
&lt;br /&gt;
===French Revolution===&lt;br /&gt;
*Keep your nobles happy and your proles subjugated until you have a king issue a particularly stupid mandate.&lt;br /&gt;
*Build some manner of guillotine.&lt;br /&gt;
*Kill the king, everyone he is acquainted with, and everyone within the same room.&lt;br /&gt;
*Kill other important nobles as soon as your guillotine frees up.&lt;br /&gt;
*Unimportant Nobles are to be executed upon first mandate, or exiled at a random point in time.&lt;br /&gt;
*Any dwarf that has any relation to any noble must be executed. &lt;br /&gt;
* Kill any other dwarf if he has any whiff of aristocracy about him. Use your discretion.&lt;br /&gt;
&lt;br /&gt;
===Specialized economy===&lt;br /&gt;
* The goal is to reach maximum efficiency.  To do this, you must assign all your workshop dwarves to an individual burrow.&lt;br /&gt;
* Each dwarf must have his own dining room, bedroom just next to his workshop.&lt;br /&gt;
* You have to assign a stockpile for food and booze next to each of your workshop dwarves so they can feed.  Specialized haulers will have to bring them their foods.&lt;br /&gt;
* You have to assign a raw material stockpile next to your workshop so your dwarf can work.  Specialized haulers will have to bring them these raw materials.&lt;br /&gt;
* No workshop dwarf should leave their respective burrow.  Ever.&lt;br /&gt;
* Good luck keeping all these stockpiles supplied all the time without getting lost!&lt;br /&gt;
&lt;br /&gt;
===Becoming the abomination you sought to kill===&lt;br /&gt;
&lt;br /&gt;
The seven founders are trying to hide a terrible secret that can doom all dwarfkind, so each took on an arbitrary law that must be followed until the related dwarf is dead. Their ultimate goal is to kill everyone in the forteress but none of them actually KNOWS the other are pursuing the same goal undetected!&lt;br /&gt;
&lt;br /&gt;
Here is a typical set of laws:&lt;br /&gt;
&lt;br /&gt;
-No hunting&lt;br /&gt;
&lt;br /&gt;
-No trading&lt;br /&gt;
&lt;br /&gt;
-Only one batch of alcohol is to be produced per year (that's 1 drink per dwarf, tops). &lt;br /&gt;
&lt;br /&gt;
-Constant war with all elves&lt;br /&gt;
&lt;br /&gt;
-No military training&lt;br /&gt;
&lt;br /&gt;
-No magical materials (nothing above steel)&lt;br /&gt;
&lt;br /&gt;
-Forteress should be over a magma-based doomsday trap, with 20 levers able to trigger it at any time (aka the &amp;quot;glorious death defeating the dragon by any means necessary&amp;quot; plan). Did I mention the alcohol restrictions turns dwarf insane?&lt;br /&gt;
&lt;br /&gt;
You shall attempt to make as many of the original dwarves as possible die from old age rather than any other cause. So pray for strategic deaths early(no cheating)! This way even your UNCONCIOUS is untrustworthy...&lt;br /&gt;
&lt;br /&gt;
Overall, any of the seven laws shouldn't be TOO deadly, but certain death should be a result of following them all permanently.&lt;br /&gt;
&lt;br /&gt;
Success is achieved by one criteria only: at the death of the forteress you must have learned your unconscious planned Dwarf deaths you didn't plan consciously... that's the only way to &amp;quot;win&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Dwarves need magma===&lt;br /&gt;
*Every workshop needs to be a &amp;quot;magma&amp;quot;workshop -- Magma carpentry, for example.  &lt;br /&gt;
*Magma workshops must have one tile touching  a magma tile (preferably 3 and for bonus be nearly surrounded by magma tiles) &lt;br /&gt;
*Every trap must be magma powered -- including cage traps&lt;br /&gt;
*Dining rooms and bedrooms need magma lights to keep dwarves happy.&lt;br /&gt;
*Extra Bonus - forbid all non-magma safe materials&lt;br /&gt;
** Super Bonus - include clothes&lt;br /&gt;
** Utterly Dwarfy bonus -  Mod the game so that the dwarves can all wear obsidian clothes.&lt;br /&gt;
&lt;br /&gt;
=== Insane Asylum within a Labor Camp ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Build up a large area that contains small rooms with nothing in them. Have the area heavily guarded. When any dwarves are idle for too long or do something you don't like,place them in one room. Outside each room place racks of high quality weapons and armor. When the imprisoned dwarves go insane and there are enough to badly damage your fortress, Let them all loose. Watch the [[Fun]].&lt;br /&gt;
&lt;br /&gt;
Bonus: Rig up traps so when othere dwarves rush into combat, the area becomes filled with deadly creatures and traps.&lt;br /&gt;
&lt;br /&gt;
===The Hive===&lt;br /&gt;
*All dwarves have all labors on.&lt;br /&gt;
**Dwarf Therapist helps with this.&lt;br /&gt;
**Hunting and fishing are optional.&lt;br /&gt;
*The endgoal is to make a fully functioning &amp;quot;bee hive&amp;quot; like fortress, All rooms inside the hive must be the same size.&lt;br /&gt;
*The hive must be suspended in the sky like below (scale is your choice)&lt;br /&gt;
**BONUS: Suspend it over a volcano.&lt;br /&gt;
***MEGABONUS: Have a lever to drop the whole thing down into the volcano.&lt;br /&gt;
= is a Up/down stairway&lt;br /&gt;
O is the hive parts&lt;br /&gt;
     &lt;br /&gt;
     ======&lt;br /&gt;
   OOOO   =&lt;br /&gt;
  OOOOOO  =&lt;br /&gt;
  OOOOOO  =&lt;br /&gt;
   OOOO   =&lt;br /&gt;
          =&lt;br /&gt;
&lt;br /&gt;
===Urist's Legion===&lt;br /&gt;
*Women are allowed no jobs, and must be held as breeding stock.&lt;br /&gt;
*Most of the men are military, and the rest are workers.&lt;br /&gt;
*All military armor must be leather. All weapons must be iron swords and spears.&lt;br /&gt;
*Only appoint named dwarves to noble position.&lt;br /&gt;
*The expedition leader must be kept safe, and will do nothing.&lt;br /&gt;
*He must also have a royal bedroom, dining room, and tomb.&lt;br /&gt;
*BONUS: Build an artificial lake. Make a replica of Hoover Dam. Build walls to make sure the goblins only appear west of the dam. Guard it against the GolbiNCR!&lt;br /&gt;
MEGABONUS: Build a camp with walls out of aluminum bars. make the entire thing a barracks.&lt;br /&gt;
&lt;br /&gt;
===Alcoholic Dwarves Anonymous===&lt;br /&gt;
*Make your fort a rehab center for dwarves trying to stay sober.&lt;br /&gt;
*Alcoholic beverages are not allowed. Water only.&lt;br /&gt;
*Any booze brought by migrants must be confiscated and destroyed.&lt;br /&gt;
*BONUS: Keep the booze and have the expedition leader/mayor secretly be an alcoholic. Make a stockpile that holds only booze behind a secret door in his quarters. Ensure he is the only one that can access it.&lt;br /&gt;
**MEGABONUS: Have him removed from his position and/or imprisoned if a dwarf sees him access this stash.&lt;br /&gt;
&lt;br /&gt;
===The Bunker===&lt;br /&gt;
*No Embark Requirement&lt;br /&gt;
*Set up a fort as you usually would, build, mine, construct and so forth.&lt;br /&gt;
*Dig out a self-sufficient bunker, containing farming facilities, A massive area for water storage (at least 20x20x5) with a purifying mechanism (pumps can purify stagnant water), Plenty of wood (at least 100), Seeds for whatever crops you will plant (at least 75), a large storage of food (at least 300), have fully operational medical facilities, worker facilities, as well as recreational facilities&lt;br /&gt;
*When you get a siege, gather up a fourth of your dwarves, regardless of who they are, and put them in the bunker. Seal up the bunker permanently, no one gets in or out. That also includes the water supply. That's right, once you run out of water, you are screwed.&lt;br /&gt;
*You may dig out mines for the bunker, but if you open a cavern then you must immediately wall it off, with the miner trapped outside, sentenced to death. &lt;br /&gt;
*All crimes are punished with death once inside the bunker.&lt;br /&gt;
*What the leader says is law.&lt;br /&gt;
**BONUS: Dedicate your bunker to a specific goal, such as producing enough booze for 100 years, or some arbitrary and pointless lay&lt;br /&gt;
***MEGABONUS: Cause an accident that will kill off a majority of the bunker, except for a handful of dwarves (such as cracking open the water tank to flood the residential areas of the bunker)&lt;br /&gt;
*Variant: Send a quarter of your dwarves into the bunker while it's being constructed with only the farm functional as well as a small amount of food, seed, water, and wood.&lt;br /&gt;
&lt;br /&gt;
===Überdwarves===&lt;br /&gt;
&lt;br /&gt;
Basically, each and every dwarf in your fortress must aim to be the pinnacle of dwarvenkind. Both a great talker and possible leader of men, an exceptional craftsdwarf in multiple disciplines, and a deadly warrior whose body is a terrific weapon. See Friedrich Nietzsche's work for more info.&lt;br /&gt;
&lt;br /&gt;
* All dwarves are to be conscripted into the military. Dwarves must kill personally the animals they wear the skin/bone of. &lt;br /&gt;
**BONUS : no weapons better than iron, unless you are faced with an enemy made from a better metal&lt;br /&gt;
***MEGABONUS : no weapons other than base quality&lt;br /&gt;
**BONUS : all dwarves must be at least at least Proficient in military skills&lt;br /&gt;
***MEGABONUS : all dwarves must be Legendary in MS&lt;br /&gt;
****ULTRABONUS : all dwarves must have slain a whole siege all by themselves&lt;br /&gt;
*****SADISTICDWARFBONUS : Assault [[HFS]] with your bunch of überdwarves. Win. No traps allowed.&lt;br /&gt;
* All dwarves have to have and train at least one truly dwarven skill, like leatherworking, metalworking (any), stoneworking, bone carving, or brewing.&lt;br /&gt;
**BONUS : one of these to legendary.&lt;br /&gt;
* All dwarves have to train mining. Not allowed for fighting, excepted for creatures that cannot be harmed by weaponless combat. (iron FB's, steel titans, demons, etc.)&lt;br /&gt;
* All dwarves must have very high willpower.&lt;br /&gt;
** BONUS : All dwarves must have MAXIMUM willpower&lt;br /&gt;
* Dwarves may eat only animal based products. You need lots of protein for these überdwarves. Plant-based drinks are alright.&lt;br /&gt;
**BONUS : All dwarves must have generally superior physical attributes&lt;br /&gt;
***MEGABONUS : No attributes in the red&lt;br /&gt;
****ULTRABONUS : All attributes at maximum. We're talking about überdwarves after all.&lt;br /&gt;
*No dedicated haulers. No large amount of idlers.&lt;br /&gt;
**BONUS : Keep a minimum amount of idlers, excluding breaks&lt;br /&gt;
*No hospital. If the dwarf doesn't heals by himself and becomes useless, kill him.&lt;br /&gt;
**BONUS : No tombs, dump the corpses in lava&lt;br /&gt;
***MEGABONUS : No drinking water, of for that matter anything else than alcohol. Water is not dwarven.&lt;br /&gt;
****ULTRABONUS : Infect your whole fort with a werebeast curse. (A sufficiently dwarven animal is required, like badgers). No more need for hospital.&lt;br /&gt;
* All dwarves must have at least Adept in most social skills.&lt;br /&gt;
** BONUS : Legendary in most social skills.&lt;br /&gt;
*As soon as your babies turn into children, put them into a hellish training regimen that will train him and make him into a true dwarf. Death is of course, synonym of weakness.&lt;br /&gt;
**BONUS : Make them fight wild creatures into an arena.&lt;br /&gt;
***MEGABONUS : 40 children VS 1 megabeast. WHO WILL SURVIVE ?&lt;br /&gt;
****ULTRABONUS : Get all the children at Legendary Fighter skill by the time of their adulthood. If they aren't, kill them.&lt;br /&gt;
*****SADISTICDWARFBONUS : Each young dwarf must pass a test of adulthood : killing enough creatures in fair combat and earning a title. If they don't, kill them.&lt;br /&gt;
*All dwarves must be hardened of spirit. You must give all of your dwarves &amp;quot;doesn't care about anything anymore&amp;quot; trait.&lt;br /&gt;
**BONUS : Trait must be earned by killing, NOT seeing death.&lt;br /&gt;
*Each dwarf must kill at least one beast and one sentient enemy.&lt;br /&gt;
**BONUS : Each dwarf must have earned a title by slaying enemies, which MUST be suitably appropriate and badass.&lt;br /&gt;
***MEGABONUS : Each dwarf must have killed at least 10 sentient enemies. Each dwarf must also have some Butcher skill, for added terror.&lt;br /&gt;
****ULTRABONUS : Each dwarf must have killed at least 100 sentient enemies&lt;br /&gt;
*Each dwarf must have a pet that will help him in combat.&lt;br /&gt;
**BONUS : each dwarf must have a fearsome predator as pet&lt;br /&gt;
***MEGABONUS : each dwarf must have a semimegabeast as pet&lt;br /&gt;
****ULTRABONUS : each dwarf must have a megabeast as pet&lt;br /&gt;
*No vampires allowed, vampires gain things far too easily.&lt;br /&gt;
**BONUS : Mod difficult creatures that blood gives stat bonuses to your dwarves.&lt;br /&gt;
*Fortress must end in a loyalty cascade and a fight to the death, to see which dwarf/which faction are the REAL überdwarves. Then abandon fort and follow your überdwarves in legends mode.&lt;br /&gt;
*BONUS: Create an underclass of dwarves who do not fulfil these criteria. Make them dedicated haulers who serve the überdwarves.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;s&amp;gt;Dwarf&amp;lt;/s&amp;gt; Vampire Fortress===&lt;br /&gt;
Do you ever get tired of having to endure the annoying, slow, and difficult process of finding that murderous [[vampire]] that is wandering around in your fortress? We have the solution!&lt;br /&gt;
Think: If everybody is a vampire, then you'll never need to check for any. You can use this principle to turn every single dwarf in your fortress into a vampire, meaning that you will never have to worry about finding vampires again! On top of this, your new vamps will never need to eat, drink or sleep, and will never die of old age!&lt;br /&gt;
Here's how:&lt;br /&gt;
#Build an upright spear trap, fill the tile with water, and have an existing vampire walk over it (or otherwise dropping the vampire in the trap).&lt;br /&gt;
#Pull the lever &amp;lt;s&amp;gt;over 9000 times&amp;lt;/s&amp;gt; a few times to make the vampire bleed &amp;lt;s&amp;gt;to death&amp;lt;/s&amp;gt; in the water.&lt;br /&gt;
#Forbid the booze supply or otherwise make it unusable.&lt;br /&gt;
#Make all of your non-vampiric dwarves drink from the bloodied water, and boom! You have a fortress full of vampires!&lt;br /&gt;
&lt;br /&gt;
*BONUS : Should your fortress fall, go to your fortress in Adventure Mode and drink from the bloodied water.&lt;br /&gt;
**MEGABONUS : Do the above and follow one of the vampires to another settlement.&lt;br /&gt;
&lt;br /&gt;
(We are not responsible for any damages caused to your fortress due to the disadvantages of this challenge. Disadvantages include, but are not limited to, severe unhappiness of your dwarves due to being unable to get happy [[thoughts]] from quality food and drink, getting ''un''happy thoughts from alcohol withdrawal they can't satisfy, and/or the death of dwarves because &amp;lt;s&amp;gt;lazy slackers&amp;lt;/s&amp;gt; dwarves nearly always choose to sleep before drinking and thus getting fed on by your newly cursed lieges. The same fate can befall new migrants, beware.)&lt;br /&gt;
&lt;br /&gt;
===We are Anonymous===&lt;br /&gt;
&lt;br /&gt;
We are Anonymous, unseen and undetected, you were expelled from the mountain home with few supplys, you must leave no evidence of your continued existence.&lt;br /&gt;
&lt;br /&gt;
* Do not harvest any trees or plants&lt;br /&gt;
* Your entrance must be sealed off immediately after getting all your supplys inside&lt;br /&gt;
**BONUS : Use cave-ins to seal the entrance&lt;br /&gt;
***MEGABONUS : Do it without losing a dwarf&lt;br /&gt;
****MAGMABONUS : Flood the world with magma to hide your entrance&lt;br /&gt;
* All Farming and tree cutting must go on inside&lt;br /&gt;
* Do not use a river, only use aquifer water&lt;br /&gt;
* Seal off all entrances to the caverns&lt;br /&gt;
&lt;br /&gt;
==Construction challenges==&lt;br /&gt;
Try building some &amp;lt;s&amp;gt;ridiculously&amp;lt;/s&amp;gt; humongous, &amp;lt;s&amp;gt;over&amp;lt;/s&amp;gt;complicated construction, using whatever &amp;lt;s&amp;gt;in&amp;lt;/s&amp;gt;appropriate building method your fevered imagination can come up with!  Need some ideas?  Take a look at the [[Megaprojects|Megaprojects page]]!&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=223319</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=223319"/>
		<updated>2016-02-10T00:52:29Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted with magma.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argumnent with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been mising for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): &amp;quot;I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of TRANS_NAME] greets you.&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; - Some sober human in my tavern&lt;br /&gt;
Dwarf, frawd there i did i- omg df is a frawd -some kid i know&lt;br /&gt;
&lt;br /&gt;
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		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=223310</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=223310"/>
		<updated>2016-02-09T05:09:54Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argumnent with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been mising for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): &amp;quot;I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of TRANS_NAME] greets you.&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; - Some sober human in my tavern&lt;br /&gt;
Dwarf, frawd there i did i- omg df is a frawd -some kid i know&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress&amp;diff=223309</id>
		<title>Dwarf Fortress</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress&amp;diff=223309"/>
		<updated>2016-02-09T05:00:42Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: &lt;/p&gt;
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&lt;div&gt;[[File:Df logo.png|thumb|Official logo]]&lt;br /&gt;
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'''''Dwarf Fortress''''' (officially called '''''Slaves to Armok: God of Blood Chapter II: Dwarf Fortress''''') is a part [[wikipedia: construction and management simulation|construction and management simulation]], part [[wikipedia: roguelike|roguelike]], [[wikipedia: indie video game|indie]] video game created by [[Tarn Adams|Tarn]] (Toady One) and [[Zach Adams]] (ThreeToe). [[wikipedia: Freeware|Freeware]] and in development since 2002, its first [[wikipedia: alpha version|alpha version]] was released in 2006 and it received attention for being a two-member project surviving [[donation|solely on donations]]. The primary game mode is set in a [[wikipedia: procedurally generated|procedurally generated]] fantasy [[world]] in which the player indirectly controls a group of [[dwarves]], and attempts to construct a successful and [[wealth]]y [[fortress]]. Critics praised its complex, [[wikipedia: emergent gameplay|emergent gameplay]] but had mixed reactions to its [[difficulty]]. The game influenced ''[[wikipedia: Minecraft|Minecraft]] ''and was selected among other games to be featured in the [[wikipedia: Museum of Modern Art|Museum of Modern Art]] to show the history of video gaming in 2012.&lt;br /&gt;
&lt;br /&gt;
The game has [[wikipedia: Text-based game|text-based]] graphics and is [[wikipedia: open-ended (gameplay)|open-ended]] with no main objectives. Before being played, the player has to [[world generation|generate]] worlds with continents, [[ocean]]s and histories documenting [[civilizations]]. The main game mode, [[Fortress Mode]], consists of selecting a suitable [[site]] from the generated-world, establishing a successful colony or fortress, combating threats like [[goblin]] [[invader|invasions]], generating wealth and taking care of the dwarves. Each dwarf is modeled down to its individual [[personality]], has [[Preferences|likes or dislikes]] and specific trainable [[skill]]s in various [[labor]]s, alongside a lovelife system and distractions. The second game mode, [[Adventure Mode]], is a [[wikipedia: turn-based|turn-based]], open-ended roguelike where the player starts off as an [[adventurer]] in the world and is free to explore, complete quests, or even visit old [[ruin|abandoned fortresses]]. The [[combat|combat system]] is [[Anatomy|anatomically detailed]] with combat logs describing organs getting pierced, fat getting bruised and [[Body parts|limbs getting severed]].&lt;br /&gt;
&lt;br /&gt;
Prior to ''Dwarf Fortress'', Tarn Adams was working on a project called ''Slaves to [[Armok]]: God of Blood'' which was a [[wikipedia: role-playing game|role-playing game]]. By 2004, Adams decided to shift from the original ''Armok'' to ''Dwarf Fortress'' after the former became difficult to maintain. Adams calls it his life's work and said in 2011, that version 1.0 will not be ready for at least another 20 years, and even after that he would continue to work on it. The game has a [[wikipedia: cult following|cult following]] and an active online community. As there is no way to win, every fortress, no matter how successful, is usually destroyed somehow. This prompts the unofficial community motto: &amp;quot;[[Losing is Fun]]!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Gameplay==&lt;br /&gt;
&lt;br /&gt;
===Overview and game modes===&lt;br /&gt;
''Dwarf Fortress'' has three primary game modes which take place in worlds created by the player, where most of the elements are randomly generated. [[Fortress Mode]] is a [[wikipedia: construction and management simulation|construction and management simulation]] of a colony of [[dwarves]]. There are no objectives, with the player being free to decide how to go about managing the colony and making them interact with the environment, thus making it an [[wikipedia: open-ended (gameplay)|open-ended]] and [[wikipedia: Sandbox game|sandbox]]-style game. Since there is no way to win, it only ends when the entire colony is [[Losing|defeated by the various possible threats]]. The visuals are [[wikipedia: Text-based game|text-based]] using [[wikipedia: code page 437|code page 437]] characters in various [[color]]s as graphics. Thus, it is fully of letters, numbers and symbols; dwarves are represented by different colored smiling faces, a [[cat]] and [[dog]] are a white &amp;quot;c&amp;quot; and brown &amp;quot;d&amp;quot;, while a [[giant cave spider]] is a grey &amp;quot;S&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Adventure Mode]] is a [[wikipedia: turn-based|turn-based]], open-ended [[wikipedia: roguelike|roguelike]] where the player starts off as an adventurer. In [[Legends Mode]], players can view maps, histories of each civilization and any figure who has lived or died in the generated world. Any noticeable achievement made by the player in any of the two game modes is recorded in the Legends. An [[object testing arena]] is present, where players can simulate battles between selected units in various conditions.&lt;br /&gt;
&lt;br /&gt;
===World generation===&lt;br /&gt;
{{Main|World generation}}&lt;br /&gt;
[[File:Dwarf Fortress world generation.png|thumb|left|A world being generated and the years being counted. Each game is played in such generated worlds.]]&lt;br /&gt;
The first step in ''Dwarf Fortress'' is generating a [[World generation|playable world]]; only one game can be played per world at a time. The player can adjust certain [[World_generation#Parameters|parameters]] governing size, [[Surroundings|savagery]], mineral occurrences and the length of history. The map shows symbols representing [[road]]s, [[hill]]s, [[town]]s and [[cities]] of the various [[civilization]]s, and it changes as the generation progresses. A [[wikipedia: midpoint displacement algorithm|midpoint displacement algorithm]] generates the world.&lt;br /&gt;
&lt;br /&gt;
The process involves [[wikipedia: procedurally generated|procedurally-generated]] basic elements like elevation, [[rain]]fall, mineral distribution, drainage and [[temperature]], using [[wikipedia: fractals|fractals]] (which give it an overall natural look). For example, a high-rainfall and low-drainage area would make a [[swamp]]. Areas are thus categorized into [[biome]]s, which have two variables: savagery and [[wikipedia: Alignment (role-playing games)|alignment]]. They have their own specific type of [[plant]] and [[animal]] populations. The next phase is erosion—which the drainage tries to simulate. [[River]]s are created by tracing their paths from the [[mountain]]s (which get eroded) to its end which is usually an [[ocean]]; some form into [[lake]]s. The salinity field defines oceans, [[mangrove]]s or [[alluvial]] plains. Names are generated for the biomes and rivers. The names depend on the area's [[good]]/[[evil]] variable (the [[alignment]]) and though in English, they are originally in one of the four [[language|in-game language]]s of [[dwarves]], [[elves]], [[human]]s and [[goblin]]s; these are the four main races in any generated world.&lt;br /&gt;
&lt;br /&gt;
After a few minutes the world is populated and its history develops for the amount of in-game [[year]]s selected in the history parameter. Civilizations, races and religions spread and [[war]]s occur, with the &amp;quot;population&amp;quot; and &amp;quot;deaths&amp;quot; counters increasing. The ticker stops at the designated &amp;quot;years&amp;quot; value, at which point the world can be saved for use in any game mode. Should the player choose to retire a [[Dwarf fortress mode|fortress]] or gets [[losing|defeated]], this world will persist and will become available for further games.&lt;br /&gt;
&lt;br /&gt;
===Fortress mode===&lt;br /&gt;
{{Main|Dwarf fortress mode}}&lt;br /&gt;
====Basics====&lt;br /&gt;
[[File:Dwarf Fortress embark scene.png|thumb|The game uses text symbols for graphics. For example, a dwarf is a colored smiling face and various other letters represent animals. Here, dwarves and livestock around their wagon of supplies can be seen just after embark.]]&lt;br /&gt;
&lt;br /&gt;
When Fortress mode is selected, the player is given the option to choose the [[embark|embark location]] in the world. The player can consider the environment, elevations, biome, soil types and mineral concentrations which can pose significant challenges to the development or survival of the fortress. Customizing the colony's [[supplies]], [[domestic animals]], and skills are available, but each dwarves' [[mental attributes|mental]] and [[physical attributes]] are randomly generated. The game describes in detail each dwarf's [[Physical_description|physical appearance]], like hair and facial features. The mental abilities, individual preferences and desires are also randomly generated. Each dwarf's [[relationships]] with others and the [[deities]] they worship can be viewed.&lt;br /&gt;
&lt;br /&gt;
The player embarks with the expedition team (seven dwarves, their livestock and supplies), and does not have direct control over them. In order to construct and operate the fortress, the player has to designate specific tasks to be performed and the dwarves will go about it. They can be assigned any labors, but their work still depends on their relative skill with it, which can increase. Some task categories are stone-working, woodworking, metalworking, farming-related and crafts-making; there are further combat-related skills. They are categorized further, such as [[leatherworking]], [[butchery]], [[clothesmaking]], [[gem]]-related, [[glassmaking]], and [[clay]]-related [[industries]]. Activities take place in [[workshop]]s which need to be constructed; for example, [[still]]s for brewing alcohol. The [[metal industry]] has a very important role because it produces [[weapon]]s and [[armor]] for the [[military]], [[trap component]]s for defense, and high-value [[furniture]] and [[decoration]]s.&lt;br /&gt;
&lt;br /&gt;
==== Functional mechanics ====&lt;br /&gt;
The player initially can see a [[wikipedia: top-down view|top-down view]] of the surface-level of the fortress site; each [[layer]] of a [[z-axis]] [[z-level|level]] can be viewed when the player changes it. An entire underground level would be seen as its entire section of terrain while a mountain at the surface level would have only its section visible with the remaining surface landscape. Thus, for [[dig]]ging, the player can designate, for every z-level starting from the surface, [[staircase]]s to be carved and at the final designated level, ending the staircase by making it dug into a room.&lt;br /&gt;
&lt;br /&gt;
The [[geology]] in ''Dwarf Fortress'' is fairly accurate. Rocks like [[olivine]] or [[gabbro]] can be dug up. The topmost layer usually consists of [[sand]], [[clay]] or plain [[soil]]—this can be used for underground [[farming]]. Deeper levels will be layers of rock; minerals appear in layers or [[cluster]]s around the right depth. [[Gem]]s like [[tourmalines]] appear in rare clusters. [[Water]] is simulated like falling sand, every space can contain up to seven levels of it. A tile having &amp;quot;one&amp;quot; level of water is the lowest while a tile with &amp;quot;seven&amp;quot; is full. There is a system for simulating temperature and heat. [[Fire]]s can spread and burn dwarves and furniture. There are four basic [[season]]s in an in-game year: spring, summer, autumn and winter.&lt;br /&gt;
&lt;br /&gt;
[[ore|Mineral ores]] can be mined just like normal stone and the raw ore can be [[smelting|smelted]] to produce their corresponding [[metal bars]]. Different ores or metal bars can be [[alloy]]ed together for higher quality materials. For [[steel]] production, [[flux]] stones are used to make [[pig iron]] bars and smelt it with regular [[iron]] and [[coal]] (or [[charcoal]]). Specific metal items can be melted back to their respective bars. Without steel, the alloy [[bronze]] or regular iron are the next best suitable metals to use. Bronze requires two ores or bars of [[tin]] and [[copper]]. The metal [[adamant]]ine, found deep below, is extremely light but very strong, making it excellent for sharp weapons and armor. [[Raw adamantine]] can be [[Strand extractor|extracted into strands]] and can further be either woven in cloth or smelted into [[wafer]]s.&lt;br /&gt;
&lt;br /&gt;
==== Fortress management and growth ====&lt;br /&gt;
Underground [[farming]] has customized crops like &amp;quot;[[plump helmet]]&amp;quot; mushrooms, which can be [[brewer|brewed]] to make [[dwarven wine|mushroom wine]]. As the fortress prospers, [[migrant]]s come in larger numbers from the [[mountain halls|mountainhome]] (the colony's home civilization) and will need further accommodation. [[Trading|Trading caravans]], which can be from the various neighboring civilizations including the home civilization, visit the fortress on a yearly basis and are useful for getting supplies not available in the player's fortress area. The role of [[record keeper]], [[manager]] and [[broker]] can be assigned to any dwarf during early game. The record keeper maintains records of every item present in the fort, the manager [[work order|auto-assigns jobs]] and the broker deals with trading caravans. The production of [[craft]]s from any material are useful for trading. The caravans come from civilizations of [[elves]] and [[humans]] but depending on the embark region and history, they may be absent or sometimes even hostile.&lt;br /&gt;
&lt;br /&gt;
Dwarves need to be provided with [[food]] and [[drink]] (mostly in the form of [[alcohol]]). A dwarf will get [[negative thoughts]] for drinking plain water and even for drinking the same type of alcohol, making it necessary to grow different crops for producing different drinks. Things like not having a separate [[bedroom]] can upset a dwarf. They may make [[friend]]s and sometimes [[marriage|marry]]; females give birth. Dwarves can get upset by sustaining [[injuries]], having poor [[clothing]], [[death|losing]] their [[pet]]s, friends or relatives; interacting with or seeing their [[corpse]]s can aggravate this. A frustrated dwarf may [[tantrum|break furniture or attack others]]. Continuous stress will cause them to go [[insanity|berserk, becoming suicidal or going insane]] before their eventual deaths. Their quality of life can be improved by giving them luxurious personal bedrooms and a well-decorated dining room, [[health care|medical care]], and providing them with a variety of drinks and [[prepared meal|well-cooked meals]]. A [[tantrum spiral|chain reaction]] where a single dwarf's unhappiness causes the entire fortress's population to start throwing tantrums can begin when one dwarf throws a tantrum, attacks and kills another one with many friends, which drastically affects the happiness of many more.&lt;br /&gt;
&lt;br /&gt;
As the fortress expands and develops, new [[noble]] positions become available. While regular dwarves will be happy with simple rooms provided to them, dwarves appointed or elected to noble positions will need more luxurious accommodation. Nobles will even make [[demand]]s and [[mandates]], getting negative thoughts if they are not fulfilled. A [[justice]] system is present to punish [[crime|criminals]], for example, dwarves who injure or kill another dwarf or destroy furniture. Occasionally, a [[vampire]] dwarf, with a fake background history, may arrive with a migrant wave and start killing and feeding on the other citizens without being noticed.&lt;br /&gt;
&lt;br /&gt;
Inspired or stressed dwarves will occasionally get into a &amp;quot;[[strange mood]]&amp;quot;. They will take over a workshop and go searching for the required materials to begin construction of an [[artifact]]. If they cannot find the materials, the dwarf will wait at the workshop, demanding it till it is available. After a few in-game weeks, the work results in a legendary artifact, an item so masterfully crafted that it is usually worth more than a beginning fortress' total wealth put together. These artifacts will be added to the world's records and its exact description can be viewed. Through this entire period of being in a strange mood, a dwarf will not eat, drink or sleep and will eventually go [[insane]] if prolonged due to any reason.&lt;br /&gt;
&lt;br /&gt;
====Threats, defense and dwelling deeper====&lt;br /&gt;
The first in-game year will usually consist of [[kobold]] [[thieves]] and [[goblin]] snatchers trying to infiltrate the fortress. Thieves try to steal valuables while snatchers try to kidnap dwarven [[children]] to raise them as future soldiers. Goblin and kobold civilizations near the fortress will always be hostile and a source of frequent attacks. Wildlife is usually harmless, but depending on the fortress location, more fierce [[elephant]]s, [[bear]]s, [[unicorn]]s, giant spiders and [[wolve]]s may be a threat. [[Wealth]]ier and more [[immigration|populated]] fortresses will get [[ambush]]es and [[siege]]s from neighboring goblin (or other enemy) civilization. A thriving fortress will attract certain [[megabeasts]] like [[hydra]]s, [[titan]]s or [[dragon]]s, and randomly generated creatures called &amp;quot;[[Forgotten Beasts]]&amp;quot;. These unique creatures have randomized physical qualities and abilities, thus making them have the potential to be very powerful. [[Undead]] attack mainly in evil biomes or if the player embarks with a [[Necromancer]] [[Tower (necromancy)|Tower]] being near the site. Undead are harder to kill, and often reanimate once they are defeated with their body parts being separate units to fight.&lt;br /&gt;
&lt;br /&gt;
[[Military]] [[squad]]s can be assigned to a [[barracks]] to [[training|train]] in and a uniform (armor and a weapon) can be chosen. Squads can be directly commanded to [[attack]] enemies. [[Crossbow]]s can be made for ranged attacks and a [[Archery target|range with targets]] can be constructed for training. [[Wall]]s can be carved into [[fortification]]s and be used by ranged-units during attacks. [[Kennel]]s can be made to train [[war animal]]s like [[war dog|dogs]]. Players can use [[trap]]s and [[engineer|engineering]] in addition to training an army. Traps can be made by constructing [[mechanisms]] and using metal or wood to construct large weapons like spikes, ax blades or [[cage]]s. More complex [[lever]]-operated and [[pressure plate]]-triggering trap components are available.&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarf Fortress adventurer mode.png|thumb|left|Combat messages being displayed during Adventurer Mode. Each message describes weapons striking specific parts of the combatants' bodies with organs getting pierced or limbs getting severed.]]&lt;br /&gt;
The [[combat]] system in ''Dwarf Fortress'' is [[anatomy|anatomically]] detailed. Combat is displayed by viewing the log which describes each weapon striking a specific part of the character's body. Internal organs can get punctured, combatants can fall to the ground, [[vomit]] and lose body parts. Each dwarf has individually detailed limbs, each with damageable bone, fat, muscle and skin. Fat can be bruised without breaking bones and vice versa. Injuries sometimes can be permanent. There is a medical system where a [[hospital]] can be set up containing [[crutch]]es for disabled dwarves, [[traction bench]]es, [[plaster]]s and [cloth for [[cast]]s and bandages, thread for [[suturing]], and [[splint]]s.&lt;br /&gt;
&lt;br /&gt;
[[Dig]]ging deeper is usually done for finding [[magma]], which as a [[fuel|fuel source]], removes the player's dependence on [[coal]] or [[wood]]. Another reason to dig deeper is for searching for specific raw materials, ores or gems. Magma pools or even bigger [[magma sea]]s are found while digging into warm rock. Near magma seas, raw adamantine [[wikipedia: stratum|strata]] can be found. They are shaped like columns, which pass down through the entire magma sea. These columns are hollow and can be broken, revealing an entire shaft leading deeper into the [[hell|underworld]]. [[Demon|Underworld creatures]] are countless and can bring entire fortresses to [[ruin]].&lt;br /&gt;
&lt;br /&gt;
===Adventure mode===&lt;br /&gt;
{{main|Adventure mode}}&lt;br /&gt;
[[Adventure mode]] is a roguelike played in the generated world and unlike Fortress mode, it is turn-based. In this mode, there is character creation similar to other role-playing games. Players can choose a name, [[gender]] and spend points on the specific combat and physical skills, where the amount depends on whether the player chooses a peasant, hero or demigod. The player's character starts off in a random town depending on their race and can interact with the various [[wikipedia: non-player character|non-player character]]s (NPCs). NPCs can give quests (usually to slay an outlaw or megabeast), speak about the surrounding areas or offer to follow and help the player. Players can choose to explore any part of the generated world using quick-travel mode. A player can find the area of their previously-slain character, visit old abandoned fortresses, seek out the treasures and wield previously-made artifacts. Instead of quitting, the character can be retired, and depending on the player's achievements, their life events will be documented in the Legends Mode among the historical figures.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
{{main|History of Adventure Mode|History of Dwarf Fortress}}&lt;br /&gt;
===Early development (2002–2006)===&lt;br /&gt;
[[File:Tarn Adams.jpg|thumb|alt=Tarn Adams|Tarn Adams in 2013; he has been designing games since high school]]&lt;br /&gt;
[[File:ZachAdams.jpg|thumb|alt=Zach Adams|His older brother, Zach, who helped him with his game projects and ''Dwarf Fortress'']]&lt;br /&gt;
One of Tarn and Zach Adams' early works was a [[wikipedia: text based adventure game|text based adventure game]] called ''dragslay'', written in the [[wikipedia: BASIC|BASIC]] language and influenced by ''[[wikipedia: Dungeons and Dragons|Dungeons and Dragons]]''. This was the brothers' first fantasy project. In high school, Tarn Adams taught himself the [[wikipedia: C (programming language)|C programming language]] and developed it further. ''dragslay'' would later have an important influence on ''Dwarf Fortress''. Adams explained his interest in [[wikipedia: fantasy|fantasy games]], that he had grown up &amp;quot;surrounded by that sort of thing...along with generic sci-fi, generic fantasy is part of our heritage.&amp;quot; Years later, before entering graduate school in mathematics, Adams began working on a project he called ''Slaves to Armok: God of Blood''. It was named after a deity in ''dragslay'', originally named for a variable &amp;quot;arm_ok&amp;quot;—which counted the limbs the player still had attached. This new project was a two-dimensional (would later have [[wikipedia: 3D graphics|3D graphics]]) [[wikipedia: isometric 3d|isometric]] fantasy role-playing game in which the player encountered and fought goblins.&lt;br /&gt;
&lt;br /&gt;
Tarn took some time off ''Armok'' to work on small side-projects, and another one which would inspire ''Dwarf Fortress'' was ''Mutant Miner''. It was [[wikipedia: turn-based strategy|turn-based]] loosely inspired by a game called ''Miner VGA''. ''Mutant Miner'' involved the player digging underneath buildings, searching for ores and fighting monsters, and carrying radioactive &amp;quot;goo&amp;quot; back to the surface for application in growing extra limbs and gaining other abilities. Adams was dissatisfied with only having a single miner, and the game began to lag because it was turn-based. Adams said:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;instead of rewriting the game, I thought, well maybe it should be dwarves instead. And it should be real-time to combat the [lag] problem. Now, you'd be digging out minerals in a mountain, combating threats inside, and making little workshops. Then I thought, well, how should the high score list work? We really like to keep records of plays. Not just high score lists, but expansive logs. So we'll often try to think of ways to play with the idea. This time, the idea was to let your adventurer come into the fortress after you lose and find the goblets you've made, and journals it generates.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===First release (2006)===&lt;br /&gt;
Adams began working on ''Dwarf Fortress'' in October 2002, estimating that the project would take two months, but suspended development soon after, in order to finish his previous work, ''Armok''. He explained that it began like the 1982 arcade game ''[[wikipedia: Dig Dug|Dig Dug]]''. The Adams brothers started the Bay 12 Games company, launching its website and releasing their games online. By 2004, Adams announced on his website that he would be switching his main project to ''Dwarf Fortress'' after he struggled to continue working on ''Armok'', after all its added features became harder to maintain. Adams explained that it would be a dwarf [[wikipedia: simulation game|simulation game]] but he kept Adventure mode as a surprise feature, which was revealed during its release. At that time, his fan base consisted of a few dozen people and more came in when he made this announcement. He put up a [[wikipedia: PayPal|PayPal]] button after a request from a fan; similarly, a subscriber system was added later. In the next five months, they made around $300, which brought in only enough to cover the site's $20 hosting cost. He dubbed the game as ''Slaves to Armok, God of Blood II: Dwarf Fortress''; Adams explained that it was a sequel because it continued to work on much of ''Armok's'' code but said its cumbersome name was mostly &amp;quot;for kicks.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Adams decided to focus on the game's development full-time during his first year of his math post-doctorate at [[wikipedia: Texas A&amp;amp;M|Texas A&amp;amp;M]] in 2006.&lt;br /&gt;
He quit it after a year and decided to use up his $15,000 savings. The university offered him $50,000 if he would stay another year. Adams agreed and commented on this, &amp;quot;I woke up the morning after I gave notice, like, I can actually make this work.&amp;quot; Adams expected he would have to get a job in order to support himself and use his savings because the game had not been released yet. Development continued till 8 August 2006, when the first [[wikipedia: alpha version|alpha version]] (version 0.21.93.19a) was released. Donations reached $800–$1000 in the following months, this average increased gradually till they were financially stable. He then decided to solely rely on donations.&lt;br /&gt;
&lt;br /&gt;
===Development (2007–present)===&lt;br /&gt;
Adams did not use the 3D graphics which ''Armok'' had since its development was hampered because of it. He cited the ease in development of features like [[wikipedia: fluid simulation|fluid simulation]], copyright issues with the art and more unhindered possibilities as further reasons for not using it. Being used to the text-based graphics in [[wikipedia: roguelike|roguelike]]s, he did not want graphical [[wikipedia: Tile-based video game|tilesets]]. The story-generation originated first from ''Armok'', although present to some extent in ''dragslay''. Tarn and Zach would write different chapters of events they would like to see, mix it together and try to implement it. Most of this story writing is managed by Zach, who has a role in the game's development. He graduated in ancient history and books like ''[[wikipedia: The Twelve Caesars|The Twelve Caesars]]'' and the writings of [[wikipedia: Assyria|Assyria]]n kings influenced the game.&lt;br /&gt;
&lt;br /&gt;
Tarn Adams was influenced by roguelike games like 1985 ''[[wikipedia: Hack (Unix video game)|Hack]]'' because of its randomly generated levels and detailed mechanics. The body part and wound system was inspired by 1990 role-playing game ''[[wikipedia: Cyberpunk 2020|Cyberpunk 2020]]''. Adams cited ''[[wikipedia: Ultima series|Ultima series]]'' as the inspiration for his generated worlds. He prefers modeling on individual elements, rather than entire systems, for better simulations with the outcomes being under his control. During world generation, he made an algorithm to simulate [[wikipedia: rain shadow|rain shadow]]s which occur in areas at the side of mountain deserts. For the distinct personalities of each unit, he took it from [[wikipedia: NEO PI-R|NEO PI-R test]] of which he admitted knowing little about. The feature of [[wikipedia: carp|carp]]s eating dwarves was unexpected when the game was released. He had written them having the same size and carps were designed to be carnivorous. Adams composed the game's [[wikipedia: Flamenco guitar|flamenco-inspired]] music.&lt;br /&gt;
&lt;br /&gt;
A z-axis was introduced in the 2008 release because he felt the limitations with a single plane increasing; the feature of making various constructions like walls was also added at this time. In the earlier version, players could dig only into a mountainside and not underground because of having only one &amp;quot;z-level&amp;quot;, thus it was considered &amp;quot;[[wikipedia: two-dimensional space|2D]]&amp;quot;. This was significantly easier to maintain due to the limited playable area. Adams commented that this major change was further difficult to implement because of considering details like [[wikipedia: fluid mechanics|fluid mechanics]] and cave-ins. In 2012, more traps, abilities, [[wikipedia: syndrome|syndrome]]s, detailed cities and tombs were added in addition to vampiric and [[wikipedia: lycanthropic|lycanthropic]] infections, necromancers and undead.&lt;br /&gt;
&lt;br /&gt;
On his reliance on PayPal donations, Adams says he is content since he feels that people really like his work or they would not pay. Ever since its release, donations kept increasing and remaining stable except having a sudden increase during a new version update. He got $50,000 in 2010 following a major update after a long gap. Their expenses being low, he has maintained that he is happy as long as the game is self-sustaining and will not charge for it. In 2011, Adams refused a job offer from an unspecified major game developer and a $300,000 deal to license the name ''Dwarf Fortress'' from another company. Adams felt that this amount would not equate to the long-term donations he would receive. Adams said that he prefers working on his own and not being part of the gaming industry. In 2013, his average income was $4000 a month and Adams said, &amp;quot;Barely in the black one month, a little in the red another month. ... It's a risk I'm willing to take, and really I couldn't have it any other way.&amp;quot; He has spent no money on advertising and was happy when bloggers, reviewers like former game journalist [[wikipedia: Kieron Gillen|Kieron Gillen]] from ''[[wikipedia: PC Gamer|PC Gamer]]'' and ''[[wikipedia: Games for Windows|Games for Windows]],'' wrote about his game. In 2015, Bay 12 Games set up a [[wikipedia: Patreon|Patreon]] account to help fund ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
===Further updates===&lt;br /&gt;
As of 2015 January, the latest update was version 0.40.24, years in development despite being in alpha version. Adams says he has been able to maintain focus by shifting his attention to different aspects of the game, given its numerous varied features. While regular game development aim to perfect their work for release, he considers this a drawback since he continues exploring and learning while adding new features. ''[[wikipedia: Wired (magazine)|Wired]]'' and [[wikipedia: Rock, Paper, Shotgun|Rock, Paper, Shotgun]] noted its sometimes funny but unintentional bug fixes, with ''PC Gamer'' saying it makes an entertaining [[wikipedia: RSS feed|RSS feed]] to subscribe to. Adams has two favorite bugs. One is about a farmer dwarf planting their own bed. The other involves a dwarven executioner, with broken arms unable to use his hammer, delivering punishments by biting his victims and tearing off their limbs, keeping one in his mouth for years.&lt;br /&gt;
&lt;br /&gt;
Tarn Adams considers ''Dwarf Fortress'' his life's work, and has stated in 2011 that he does not expect version 1.0 to be released for at least another twenty years, and even after that, he would still continue to update it. Adams calls his game an open-ended &amp;quot;story generator&amp;quot;. The game's code base is [[wikipedia: closed source|proprietary]], and Adams has stated he has no plans to release it into the [[wikipedia: open source|open source]] domain, citing the risk of them going into financial trouble. He acknowledged the role of the community in supporting its development and has endorsed third-party tools, visualizers and interface code. He explained he would consider releasing its source if he could not maintain it anymore, seeing different game developers taking it up. He says that he does not mind any modifications as long as he is not put into risk.&lt;br /&gt;
&lt;br /&gt;
Adams describes version 1.0 having an Adventure mode that would be a regular role-playing game, with changing plots and ordering subordinates to perform various tasks. Fortress mode would have a closer relationship with the outside generated world through war, trade and diplomacy. The world being bigger; he envisions the game to have many more features like magic, a tutorial, and a better interface. According to him, a tutorial is a burden because of the additional need of updating it. He said of version 1.0, &amp;quot;sitting down with a fresh DF world would be like sitting down to read a middling fantasy author you haven't read before, but with all the extras that being a video game provides, including the ability to write your own sequels.&amp;quot; Modern in-game technologies and 3D graphics were fan requests Adams said he would never implement, yet showing ambivalence about the latter if the task was easy enough.&lt;br /&gt;
&lt;br /&gt;
==Reception==&lt;br /&gt;
{{main|Reception of Dwarf Fortress}}&lt;br /&gt;
&lt;br /&gt;
==Community==&lt;br /&gt;
{{main|Community of Dwarf Fortress}}&lt;br /&gt;
&lt;br /&gt;
==Legacy==&lt;br /&gt;
{{main|Legacy of Dwarf Fortress}}&lt;br /&gt;
&lt;br /&gt;
[[Category: game| ]]&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=223288</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=223288"/>
		<updated>2016-02-08T05:41:42Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: ne w quote&lt;/p&gt;
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&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. -- Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! --Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? -Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. -Ashameron&lt;br /&gt;
Stopped cats from dying of alcohol poisoning after walking over damp tavern floors and cleaning themselves.  --[[Toady One]]&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] -- Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. --TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. --Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. -- Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. --TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argumnent with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been mising for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): &amp;quot;I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of TRANS_NAME] greets you.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; - Some sober human in my tavern&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=223287</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=223287"/>
		<updated>2016-02-08T05:36:02Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: &lt;/p&gt;
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&amp;lt;p&amp;gt;[[About]]&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;lt;b&amp;gt;[[Quickstart guide|&amp;lt;span style=&amp;quot;color:#72A329 !important;&amp;quot;&amp;gt;Tutorial&amp;lt;/span&amp;gt;]]&amp;lt;/b&amp;gt;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[[Installation|Downloads]]&amp;lt;/p&amp;gt;&lt;br /&gt;
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[[Welcome]] to the Dwarf Fortress Wiki. This is a collection of user-submitted guides, information and advice for [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a game for Windows, Linux and Mac, developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, as well as distinct, randomly-generated worlds (complete with terrain, wildlife and legends), gruesome combat mechanics and ubiquitous alcohol dependancy by dwarves. &lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
{{quick download}}&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''&amp;lt;span style=&amp;quot;color:#CA7A02 !important;&amp;quot;&amp;gt;New to Dwarf Fortress?&amp;lt;/span&amp;gt;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Installation|Download &amp;amp; Install]]&lt;br /&gt;
&lt;br /&gt;
[[Quickstart guide|Fortress Mode Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode quick start|Adventure Mode Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Troubleshooting|How do I get more help?]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Reference Pages'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Adventure mode]]&lt;br /&gt;
&lt;br /&gt;
[[Dwarf fortress mode|Fortress Mode]]&lt;br /&gt;
&lt;br /&gt;
[[Design strategies]]&lt;br /&gt;
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[[Farming]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''&amp;amp;nbsp;'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Military]]&lt;br /&gt;
&lt;br /&gt;
[[Fun]]&lt;br /&gt;
&lt;br /&gt;
[[World generation]]&lt;br /&gt;
&lt;br /&gt;
[[Industry]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
[[Creature]]s&lt;br /&gt;
&lt;br /&gt;
[[Dwarf|Dwarves]]&lt;br /&gt;
&lt;br /&gt;
[[Building]]s&lt;br /&gt;
&lt;br /&gt;
[[Mining]]&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;border-bottom:1px solid #ddd;&amp;quot;&amp;gt;'''Other / [[Mods]]'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|| [[Bloodline games]] || [[Cheating]] || [[Known bugs and issues|Known Bugs]] || [[Framerate]] || [[Modding Guide]]&lt;br /&gt;
|-&lt;br /&gt;
|| [[Masterwork:Main Page|Masterwork DF]] || [[Graphics]] || [[Utilities]] || [[Technical tricks]] || [[Dwarf Fortress webcomics|DF webcomics]]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12forums.com/smf/ Official Forums], [http://www.bay12forums.com/smf/index.php?board=22.0 Official Wiki Forum], [http://forums.xkcd.com/viewtopic.php?f=21&amp;amp;t=19469&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a xkcd Thread], [http://www.gamingsteve.com/blab/index.php?topic=6350.0 GamingSteve Thread], [http://www.cracked.com/forums/topic/28476/dwarf-fortress Cracked Thread], [http://dwarvenpassion.smfforfree3.com/index.php Dwarves with a Passion], [http://www.facepunch.com/showthread.php?t=908019 Facepunch Studios Thread], [http://www.reddit.com/r/dwarffortress/ Reddit], [http://arstechnica.com/civis/viewtopic.php?f=22&amp;amp;t=52391 Ars Technica], [http://www.gamerswithjobs.com/node/42890 GamersWithJobs Thread], [http://springrts.com/phpbb/viewtopic.php?f=10&amp;amp;t=10908 SpringRTS Thread], [http://forums.librejeu.fr/index.php?page=Board&amp;amp;boardID=3 French forum], [http://forum.canardpc.com/showthread.php?t=3652 Canard PC Thread (Fr)], [http://dwarf.forumczech.com/forum.htm Česke a slovenské forum (cz/sk)], [http://www.dwarffortressforum.de German Dwarf Fortress Forum]&lt;br /&gt;
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| '''DF-related:''' [irc://irc.esper.net/bay12games #bay12games] on irc.esper.net, [irc://irc.freenode.net/dwarffortress #dwarffortress] on freenode.net, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org, [irc://irc.tellaerad.net/DF #DF] on tellaerad.net and [irc://irc.rizon.net/brofortress #brofortress] on rizon.net.&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
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| [http://www.dwarffortress.fr/wiki Le Wiki Français ], [http://dwarffortress.if.land.to/ The Japanese (日本語) Wiki ], [http://www.dfwk.ru The Russian Wiki ], [http://pl.dwarffortress.wikia.com/ The Polish Wiki ], [http://español.dwarf-fortress.info/wiki The Spanish Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)], [http://dfstories.com/ Dwarf Fortress Stories], [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis Bug Tracker]&lt;br /&gt;
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! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [[23a:Main Page|v0.23.130.23a Wiki]]&amp;lt;!--&amp;lt;sup&amp;gt;[http://web.archive.org/web/20080221163738rn_1/archive.dwarffortresswiki.net/index.php/Main_Page (archive.org snapshot)]&amp;lt;/sup&amp;gt;--&amp;gt;, [[40d:Main Page|v0.28.181.40d Wiki]], [[v0.31:Main Page|v0.31.25 Wiki]], [[v0.34:Main Page|v0.34.11 Wiki]]&lt;br /&gt;
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&amp;lt;div id=&amp;quot;norate&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Creature&amp;diff=223279</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Creature&amp;diff=223279"/>
		<updated>2016-02-07T16:47:34Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:04, 19 July 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventure in many different ways.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up in-game.&lt;br /&gt;
&lt;br /&gt;
'''Playable:''' If &amp;quot;No&amp;quot;, the creature is not playable. &amp;quot;Fort&amp;quot; indicates that the creature is playable in Dwarf Fortress mode. &amp;quot;Adv&amp;quot; indicates that creature is playable in Adventure mode. (Note that creatures that are usually unplayable in adventure mode (such as Goblins) may be made playable by the world's history.)&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. [[Undead]] creatures are always hostile to living things.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredible skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
&lt;br /&gt;
'''Biome:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main Races====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
WORK IN PROGRESS PLEASE DON'T DELETE!!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dwarf]]|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elf]]|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goblin]]|symbol=g|color=7:0:0|playable=No|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Human]]|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kobold]]|symbol=k|color=6:0:0|playable=No|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races depends on the history of your game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Animal people]]====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amphibian man]]|symbol=a|color=6:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Antman]]|symbol=a|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat man]]|symbol=b|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish man]]|symbol=f|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow man]]|symbol=s|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm man]]|symbol=o|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reptile man]]|symbol=r|color=2:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rodent man]]|symbol=r|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Serpent man]]|symbol=s|color=7:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether a animal man civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Ant-men body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Domestic Animals====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
Note: Except for wagons, domestic animals can be bought at embark, or requested from dwarven caravans.  Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alpaca]]|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cat]]|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chicken]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dog]]|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Donkey]]|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goat]]|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mule]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wagon]]|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Bronze colossus]]|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragon]]|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hydra]]|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Roc]]|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cyclops]]|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ettin]]|symbol=E|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant]]|symbol=G|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Minotaur]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Nonexistent====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Centaur]]|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimera]]|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Griffon]]|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark]]|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark man]]|symbol=a|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Adder]]|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Adder man]]|symbol=a|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda]]|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda man]]|symbol=A|color=2:0:1|food=Yes|playable=Adv|hostile=Yes|size=35,050|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo]]|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo man]]|symbol=a|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye]]|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye man]]|symbol=a|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger]]|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger man]]|symbol=b|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bark scorpion man]]|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Barn owl]]|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Barn owl man]]|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bilou]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba man]]|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-crested gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-handed gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bobcat]]|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bobcat man]]|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown recluse spider man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,250|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster man]]|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,125|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushtit man]]|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin]]|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin man]]|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara man]]|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary]]|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary man]]|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla]]|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla man]]|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati man]]|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cockatiel man]]|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=300|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake man]]|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,150|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coyote]]|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coyote man]]|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crow man]]|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dark gnome]]|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Deer]]|symbol=d|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise]]|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise man]]|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo]]|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo man]]|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Eagle]]|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Eagle man]]|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Echidna]]|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Echidna man]]|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu man]]|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flying squirrel man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aardvark]]|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant adder]]|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant anaconda]]|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant armadillo]]|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aye-aye]]|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant badger]]|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bark scorpion]]|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant barn owl]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant black mamba]]|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=117,550|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bobcat]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant brown recluse spider]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushmaster]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushtit]]|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capuchin]]|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cassowary]]|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant chinchilla]]|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coati]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cockatiel]]|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant copperhead snake]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=122,100|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coyote]]|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant crow]]|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert scorpion]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert tortoise]]|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant dingo]]|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant eagle]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=100,000|value=700|biome=Savage mountains|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant echidna]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant emu]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant flying squirrel]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gila monster]]|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grasshopper]]|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gray langur]]|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant great horned owl]]|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grey parrot]]|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hamster]]|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hare]]|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hedgehog]]|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hornbill]]|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hyena]]|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ibex]]|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant impala]]|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jackal]]|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=750,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jumping spider]]|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kakapo]]|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kangaroo]]|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kea]]|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kestrel]]|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant king cobra]]|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kingsnake]]|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=105,255|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kiwi]]|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant koala]]|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard gecko]]|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion tamarin]]|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lorikeet]]|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant louse]]|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lynx]]|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant magpie]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mantis]]|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant masked lovebird]]|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mongoose]]|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant monitor lizard]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moose]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moth]]|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ocelot]]|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant opossum]]|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ostrich]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pangolin]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant parakeet]]|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant peach-faced lovebird]]|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant peregrine falcon]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=207,702|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant porcupine]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant python]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rattlesnake]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=124,635|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant raven]]|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant red panda]]|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant skunk]]|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant slug]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snail]]|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snowy owl]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant spider monkey]]|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant stoat]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tapir]]|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant thrips]]|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tick]]|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,900,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise]]|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise man]]|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant weasel]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant white stork]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wild boar]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wolverine]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wombat]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wren]]|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic panda]]|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic tortoise]]|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster]]|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster man]]|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grasshopper man]]|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray gibbon]]|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur]]|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur man]]|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great horned owl]]|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great horned owl man]]|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grey parrot]]|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grey parrot man]]|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hamster man]]|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare]]|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare man]]|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harpy]]|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hedgehog man]]|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hoary marmot]]|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=can become enraged at random}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill]]|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill man]]|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena]]|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena man]]|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex]]|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex man]]|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Evil}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala]]|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala man]]|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal]]|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal man]]|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jumping spider man]]|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo]]|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo man]]|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kangaroo]]|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kangaroo man]]|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea]]|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea man]]|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kestrel]]|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kestrel man]]|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[King cobra]]|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[King cobra man]]|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake]]|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake man]]|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi]]|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi man]]|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala]]|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala man]]|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard gecko man]]|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion]]|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion tamarin man]]|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lorikeet man]]|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Louse man]]|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx]]|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx man]]|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magpie man]]|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mandrill]]|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mantis man]]|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Masked lovebird man]]|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose]]|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose man]]|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard man]]|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose man]]|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moth man]]|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain gnome]]|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain goat]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nightwing]]|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot]]|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot man]]|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ogre]]|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum]]|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum man]]|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orangutan]]|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ostrich]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ostrich man]]|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda]]|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda man]]|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin]]|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Parakeet man]]|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peach-faced lovebird man]]|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peregrine falcon]]|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,100|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Peregrine falcon man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,550|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pileated gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Porcupine]]|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Porcupine man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Python]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Python man]]|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake]]|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=20|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake man]]|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=20|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raven]]|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raven man]]|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red panda]]|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red panda man]]|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Satyr]]|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Siamang]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Silvery gibbon]]|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk man]]|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth]]|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear man]]|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth man]]|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slug man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snail man]]|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl man]]|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sparrow man]]|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spider monkey]]|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spider monkey man]]|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat man]]|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Strangler]]|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir]]|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir man]]|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thrips man]]|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tick man]]|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger]]|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerman]]|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Vulture]]|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Warthog]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel man]]|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork man]]|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-browed gibbon]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-handed gibbon]]|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar man]]|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine man]]|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat]]|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat man]]|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wren man]]|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amethyst man]]|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood man]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bugbat]]|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave blob]]|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave dragon]]|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave floater]]|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creeping eye]]|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crundle]]|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Draltha]]|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire imp]]|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire man]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flesh ball]]|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gabbro man]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bat]]|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant earthworm]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mole]]|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant olm]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rat]]|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant toad]]|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green devourer]]|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Helmet snake]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hungry head]]|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Iron man]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large rat]]|symbol=r|color=0:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma crab]]|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma man]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manera]]|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mud man]]|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Naked mole dog]]|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rutherer]]|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross]]|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross man]]|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator snapping turtle]]|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Axolotl man]]|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Basking shark]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver]]|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver man]]|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blacktip reef shark]]|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bull shark]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note= !!dangerous!!}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coelacanth]]|symbol=c|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common snapping turtle]]|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab]]|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab man]]|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cuttlefish man]]|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Damselfly man]]|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal man]]|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emperor penguin]]|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant albatross]]|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant axolotl]]|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant beaver]]|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant crab]]|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cuttlefish]]|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant damselfly]]|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant elephant seal]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grouper]]|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant harp seal]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant horseshoe crab]]|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leech]]|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard seal]]|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant loon]]|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mink]]|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moon snail]]|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant narwhal]]|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant nautilus]]|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant octopus]]|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant orca]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant otter]]|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant penguin]]|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant platypus]]|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pond turtle]]|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant puffin]]|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snapping turtle]]|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sperm whale]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=100,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sponge]]|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic squid]]|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great barracuda]]|symbol=B|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal]]|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal man]]|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab]]|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab man]]|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leech man]]|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal]]|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal man]]|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Little penguin]]|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|playable=No|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon]]|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon man]]|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manta ray]]|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink]]|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink man]]|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moon snail man]]|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal]]|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal man]]|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nautilus man]]|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nurse shark]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus]]|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=20|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus man]]|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,010|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca]]|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca man]]|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=1,285,000|value=750|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Otter man]]|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=25|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin]]|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin man]]|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pike (fish)|Pike]]|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus man]]|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond turtle man]]|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin]]|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin man]]|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[River otter]]|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea otter]]|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snapping turtle man]]|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sperm whale]]|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sperm whale man]]|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=6,285,000|value=1000|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge]]|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge man]]|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=10|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Squid man]]|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger shark]]|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Walrus]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale shark]]|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whitetip reef shark]]|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Randomly Generated Creatures==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
These creatures are procedurally generated and different for every savefile.  Their raws may be extracted from the world.dat file in uncompressed save folders.&lt;br /&gt;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Forgotten beast]]|symbol=Any|color=7:0:1|food=N/A|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Titan]]|symbol=Any|color=7:0:1|food=N/A|playable=No|hostile=N/A|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Night troll]]|symbol=Ñ|color=2:0:1|food=No|playable=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bogeyman]]|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werebeast]]|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Demon]]|symbol=&amp;amp;|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Hell]]|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angel]]|symbol=Ä|color=7:0:1|food=No|playable=No|hostile=Yes|size=N/A|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mes&lt;br /&gt;
| elvish  = amu&lt;br /&gt;
| goblin  = los&lt;br /&gt;
| human   = mos&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=223278</id>
		<title>World generation</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=World_generation&amp;diff=223278"/>
		<updated>2016-02-07T16:45:00Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: Moony is a grammar nazi, Moony fixed grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|15:09, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first create a world to play in. At the game's main menu, you can choose to either {{DFtext|Create New World!}} or {{DFtext|Design New World With Advanced Parameters}}.&lt;br /&gt;
&lt;br /&gt;
World Generation can take long and may seem like a nuisance, but it is the actual heart of the game. This is where Toady invests most of his time, this is the piece of art that makes Dwarf Fortress unique enough for the Museum of Modern Art in New York City. While you wait for the counter to finish, an entire fantasy world with unique geography, history and even language is created. Entire civilizations rise, wage war, fall, rise again, and fall. Countless characters, each with unique appearance and personality, live their lives, some of them a calm one, some go out and influence history. The world's complexity could rival the works of Tolkien himself. Dwarf Fortress is not only a game, it is a gigantic fantasy world simulator. Fortress and adventure mode allow you to influence a tiny part of that tale and write your own chapter. One chapter in an enormous bookshelf.&lt;br /&gt;
&lt;br /&gt;
This article will cover basic world generation using the first option.&lt;br /&gt;
&lt;br /&gt;
:''For information on advanced parameters, see [[Advanced world generation]].''&lt;br /&gt;
&lt;br /&gt;
== Basic world generation menu ==&lt;br /&gt;
&lt;br /&gt;
The basic world generation menu looks like this.&lt;br /&gt;
&lt;br /&gt;
[[File:BasicWorldGen.png]]&lt;br /&gt;
=== Parameters ===&lt;br /&gt;
&lt;br /&gt;
Each of the parameters is described below.&lt;br /&gt;
&lt;br /&gt;
==== World size ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This controls the size of the world map&amp;quot; as it says at the bottom of the screen when this option is highlighted. Also at the bottom of the screen is shown the dimensions of the world that will be generated given the currently selected size. Using Basic World Generation, the size options are:&lt;br /&gt;
&lt;br /&gt;
* Pocket (17x17 region tiles)&lt;br /&gt;
* Smaller (33x33)&lt;br /&gt;
* Small (65x65)&lt;br /&gt;
* Medium (129x129)&lt;br /&gt;
* Large (257x257)&lt;br /&gt;
&lt;br /&gt;
Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. In v0.40 selecting bigger worlds will reduce the framerate (update speed) of the game in fortress mode. Selecting small or smaller worlds is recommended.&lt;br /&gt;
&lt;br /&gt;
The world size also affects the maximum amount of civilizations, new civilization sites limit and the number of existing forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Forgotten beasts&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 75&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 243&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 867&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the length of pre-generated history.&amp;quot; The number of years for the currently selected length will be shown in the lower right. Essentially this means the amount of time that civilizations will have to grow, attack each other, and starve to death before the player can start playing. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. The longer the history, the more historical events will be generated by the time game-play begins.&lt;br /&gt;
&lt;br /&gt;
Setting this parameter to a higher value will cause world generation to take longer as more events need to be determined. Setting it to a very low value is OK, but will reduce the size of civilizations at game start.&lt;br /&gt;
&lt;br /&gt;
Higher values will also increase the number of abandoned (sacked) towns and fortresses which can matter for adventure mode, but doesn't matter that much for fortress mode. Recommend value for worlds you plan to use for adventure mode are Short or Medium.&lt;br /&gt;
&lt;br /&gt;
History will still progress after world generation, concurrently with normal game-play, but this will of course be much slower. Therefore it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during game-play.&lt;br /&gt;
&lt;br /&gt;
For more information on the history aspect of the game, see [[Legends]] and [[Calendar#Ages|Ages]].&lt;br /&gt;
&lt;br /&gt;
==== Number of civilizations ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of distinct civilizations exist in a world.&lt;br /&gt;
&lt;br /&gt;
Civilizations are dwarves, humans, goblins, kobolds and elves.&lt;br /&gt;
&lt;br /&gt;
It should be noted that this would refer to different kingdoms of the same races. A smaller number of civilizations ( smaller than 5 - 7) may exclude one or two races from your world but less civilizations will reduce the amount of time history generation takes. Larger numbers of civilizations would increase history generation time and make historical events happen much more often.&lt;br /&gt;
&lt;br /&gt;
The maximum amount of civilizations is affected by the world size. At higher numbers (&amp;gt; 40) humans, kobolds and elves are more frequent than dwarves and goblins.&lt;br /&gt;
 &lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 40&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 7&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 15&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 80&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 10&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 12&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 20&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 160&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of sites ====&lt;br /&gt;
&lt;br /&gt;
This affects the maximum number of [[Advanced_world_generation#Site_cap_after_civ_creation|new sites]] such as towns, hamlets, elf retreats, etc. existing civilizations can expand to during world generation combined. New sites increase the maximum amount of members of the civilization founding the site.&lt;br /&gt;
&lt;br /&gt;
High site numbers increase the duration of history generation by a huge amount of time.&lt;br /&gt;
With very low site numbers only the civilizations home settlements may exist after a few years of history with a high probability of getting eradicated by some event.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Turning this up is advised for adventure mode games.&lt;br /&gt;
&lt;br /&gt;
The total amount of sites is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 17&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 66&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 260&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 375&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 51&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 198&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 780&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1125&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 68&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 264&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1040&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1500&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 102&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 396&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1560&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 136&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 528&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Number of beasts ====&lt;br /&gt;
&lt;br /&gt;
This controls the number of megabeasts such as dragons, titans, etc., that exist at the beginning of the world. They can later die (get killed) due to historical events, so the longer the history the more likely some of these will die.&lt;br /&gt;
&lt;br /&gt;
The number of beasts does not appear to impact how often your fortress will be attacked by beasts in fortress mode. In adventure mode it means it will be easier to find more megabeasts. If set very low then you may actually run out of beasts during a game.&lt;br /&gt;
&lt;br /&gt;
Since beasts can attack civilizations, more beasts may reduce the population of the world a little bit.&lt;br /&gt;
&lt;br /&gt;
The total amount of beasts is affected by the selected world size.&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Pocket&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Smaller&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Small&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Medium&lt;br /&gt;
!width=&amp;quot;80&amp;quot;| Large&lt;br /&gt;
|-&lt;br /&gt;
! Very Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 9 / 18 / 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 37 / 75 / 16&lt;br /&gt;
|-&lt;br /&gt;
! Low&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 0 / 1 / 0&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 / 6 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 13 / 27 / 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 56 / 112 / 24&lt;br /&gt;
|-&lt;br /&gt;
! Medium&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 / 9 / 3&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 18 / 37 / 9&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 75 / 150 / 33&lt;br /&gt;
|-&lt;br /&gt;
! High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 3 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 1 / 3 / 1&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 6 / 13 / 4&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 27 / 55 / 13&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 112 / 225 / 49&lt;br /&gt;
|-&lt;br /&gt;
! Very High&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 / 4 / 2&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 8 / 18 / 6&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 36 / 74 / 18&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 150 / 300 / 66&lt;br /&gt;
|}&lt;br /&gt;
*Read numbers as: Megabeasts // Semi-megabeasts // Titans&lt;br /&gt;
&lt;br /&gt;
==== Natural savagery ====&lt;br /&gt;
&lt;br /&gt;
Increasing this value increases the number of [[Surroundings#Savage|savage]] [[Biome|biomes]] in the world. In short, this means that more areas are likely to have aggressive animals which may try to kill dwarves immediately upon embark and attack adventurers more often while traveling.&lt;br /&gt;
&lt;br /&gt;
New players may want to just leave this at the Medium setting (which isn't that hard) or set it lower. Turn this up to make the game more [[losing|fun]].&lt;br /&gt;
&lt;br /&gt;
==== Mineral occurrence ====&lt;br /&gt;
&lt;br /&gt;
This is a rather important parameter for fortress mode. Sparse means that many areas will only have one or two types of metal ore, if any, which can be very annoying to people until the economy is fully implemented and other metals can more easily be obtained via trade. New players should probably turn this up to Frequent.&lt;br /&gt;
&lt;br /&gt;
More details: [[Advanced_world_generation#Mineral_Scarcity|Mineral Scarcity]]&lt;br /&gt;
&lt;br /&gt;
In adventure mode this can impact the types of metals that civilizations have access to, which can affect the types of items that are available in shops. Therefore it may not be a bad idea to turn this up for worlds in which you plan to play adventure mode games.&lt;br /&gt;
&lt;br /&gt;
== The generation process ==&lt;br /&gt;
&lt;br /&gt;
Once you're satisfied with your parameter selections, hit {{k|y}} to proceed.&lt;br /&gt;
&lt;br /&gt;
The screen will show something like this:&lt;br /&gt;
&lt;br /&gt;
[[File:WorldGenerationScreen.png]]&lt;br /&gt;
&lt;br /&gt;
The name of the world will be random in basic world generation mode.&lt;br /&gt;
&lt;br /&gt;
=== Rejections ===&lt;br /&gt;
&lt;br /&gt;
You may notice that during various phases of the world generation process worlds will be rejected, leading to the rejection count going up and the process starting over. This happens because certain factors such as number of mountain tiles can't be determined ahead of time by the generation process. Instead worlds are generated with parameters which are likely to produce worlds that can support a required number of mountains, and are then checked to make sure they meet the criteria. For example, the random generation of the topography of the land may result in too few high elevation areas to place mountains.&lt;br /&gt;
&lt;br /&gt;
In practice you don't need to worry about this for basic world generation because the preset hidden values that determine acceptable criteria are designed to decrease the chance of rejections, but certain combinations of basic parameters (especially with very large worlds) may make it harder for the process to generate &amp;quot;acceptable&amp;quot; worlds. Basically what this amounts to is that world generation will just take longer for certain parameter selections that are more difficult for the generator to satisfy.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Once the world itself has been generated, the process of generating historical events will begin. This can take a very long time for large, heavily populated worlds with very long 2,000 year histories.&lt;br /&gt;
&lt;br /&gt;
=== Finishing ===&lt;br /&gt;
&lt;br /&gt;
Once everything is complete, you can take a look around using the directional keys. (Using {{k|Shift}}+directional key will make this faster.) If you find yourself confused about what all the characters actually mean, you are not alone. Check out the [[Map legend]].  At this point you can either abort the process or hit {{k|Enter}} to save the world to disk.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the post-generation-process viewer doesn't give you a way to view much information about the world, so unless you really hate the look of the map or something you probably want to just save the world and load it up in [[Legends]] mode to view more information.&lt;br /&gt;
&lt;br /&gt;
== Getting more advanced ==&lt;br /&gt;
&lt;br /&gt;
At first you will probably be satisfied with basic world generation, but later you may find that you want to create worlds with specific more extreme conditions. Check out the documentation on [[Advanced world generation]] for help with this.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*Magma sea breaching into [[Main:HFS|HFS]]{{bug|1791}}&lt;br /&gt;
*Anti-Gravity Ants - Floating ant hills above river{{bug|3054}}&lt;br /&gt;
&lt;br /&gt;
== Eastereggs ==&lt;br /&gt;
*On the 86th rejected world an error report will appear with four options, this is in reference to the term &amp;quot;86ing&amp;quot; something, which is defined in the Urban Dictionary as &amp;quot;To remove, end usage, or take something out or away.&amp;quot; [http://www.urbandictionary.com/define.php?term=86]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=223277</id>
		<title>Dwarf Fortress Wiki:Sandbox</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Sandbox&amp;diff=223277"/>
		<updated>2016-02-07T16:41:01Z</updated>

		<summary type="html">&lt;p&gt;Moonythehuman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--            Welcome to the sandbox!              *&lt;br /&gt;
*            Please leave this part alone            *&lt;br /&gt;
--&amp;gt;{{sandbox}}&amp;lt;!--&lt;br /&gt;
*        The page might be cleared regularly         *&lt;br /&gt;
*                We don't really know                *&lt;br /&gt;
*     Feel free to try your editing skills below  &lt;br /&gt;
******************************************************--&amp;gt;&lt;br /&gt;
Nothing to see here, move along.&lt;br /&gt;
It was inevitable&lt;br /&gt;
&lt;br /&gt;
This is a masterfully crafted white sand sandbox. It is adorned with hanging rings of sand. It menaces with spikes of sand. It is decorated with cube cut sand. On the sandbox is a masterfully designed picture of sand, the symbol of the local government, by Urist McLikesSand. The sand is striking a menacing pose. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
tset&lt;br /&gt;
[%95][%96]a&lt;br /&gt;
test&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
test&lt;br /&gt;
&lt;br /&gt;
test edit 2&lt;br /&gt;
&lt;br /&gt;
woo&lt;br /&gt;
&lt;br /&gt;
Sausage&lt;br /&gt;
&lt;br /&gt;
going straight for autoconfirm&lt;br /&gt;
&lt;br /&gt;
Adding a link&lt;br /&gt;
[[http:www.suse.com | Suse Linux ]]&lt;br /&gt;
&lt;br /&gt;
WikiEditor test&lt;br /&gt;
&lt;br /&gt;
`code` te`st`&lt;br /&gt;
&lt;br /&gt;
``code`` te``s`t``&lt;br /&gt;
autoconfirm&lt;br /&gt;
test&lt;br /&gt;
&lt;br /&gt;
Do you even Dorf?&lt;br /&gt;
&lt;br /&gt;
testing one two three&lt;br /&gt;
&lt;br /&gt;
Dorfs for the Dorf god&lt;br /&gt;
&lt;br /&gt;
talky walky&lt;br /&gt;
&lt;br /&gt;
s  p  a  c  e  !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
blood for the blood god&lt;br /&gt;
&lt;br /&gt;
testing link&lt;br /&gt;
[[http:www.google.com | google]]&lt;br /&gt;
^As far as I know, google doesn't let you use it's search engine without using HTTPS. So hovering on this link says it's invalid.&lt;br /&gt;
Autoconfirm One&lt;br /&gt;
&lt;br /&gt;
Autoconfirm Two&lt;br /&gt;
&lt;br /&gt;
Autoconfirm Three&lt;br /&gt;
Confirming Autoconfirm&lt;br /&gt;
&lt;br /&gt;
pff pff chk pff pfpf chk dwarven beatboxing&lt;br /&gt;
&lt;br /&gt;
Testing Mastwork link&lt;br /&gt;
[[http://www.bay12forums.com/smf/index.php?topic=125638.msg6232407#msg6232407 | That Should do It?]]&lt;/div&gt;</summary>
		<author><name>Moonythehuman</name></author>
	</entry>
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