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	<id>http://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=RustyMcloon</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-04T09:46:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:RustyMcloon&amp;diff=85860</id>
		<title>User talk:RustyMcloon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:RustyMcloon&amp;diff=85860"/>
		<updated>2010-04-07T05:59:18Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Stolen Credit? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am indeed a Tolstoy fan :)  (Sorry for the late response, I usually browse not-logged-in) [[User:Dolohov|Dolohov]] 14:27, 24 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Enjoy Anna Karenina!  I love the opening line; I did my degree in robotics and was very fond of saying &amp;quot;The robots that work all work the same.  The robots that don't work, don't work in their own special ways.&amp;quot; -[[User:Dolohov|Dolohov]] 13:00, 9 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you really Chinese?&amp;quot;&lt;br /&gt;
Nope, I stole my name from an online story about ten years ago :) Just out of curiosity, what does it mean? I've been using this name for a decade and never actually found out. I remember hearing that it has multiple meanings due to the way the Chinese alphabet is transcribed? --[[User:FangXianfu|FangXianfu]] 05:31, 1 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Stolen Credit? ==&lt;br /&gt;
&lt;br /&gt;
You still around? I love the &amp;quot;The shoe is making a plaintive gesture&amp;quot; comment in [[scamps]] - but someone who is running for co-administrator just claimed '''he''' added that, when the page history states you were the author, here: [[Dwarf Fortress Wiki:Request for Adminship/Bombcar]].  Just wondering what's what.--[[User:Albedo|Albedo]] 06:32, 23 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Well, it seems this issue was resolved already, but I made the trivially clever comment about Scamps. --[[User:RustyMcloon|Rusty Mcloon]] 05:59, 7 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5825</id>
		<title>40d:Human</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Human&amp;diff=5825"/>
		<updated>2009-06-17T09:55:45Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Human|symbol=U|color={{COLOR:3:0:0}}|butcher=no|bones=7|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|biome=* Any}}&lt;br /&gt;
&lt;br /&gt;
'''Humans''' are intelligent [[humanoid]] [[creatures]] that live in cities on the plains. They are one of the races playable in [[Adventure Mode]]. Their buildings are made entirely of [[wood]], and usually include several houses and [[shop]]s, and a tavern. They are primarily interested in [[trade]], and generally send large [[caravan]]s in [[Calendar|summer]]. You are probably one of them.&lt;br /&gt;
&lt;br /&gt;
== Humans in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
The first human [[caravan]] will arrive in the summer of your second year, provided a human [[civilization]] has access to your site. The caravan will have [[wagon]]s, which carry lots of goods, but need a 3 tile wide corridor. Humans may also send a [[Liaison|representative]] if their civilization is big enough, and having more skilled trading [[noble]]s will upgrade him to a Merchant Baron or Merchant Prince, who have larger caravans.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} humans will invade if enough humans were killed while visiting your area.  They have also been known to show up if you've killed or offended too many [[elves]], though it's anyone's guess as to whether or not this is intended.&lt;br /&gt;
&lt;br /&gt;
This is especially dangerous if a human noble has been to your fortress. All [[trap]]s that he/she observed while walking inside are inactive for any invading humans. If you succeed in defeating a human [[siege]], they may send a diplomat to make an offer of peace.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Creating a settlement underneath a human town confers a number advantages. The human [[soldier]]s and [[guard]]s, in the process of protecting their town, also protect your fortress. In addition, all the objects present in the town are assumed to be your property, which provides your fortress with a huge starting value boost. You may also [[reclaim]] the items present inside the various buildings, giving you a nice early cache of [[weapons]], trade objects and [[furniture]]. Finally, the wood from the buildings may be acquired by deconstructing them, or [[cave-ins|undermining]] the structure.&lt;br /&gt;
&lt;br /&gt;
== Humans in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Human towns usually have many different shops. They typically have swordsmen and plenty of [[Drunk|drunks]] to recruit. The leader and quest giver of a city is called the [[mayor]], who can generally be found in the tavern in the center of town.&lt;br /&gt;
&lt;br /&gt;
Humans characters are, in every way, the middle road between [[dwarves]] and [[elf|elves]]. Their starting equipment is [[metal]], but the type of metal depends on how advanced that particular Human civilization is. Humans might have [[copper]], [[bronze]], or [[iron]] equipment. Humans may start with skill in any [[weapon]] (as opposed to the more limited lists that [[elves]] and [[dwarves]] use). Humans lack the special damage resistance of [[dwarves]] and the raw speed of [[elves]], but they are one [[size]] category larger than [[dwarves]]. This makes them hit harder and absorb more damage (though it may not make up for their lack of damage resistance). Another downside for humans is that they have a life expectancy of 60-120 years, which is a lot shorter than dwarves and especially elves, but this is unlikely to affect anyone except a serious [[Fortress Mode]] addict.&lt;br /&gt;
&lt;br /&gt;
They may buy both [[armor]] and weapons at human towns, and may scavenge dwarven weapons from abandoned fortresses. Masterpiece armor is extremely rare in human [[shop]]s, but exceptional equipment is common, and temples contain abundant loot, so a human adventurer can easily pick up a set of exceptional gear.&lt;br /&gt;
&lt;br /&gt;
== Playing as Humans in Fortress Mode ==&lt;br /&gt;
To start a &amp;quot;Human fort&amp;quot; (or, alternately, an Elven retreat or [[Goblin]] tower) one need only add the tag [CIV_CONTROLLABLE] to the entity_default.txt file in the /raw/objects folder, under whichever race you wish to play. You should only do this after having already generated a world, otherwise you may encounter bugs. It's also advisable to only have one race playable at a time by removing the [CIV_CONTROLLABLE] tag from all but the race you wish to play, for similar reasons.&lt;br /&gt;
&lt;br /&gt;
Gameplay adapts remarkably well, as if Toady intended us to do this, although there are a few bugs mostly relating to traders from certain races not arriving at your fort. The Elves can carry with them many different [[pet]]s upon embarking, and the races will start with the appropriate food and [[plants]] (for example, humans have [[prickle berry|prickle berries]] instead of [[plump helmet]]s by default).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Human development in the Future ==&lt;br /&gt;
&lt;br /&gt;
Humans will be in the future more Xenophobic then right now. Thanks to this Xenophobia Demons are less likely to take over a human Civ.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) [http://www.bay12games.com/forum/index.php?topic=30026.msg540602#msg540602]: &lt;br /&gt;
&lt;br /&gt;
[] Humans are far too xenophobic and afraid of strange things to allow a demon to go through some mechanic like a duel for warlord status -- the same tag that'll make humans consider pointy ears and glowing red eyes less attractive or scary in general might control this. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This doesn't mean that Demons cant overtake a group of Humans.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Toady One (04.May.2009) : &lt;br /&gt;
&lt;br /&gt;
[] It would be cool if eventually the demon can exploit the religious process to turn a group of human bandits into a demon cult or something, but for now, it's just straightforward violence and domination.  A demon might pass into the rulership of humans in this way as well, but it would have to not get killed by them first. []&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HUMAN]&lt;br /&gt;
	[NAME:human:humans:human]&lt;br /&gt;
	[TILE:'U'][COLOR:3:0:0]&lt;br /&gt;
	[GENPOWER:3]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[PREFSTRING:stature]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:60:120]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[SPEECH_MALE:human_male.txt]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49391</id>
		<title>User talk:FangXianfu</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49391"/>
		<updated>2009-06-02T04:30:02Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the fellow who made the comment about the shoe making a plaintive gesture. I'm glad you appreciated it. I'm curious about your screen name. Are you really Chinese? --[[User:RustyMcloon|Rusty Mcloon]] 02:41, 1 June 2009 (UTC)&lt;br /&gt;
* Nope, I stole it from an online story about ten years ago :) Just out of curiosity, what does it mean? I've been using this name for a decade and never actually found out. I remember hearing that it has multiple meanings due to the way the Chinese alphabet is transcribed? --[[User:FangXianfu|FangXianfu]] 05:29, 1 June 2009 (UTC)&lt;br /&gt;
* I am an American teaching in Shenyang, China. I was just wondering if there were any Chinese who got into DF. &lt;br /&gt;
**Fang is probably the family name [http://hk.mdbg.net/chindict/chindict.php?wdrst=0&amp;amp;popup=1&amp;amp;wdqchid=%E6%96%B9 方]. It can mean &amp;quot;square / quadrilateral / power (such as cube 立方) / classifier for square things / upright / honest / fair and square,&amp;quot; etc.&lt;br /&gt;
**It's hard to say the meaning of the given name, Xianfu, without knowing the characters. You can do your own research on the [http://hk.mdbg.net/chindict/chindict.php MDBG Chinese-English dictionary site]. Xianfu together, depending on the character and tone, can mean &amp;quot;late father&amp;quot; (先父). --[[User:RustyMcloon|Rusty Mcloon]] 04:30, 2 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49388</id>
		<title>User talk:FangXianfu</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:FangXianfu&amp;diff=49388"/>
		<updated>2009-06-01T02:41:24Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Created page with 'I am the fellow who made the comment about the shoe making a plaintive gesture. I'm glad you appreciated it. I'm curious about your screen name. Are you really Chinese? --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am the fellow who made the comment about the shoe making a plaintive gesture. I'm glad you appreciated it. I'm curious about your screen name. Are you really Chinese? --[[User:RustyMcloon|Rusty Mcloon]] 02:41, 1 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48643</id>
		<title>Talk:Scamps</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Scamps&amp;diff=48643"/>
		<updated>2009-04-25T08:10:04Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Created page with '== Please do not delete this ==  This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please do not delete this ==&lt;br /&gt;
&lt;br /&gt;
This is just meant for fun. Keep in my the DF Wiki is not help up to the same standards as Wikipedia. Thanks! --[[User:RustyMcloon|Rusty Mcloon]] 08:10, 25 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=7232</id>
		<title>Toady One</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Toady_One&amp;diff=7232"/>
		<updated>2009-04-25T08:08:17Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Toady One''' (or just '''Toady''') is the nickname used by Tarn Adams, co-designer and programmer of Dwarf Fortress.  He can be reached at [http://www.bay12games.com/about.html About Bay 12 Games] or the [http://www.bay12games.com/forum/ Bay 12 Games Forum].&lt;br /&gt;
&lt;br /&gt;
In April 2008, Toady was adopted by [[Scamps]].&lt;br /&gt;
&lt;br /&gt;
The other designer is Zach Adams ([[ThreeToe]]), his older brother. &lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Scamps&amp;diff=48634</id>
		<title>Scamps</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Scamps&amp;diff=48634"/>
		<updated>2009-04-25T08:06:17Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Created page with 'An engraving of a Scamps and a shoe by the Toady One. Scamps is striking a menacing pose. The shoe is making a plaintive gesture.  '''Scamps''' i...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Scamps.png|thumb|right|An engraving of a Scamps and a shoe by the Toady One. Scamps is striking a menacing pose. The shoe is making a plaintive gesture.]]&lt;br /&gt;
&lt;br /&gt;
'''Scamps''' is the [[pet]] [[cat]] who adopted the [[Toady One]]. Scamps is useful for preventing unhappy [[thoughts]].&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=File:Scamps.png&amp;diff=48633</id>
		<title>File:Scamps.png</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=File:Scamps.png&amp;diff=48633"/>
		<updated>2009-04-25T07:50:02Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Toady's first photo of Scamps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Toady's first photo of Scamps&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48304</id>
		<title>Talk:Planepacked</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Planepacked&amp;diff=48304"/>
		<updated>2009-04-06T06:35:36Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Created page with '== Please don't delete it == I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;  I think we should let this one go without deleting it. This ...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Please don't delete it ==&lt;br /&gt;
I removed Karl's code that said &amp;quot;del|Artifact are randomly created, so it's not useful&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I think we should let this one go without deleting it. This is too epic, and I'm usually not one of the people who care about that. Boatmurdered has a stub on here, so I say we should leave this one go until the day someone sees the creation of an even more epic artifact. &lt;br /&gt;
&lt;br /&gt;
And in one sense it is useful. This is the standard by which all other artifacts shall be measured. --[[User:RustyMcloon|Rusty Mcloon]] 06:35, 6 April 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=48139</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=48139"/>
		<updated>2009-04-06T06:30:51Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Removed {{del|Artifact are randomly created, so it's not useful}}. Who cares if it is useful. It's AWESOME. Please don't delete it. :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Planepacked is a Limestone Statue, now known as the most epic artifact ever created by dwarven kind, without cheating or exploiting. Although Planepacked is most likely a bug, or some unintended result of modding goblins to be twelve times stronger, it is still considered official by those who matter.&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also most likely contains several pictures of toads, cheese, and squares.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
The total list of materials has not yet been divulged, but what we do know of it, is that it contains more limestone then any fortress would ever need, shells, bones, and other such common items.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
All of planepacked is worth an amazing 3,105,600 dwarfbucks, an amazingly high amount in relation to it's standard materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to it's owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the dwarf didn't go insane in the middle of collecting items is unknown, but may have to do with the fact that all the items he needed were there, just not at the workshop yet.&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28179</id>
		<title>40d:Cave adaptation</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cave_adaptation&amp;diff=28179"/>
		<updated>2008-09-09T02:10:51Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Added &amp;quot;Preventing and curing cave adaptation&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Cave adaptation''' is a condition that happens to your dwarves after spending too much time underground.  It is unclear as to how much time underground causes cave adaptation, and there is no way to tell if a dwarf has cave adaptation simply by looking at their various stats.&lt;br /&gt;
&lt;br /&gt;
When a dwarf with cave adaptation goes outside, the dwarf will gain one of two negative [[thought]]s.  If the dwarf has mild cave adaptation, he will gain the thought 'irritated by the sun recently', and suffer no other effects.  A dwarf with serious cave adaptation will gain the thought, 'nauseated by the sun recently' and will [[vomit]] all over the ground.  While vomiting a dwarf is unable to defend himself, which can be a problem during combat.  &lt;br /&gt;
&lt;br /&gt;
A dwarf with the description, 'likes working outdoors and only grumbles mildly at inclement weather' is no more resistant to cave adaptation than a regular dwarf is.  Likewise, dwarves that like working outdoors may even have cave adaptation.&lt;br /&gt;
&lt;br /&gt;
Fortunately, cave adaptation is not a serious issue.  The unhappy thought from even serious cave adaptation is not particularly strong, although you may want to keep very unhappy dwarves inside so the thought doesn't push them over the edge.  Dwarves who vomit all the time don't seem to get hungry any faster.&lt;br /&gt;
&lt;br /&gt;
If your [[trade depot]] is outside, cave adaptation can create the amusing scene of thirty dwarves carrying goods to the depot all emerging and throwing up at once.  Fortunately, the merchants seem to take this in stride, and don't allow it to negatively affect negotiations.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Preventing and curing cave adaptation ==&lt;br /&gt;
&lt;br /&gt;
Cave adaptation and prevention are achieved through the same means: regular, extended exposure to sunlight.  This may be accomplished by having a [[meeting area]], [[dining room]], or [[statue garden]] exposed to sunlight.  One might, for example, put floor [[grate]]s on [[channel]]s above the meeting area, ensuring that most of the room has grates above it.&lt;br /&gt;
&lt;br /&gt;
Occasional or brief exposures to sunlight cannot prevent this cave adaption.&lt;br /&gt;
&lt;br /&gt;
Negative [[thoughts]] cannot be prevented in those who suffer cave adaptation, but can be treated with a really, really awesome dining room.&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28294</id>
		<title>40d:Vomit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28294"/>
		<updated>2008-09-09T01:53:19Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Changed &amp;quot;effect&amp;quot; to &amp;quot;affect.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vomit''' is a symptom of at least two dwarven afflictions: [[cave adaptation]] and injury. Cave adaptation is the most common cause, but dwaves and other [[creatures]] will vomit if they sustain wounds to their internal organs&lt;br /&gt;
&lt;br /&gt;
A [[puddle]] of vomit is represented by the same character as water (a double tilde: ≈) but is green rather than blue. Another object on top of a puddle of vomit will appear normally but on a green background. If vomit and [[blood]] puddles exist on the same tile, its [[color]] will be brown.  Walking through vomit will not affect a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
Vomit will disappear at the beginning of each season.&lt;br /&gt;
&lt;br /&gt;
[[category:lore]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28293</id>
		<title>40d:Vomit</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Vomit&amp;diff=28293"/>
		<updated>2008-09-09T01:52:52Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: I cleaned up this entry, removing information redundant to the cave adaptation article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Vomit''' is a symptom of at least two dwarven afflictions: [[cave adaptation]] and injury. Cave adaptation is the most common cause, but dwaves and other [[creatures]] will vomit if they sustain wounds to their internal organs&lt;br /&gt;
&lt;br /&gt;
A [[puddle]] of vomit is represented by the same character as water (a double tilde: ≈) but is green rather than blue. Another object on top of a puddle of vomit will appear normally but on a green background. If vomit and [[blood]] puddles exist on the same tile, its [[color]] will be brown.  Walking through vomit will not effect a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
Vomit will disappear at the beginning of each season.&lt;br /&gt;
&lt;br /&gt;
[[category:lore]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Dolohov&amp;diff=43502</id>
		<title>User talk:Dolohov</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Dolohov&amp;diff=43502"/>
		<updated>2008-09-01T05:24:32Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suspect you are a fan of Tolstoy.  Am I correct? --[[User:RustyMcloon|Rusty Mcloon]] 23:21, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Finishing War &amp;amp; Peace was one of my most rewarding literary experiences.  It was simply amazing...even if I never figured out how to properly pronounce some of the names.    Soon I plan on starting Anna Karenina in the very near future. --[[User:RustyMcloon|Rusty Mcloon]] 01:24, 1 September 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34262</id>
		<title>40d Talk:Farm plot</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Farm_plot&amp;diff=34262"/>
		<updated>2008-07-31T14:54:07Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Equipment==&lt;br /&gt;
I forgot to designate a farmer(plot) at the prepare screen. I added the task to my fisherdwarf, there is no free water on the map so he cannot fish anyway, but he refuses to farm (even though he created a plot).&lt;br /&gt;
&lt;br /&gt;
Should he need any eqiupment which I don't have due to my oversight?&lt;br /&gt;
&lt;br /&gt;
Thanks[[User:GarrieIrons|GarrieIrons]] 05:48, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;s&amp;gt;AFAIK, you need *some* skill level to build a related building. Meaning grower is one of those skills you need atleast a single skill point in to use. Best bet is to either survive on hunting and herbalism, or restart. --[[User:N9103|Edward]] 07:12, 8 January 2008 (EST)&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::The plot is ''built'' - but they refuse to plant it. Having looked at [[soil]] - is that because it is ''sandy loam''? It isn't on the list at that article. Maybe it's time I learned how to [[irrigate]]?[[User:GarrieIrons|GarrieIrons]] 07:30, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::If you built the plot, then it should be farmable. You have seeds and have told that plot to use those seeds, right? If so, I don't know why the fisher's not farming. Will other dwarfs farm with the labor on? --[[User:N9103|Edward]] 20:17, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:: you do not need any level of skill to build anything edward, just need to turn on that job type. [[User:Chariot|Chariot]] 22:02, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Suggested size==&lt;br /&gt;
Anyone got a better estimate than &amp;quot;25 squares will get an undefined number of dwarves through one winter&amp;quot;? On that note, do dwarves eat more during winter? --[[User:Juckto|Juckto]] 06:44, 6 May 2008 (EDT)&lt;br /&gt;
:A 25 square plot growing plump helmets can easily provide food and beer indefinitely for 40-50 dwarves with a low skill dedicated grower. A high skill dedicated grower can easily support 80-100 dwarves. Only thing to be careful of would be the grower going on break, but placing a second or third grower should enable you too support a fort without worry. All previous testing seems to indicate that dwarves do not eat more during winter.--[[User:Metalax|Metalax]] 08:35, 6 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Fertilization==&lt;br /&gt;
I know that potash is used for fertilization, sometimes I have potash lying around, but I can't fertilize.  There needs to be a section to explain how fertilization works.--[[User:RustyMcloon|Rusty Mcloon]] 10:54, 31 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1221</id>
		<title>Main Page/Quote Archive</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page/Quote_Archive&amp;diff=1221"/>
		<updated>2008-07-21T20:16:34Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Added a warning comment to the editing page so people won't add their quote here by accident&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin: 0 auto; border-spacing: 1em&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|Bob, Swordsman: Join me on my adventures!  Joe, Mayor: I'd rather not.  Joe, Mayor has bled to death.}}&lt;br /&gt;
{{Quote Box|&amp;quot;I think I'll stick to drowning dwarves and cooking puppies.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;I mean, how dangerous can an elephant be, anyway?&amp;quot;}}&lt;br /&gt;
{{Quote Box|Toady has created a masterpiece!}}&lt;br /&gt;
{{Quote Box|Is that a hammer in your ≡Giant cave spider silk trousers≡ or are you just happy to see me?}}&lt;br /&gt;
{{Quote Box|Do these +narrow chimpanzee leather trousers+ make me look fat?}}&lt;br /&gt;
{{Quote Box|This wiki menaces with spikes of bread.}}&lt;br /&gt;
{{Quote Box|I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.}}&lt;br /&gt;
{{Quote Box|&amp;quot;This is why artificial intelligences won't be taking over the world within the next ten years or so: NORMAL people don't have to be TOLD not to milk a cow that's on fire!&amp;quot;&amp;lt;br&amp;gt; - [[Sowelu ]]}}&lt;br /&gt;
{{Quote Box|Fun fact: Ditching the starting anvil for a shit ton of logs makes for a strong early defense by way of a palisade...}}&lt;br /&gt;
{{Quote Box|&amp;quot;The interface is coming - it's not coming in your lifetime but it's coming.&amp;quot;&amp;lt;br&amp;gt; - [[Toady One]]}}&lt;br /&gt;
{{Quote Box|&amp;quot;Preeetty much finished the first pass on religions. This release still requires buildings, migrants and hist fig finalization. None of that should be difficult, though I suspect finalization will throw a bug or two my way. I suppose that will cause me to blow apart.&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
{{Quote Box|How to Control your Pets: It's no coincidence that 'kittens' rhymes with 'mittens'...}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!}}&lt;br /&gt;
{{Quote Box|Beware of the Elephant's greatest evolutionary trait: [[Talk:Elephant#Stealth_Elephants|Stealth]].}}&lt;br /&gt;
{{Quote Box|Let us never forget the last words of Inod the Stoker, [[Fortress_Paintrag#1056|&amp;quot;Aaah! Gorillas!&amp;quot;]]}}&lt;br /&gt;
{{Quote Box|[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!}}&lt;br /&gt;
{{Quote Box|[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;
{{Quote Box|[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!}}&lt;br /&gt;
{{Quote Box|[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].}}&lt;br /&gt;
{{Quote Box|Tobul Dumatfath, Fisherdwarf cancels Fish: Interrupted by [[carp]].}}&lt;br /&gt;
{{Quote Box|The critical question is this''':''' do dead elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?}}&lt;br /&gt;
{{Quote Box|Dev Notes''':''' Stopped booze food from melting, even though it probably should}}&lt;br /&gt;
{{Quote Box|&amp;quot;It was a funny bug -- it would just pick the first living unit in the civilization's list, regardless of what their qualifications were, drag them out of their town, and have them show up at your fortress, without actually letting them be the king.&amp;quot; -[[Toady One]]}}&lt;br /&gt;
{{Quote Box|Wolf cancels Breathe: Interrupted by &amp;lt;br&amp;gt;≡Ash Bolt≡.}}&lt;br /&gt;
{{Quote Box| Who knew bridges could be such incredible killing machines?}}&lt;br /&gt;
{{Quote Box|Breeding is difficult when your genitalia fell off years ago.}}&lt;br /&gt;
{{Quote Box|Snodub was the only person in the history of the world to have &amp;quot;Chunky&amp;quot; in her name.&amp;lt;br&amp;gt;-[[Toady One]]}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|What is that [[magma|red stuff]] coming towards me?  Oh well, I think I'll stay in this [[channel|trench-shaped]] thing.}}&lt;br /&gt;
{{Quote Box|“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.”}}&lt;br /&gt;
{{Quote Box|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;
{{Quote Box|&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.}}&lt;br /&gt;
{{Quote Box|Toady One likes donors for their [http://www.bay12games.com/support.html generosity]. He absolutely detests trolls.}}&lt;br /&gt;
{{Quote Box|Booze does all the work in forts. Dwarves are just booze exoskeletons.}}&lt;br /&gt;
{{Quote Box|My unconscious and bleeding [[mayor]] just mandated the construction of some goods.}}&lt;br /&gt;
{{Quote Box|Remember, they are DWARVES. Dwarves are born fat. They often look like hairy spheres on their first day or so.}}&lt;br /&gt;
{{Quote Box|&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;
{{Quote Box|&amp;quot;Dwarves are strange creatures who balance out at &amp;quot;happy&amp;quot; because on one hand their wife was eaten by elephants and on the other they just ate in a REALLY NICE dining room.&amp;quot;&amp;lt;br&amp;gt;-[[shadow_archmagi]]}}&lt;br /&gt;
{{Quote Box|Here we have a link to amusing quotes and important advice in the [[Main Page/Quote Archive|Quote Archive]], all of which are more important and/or funny than this one.}}&lt;br /&gt;
{{Quote Box|[FIREIMMUNE] makes them think that [[magma]] is safe, but it doesn't actually make them fireproof. This can lead to some rather interesting results.}}&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;vertical-align: top; padding: 0&amp;quot; |&lt;br /&gt;
{{Quote Box|I can just imagine a wagon throwing a tantrum and tossing all its contents at people.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Madness? THIS IS DWARF FORTRESS!&amp;quot; -Dwarven King}}&lt;br /&gt;
{{Quote Box|'I wonder what would happen if I poked that elephant with a stick' - Gib Trampledmangled.}}&lt;br /&gt;
{{Quote Box|If in doubt, [[fluid|flood]] the fort!}}&lt;br /&gt;
{{Quote Box|Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.}}&lt;br /&gt;
{{Quote Box|Zasit Anamalîth, Carpenter is throwing a tantrum!&lt;br /&gt;
Felsite Bridge destroyed by Zasit Anamalîth, Carpenter.&lt;br /&gt;
Zasit Anamalîth, Carpenter has drowned.}}&lt;br /&gt;
{{Quote Box|&amp;quot;Iron [[screw pump]] exercise equipment.  Pump iron and get superdwarvenly strong!&amp;quot;}}&lt;br /&gt;
{{Quote Box|Only you can prevent fortress fires.}}&lt;br /&gt;
{{Quote Box|On the assumption that there is something scarier than a hydra out there.&lt;br /&gt;
&lt;br /&gt;
''Your in-laws have arrived from Shinthumtobul Imketh.''}}&lt;br /&gt;
{{Quote Box|'Leader' Igëratìr, Clerk has created Razuk Lanzil, an Obsidian Crown!&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;-&amp;quot;I think the leader business is getting to his head!}}&lt;br /&gt;
{{Quote Box|If cow cheese is made from cow's milk, what is dwarven cheese made of?}}&lt;br /&gt;
{{Quote Box|&amp;quot;Damn, isn't there a way to start out where fights aren't like a coin toss?&amp;quot;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;quot;Ironically enough, tossing coins is among one of the most effective forms of combat.&amp;quot;}}&lt;br /&gt;
{{Quote Box|The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...}}&lt;br /&gt;
{{Quote Box|M.C. Hammerer.&amp;lt;br&amp;gt;&amp;quot;You, peasant! Thou hast stolen a possession of a nobledwarf, and must be punished!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;What? B-but I didn't-&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Silence, knave! I shall teach you not to steal!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THIS!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;&amp;quot;CAN'T TOUCH THAT!&amp;quot;&amp;lt;br&amp;gt;*SMACK*&amp;lt;br&amp;gt;Etc...}}&lt;br /&gt;
{{Quote Box|&amp;quot;What happened in 1048?&amp;quot; &amp;lt;br /&amp;gt;&amp;quot;&amp;lt;i&amp;gt;Jreengus&amp;lt;/i&amp;gt; occurred.&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;Well, that goblin master lasher was nice to my dwarf, in a way - he handed the guy a ballgag before the lashings began...&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;So they'd be shooting things, and suddenly they'd go STOP! HAMMERTIME!&amp;quot;}}&lt;br /&gt;
{{Quote Box|&amp;quot;Does not the book of Armok state that &amp;quot;thou shalt not covet thy neighbours burning trousers, for he who does shall surely perish in flames?&amp;quot;}}&lt;br /&gt;
&amp;lt;!-- WAIT A MOMENT! Don't at another quote here. Look at the title! This is the archive. It's nothing but old stuff.  Instead, add your quote to this page: http://www.dwarffortresswiki.net/index.php/Main_Page/Quote --!&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;float: left; margin-right: 1em&amp;quot;&amp;gt;&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36566</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36566"/>
		<updated>2008-07-21T14:12:18Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: Updated randomization code to include the new quote I just added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|37}}|{{#expr: ({{rand2|10}}+27)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;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;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;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;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;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;lt;!--11--&amp;gt;“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.”&lt;br /&gt;
|&amp;lt;!--12--&amp;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;
|&amp;lt;!--13--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--17--&amp;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;
|&amp;lt;!--18--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--22--&amp;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;lt;!--23--&amp;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;
|&amp;lt;!--24--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--25--&amp;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;lt;!--26--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;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;lt;!--27--&amp;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;lt;!--28--&amp;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;lt;!--29--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--33--&amp;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;
|&amp;lt;!--34--&amp;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;
|&amp;lt;!--35--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Incendia est vestri socius, vestri telum, vires Mons-montis Domus.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36565</id>
		<title>Main Page/Quote</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Main_Page/Quote&amp;diff=36565"/>
		<updated>2008-07-21T14:10:14Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Choose|c={{#if: {{{1|}}}|{{rand|36}}|{{#expr: ({{rand2|10}}+26)}} }}&lt;br /&gt;
|&amp;lt;!--1--&amp;gt;I think I'll stick to drowning dwarves and cooking puppies.&lt;br /&gt;
|&amp;lt;!--2--&amp;gt;Toady has created a masterpiece!&lt;br /&gt;
|&amp;lt;!--3--&amp;gt;I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
|&amp;lt;!--4--&amp;gt;Toady withdraws from society. Toady has begun a [[Strange_mood|mysterious]] construction!&lt;br /&gt;
|&amp;lt;!--5--&amp;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;
|&amp;lt;!--6--&amp;gt;[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
|&amp;lt;!--7--&amp;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;
|&amp;lt;!--8--&amp;gt;[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
|&amp;lt;!--9--&amp;gt;[[Elephant]]s are like huge, wrinkly [[ambusher|ninjas]].&lt;br /&gt;
|&amp;lt;!--10--&amp;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;lt;!--11--&amp;gt;“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.”&lt;br /&gt;
|&amp;lt;!--12--&amp;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;
|&amp;lt;!--13--&amp;gt;&amp;quot;Tosid Idenarzes likes tentacle demons for their corrupt intentions.&amp;quot; There! Now we've covered all of the seven deadly sins.&lt;br /&gt;
|&amp;lt;!--14--&amp;gt;Booze does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
|&amp;lt;!--15--&amp;gt;My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
|&amp;lt;!--16--&amp;gt;I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
|&amp;lt;!--17--&amp;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;
|&amp;lt;!--18--&amp;gt;Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
|&amp;lt;!--19--&amp;gt;Only you can prevent fortress fires.&lt;br /&gt;
|&amp;lt;!--20--&amp;gt;The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
|&amp;lt;!--21--&amp;gt;Mill their bones to make some bread.&lt;br /&gt;
|&amp;lt;!--22--&amp;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;lt;!--23--&amp;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;
|&amp;lt;!--24--&amp;gt;(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
|&amp;lt;!--25--&amp;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;lt;!--26--&amp;gt;&amp;quot;&amp;lt;nowiki&amp;gt;[B]&amp;lt;/nowiki&amp;gt;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;lt;!--27--&amp;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;lt;!--28--&amp;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;lt;!--29--&amp;gt;&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
|&amp;lt;!--30--&amp;gt;Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
|&amp;lt;!--31--&amp;gt;So this pit has had 5/7 water in it for over a month now. How freaking deep do I need to make it to drown that damn kitten?&lt;br /&gt;
|&amp;lt;!--32--&amp;gt;Maybe Babies are like Pokemon for [[goblin|Goblins]]... You gotta snatch em all --Neonivek&lt;br /&gt;
|&amp;lt;!--33--&amp;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;
|&amp;lt;!--34--&amp;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;
|&amp;lt;!--35--&amp;gt;I can't say what happened at Site 76. Ask the government. --[[Toady One]]&lt;br /&gt;
|&amp;lt;!--36--&amp;gt;Endok Cerolneth has begun a mysterious construction!&lt;br /&gt;
Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
|&amp;lt;!--37--&amp;gt;&amp;quot;Incendia est vestri socius, vestri telum, vires Mons-montis Domus.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8677</id>
		<title>40d Talk:Water wheel</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Water_wheel&amp;diff=8677"/>
		<updated>2008-07-18T15:19:33Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've not used waterwheels yet, so I'm unsure if this is the case, but couldn't you, theoretically, set up a perpetual motion machine using a waterwheel and a screw pump?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The article contradicts itself, it says on the first line &amp;quot;in&amp;quot; a flow, but the next line refers to a flow underneath, which is correct? [[User:Matryx|Matryx]] 17:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
A perpetual motion device is easy enough to setup once you have an understanding of screwpumps and power. I currently have a water wheel placed between two underground resevoirs that runs a mill and pumps water from the lower tank to the higher one. Its very energy efficient aswell. Three axles, a gear, the mill and the pump only draw 40 power leaving me 60 for other devices.&lt;br /&gt;
&lt;br /&gt;
I'll try get up screenshots of it or maybe a tidier one later --[[User:Lucid|Lucid]] 19:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Someone removed my edit, but the water wheel actually only requires one square of water underneath it, not three. - Sludge Man&lt;br /&gt;
&lt;br /&gt;
We could really use better pictures. The tileset in these screenshots is terrible, (lets use the default one) and they are very unclear. I do not understand how to build a working waterwheel after looking at this page.&lt;br /&gt;
&lt;br /&gt;
I removed the unclear example of a perpetual motion machine with a forum link to much clearer designs. We still need clear pictures and elaboration of the method of construction. I'll get around to it once I understand it myself, if no one beats me to it. --[[User:Turgid Bolk|Turgid Bolk]] 15:48, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: Sorry about the tilesets but I didn't think anyone would mind my custom one considering the only noticibly difference is the pump which looks like 2 barrels. &lt;br /&gt;
Although my screenshots were specifically for a perpetual motion machine which is why they lacked indepth wheel and pump construction. &lt;br /&gt;
I was hoping to create a video or some sort of tutorial to add in the construction section which dealt with creating waterwheels for someone who has absolutely no idea of any of the mechanics.&lt;br /&gt;
&lt;br /&gt;
Also how reliable are the new designs? &lt;br /&gt;
I checked out that link and I previously toyed with designs similar to those and found them to be excellent power generators but not true perpetual motion machines, they all lost power intermittedly for varying lengths of time. --[[User:Lucid|Lucid]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Perpendicular to water flow ==&lt;br /&gt;
&lt;br /&gt;
Strange as it may sound, water wheels do 'not' need to be parallel to the water flow direction to work. [[User:VengefulDonut|VengefulDonut]] 16:31, 23 November 2007 (EST)&lt;br /&gt;
:This is as in real life - you can build a less efficient water wheel by putting the &amp;quot;buckets&amp;quot; at an angle - and indeed might put the &amp;quot;buckets&amp;quot; on a 360 degree pivot for some purposes.[[User:GarrieIrons|GarrieIrons]] 07:21, 8 January 2008 (EST)&lt;br /&gt;
===Water Flow Needed?===&lt;br /&gt;
::Actually there is no need for water flow at all. A water wheel seems to generate power even if it is built to a water body with no current (no &amp;quot;entry&amp;quot; or &amp;quot;exit&amp;quot; points). So basically the water wheel just needs to touch water and that's it. This is what I've noticed when confining a canal with floodgates at both ends. --[[User:Flaa|Flaa]] 07:47, 22 April 2008 (EDT)&lt;br /&gt;
:::This seems to have changed in a recent version. In previous versions you just had to connect a canal to a brook and the whole canal would count as 'flowing' even when nothing was moving. In my latest game this hasn't worked. So it's either changed, or the fact that I tried a 4-tile wide canal has stopped it working. --[[User:Juckto|Juckto]] 18:22, 10 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Powering a Water Wheel ==&lt;br /&gt;
&lt;br /&gt;
It seems that you can connect a Water Wheel to a Windmill, or other power source and cause it to spin - is there a purpose to doing this?  can you move water along channels this way? What are the benefits? --[[User:SeiferTim|SeiferTim]] 12:47, 12 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I think that it's because water wheels use power to run. Hence, they produce 100 power by themselves, but end up using 10 to spin, making the net power output only 90. Therefore, most likely the windmills provide that 10 power to the waterwheel. I don't think it does anything, but it does look cool.&lt;br /&gt;
--[[User:Umiman|Umiman]] 05:34, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Verify Carpenter==&lt;br /&gt;
Does the water wheel require carpentry to build?--[[User:Richards|Richards]] 04:11, 21 April 2008 (EDT)&lt;br /&gt;
:Yep--[[User:Dorten|Dorten]] 04:15, 21 April 2008 (EDT)&lt;br /&gt;
::Thanks Dorten.--[[User:Richards|Richards]] 04:26, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Minimum water level==&lt;br /&gt;
What is the minimum water level and flow  required to power a waterwheel? --[[User:Sphexx|Sphexx]] 16:48, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:1/7 water Hight. [[User:Hoborobo|Hoborobo]] 04:59, 8 June 2008 (EDT)-&lt;br /&gt;
::That doesn't sound correct to me... [[User:Juckto|Juckto]] 20:33, 14 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Definition of &amp;quot;flow&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
The article states that waterwheels need flow under them, but how exactly does the game calculate this?&lt;br /&gt;
&lt;br /&gt;
I was thinking that it means any water changing depth below it, but that would rule out building on a river/ocean full of 7/7 tiles. Will a waterwheel work on top of water full to the brim but supposedly &amp;quot;flowing&amp;quot; (i.e. ocean, full river)? [[User:G-Flex|G-Flex]] 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I believe that right now a waterwheel will provide power as long as there is at least 4/7 water depth below it, or at least that is what has been the case in my experience, as I don't think a dead end channel would really provide any water flow yet a waterwheel will still provide power if place over one. --[[User:Elvang|Elvang]] 04:15, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Are you sure, though? Juckto (above) seems to believe the state of affairs is a bit more complicated. I guess I can just test it out for myself at some point. [[User:G-Flex|G-Flex]] 04:28, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::I'm sure about the minimum being 4/7, never had a waterwheel that would work below that level. Maybe it counts the water as flowing if the water depth changes during x ticks? If thats the case then a closed system would work unless you manage to get all the tiles at the same depth. I doubt the game uses a system much more complicated than that, as it would cause incredible lag checking each tile for depth, direction of flow, speed of flow, and path of least resistance. Not to mention factoring in water pressure and evaporation. Additionally, waterwheels seem to work no matter what their orientation is to the water. --[[User:Elvang|Elvang]] 04:37, 8 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hrm, yeah, it seems like you need change of depth for it to count as &amp;quot;flow&amp;quot;. Putting in the ocean just don't work.[[User:G-Flex|G-Flex]] 04:23, 16 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Construction Key? ==&lt;br /&gt;
The construction area needs a key.  I can't figure out what the O is supposed to be, and I only use the ASCII version of DF.--[[User:RustyMcloon|Rusty Mcloon]] 11:19, 18 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:RustyMcloon&amp;diff=41646</id>
		<title>User:RustyMcloon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:RustyMcloon&amp;diff=41646"/>
		<updated>2008-07-17T12:05:18Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am an American teaching English in a Chinese university. I get no English language TV, so DF is a great way to kill some free time.&lt;br /&gt;
&lt;br /&gt;
In the Dwarven language, 'kezar' means 'rust'.&lt;br /&gt;
&lt;br /&gt;
Thanks to the Wiki, I know what I'm doing when I play DF.&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=36353</id>
		<title>40d:Sphere</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=36353"/>
		<updated>2008-07-17T11:37:58Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[deity | Deities]] and [[demons]] are aligned in spheres. A sphere is an aspect where a being has influence.  [[Civilizations]] might have sphere alignments as well.&lt;br /&gt;
&lt;br /&gt;
=== Understanding spheres ===&lt;br /&gt;
&lt;br /&gt;
A sphere is the aspect where a being, such as a deity or demon, has influence. As an example from real-world mythology, the Greek goddess [http://en.wikipedia.org/wiki/Athena Athena] is goddess in the spheres of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom.&lt;br /&gt;
&lt;br /&gt;
=== List of Sphere tokens ===&lt;br /&gt;
&lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THEFT&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS[sic]&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18092</id>
		<title>40d Talk:Elf</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Elf&amp;diff=18092"/>
		<updated>2008-07-17T03:24:08Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Blood Covering? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Trading==&lt;br /&gt;
I have successfuly traded them Silk items in 0.27.169.32a--[[User:Draco18s|Draco18s]] 00:01, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Thanks for testing it, I removed the verify tag. --[[User:Turgid Bolk|Turgid Bolk]] 20:43, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have to wonder why elves wouldn't accept anything made out of wood, when all they want to trade me is animals in wooden cages, and alcohol in wooden barrels and bows and bolts made out of wood...you know what, almost everything they wanted to trade me was made from wood... --[[User:UltimaGecko|UltimaGecko]] 01:32, 4 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's because the elves ask nicely when they take wood from a tree. Dwarves go out and TAKE IT!--[[User:Xazak|Xazak]] 14:38, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I accidentally tried to trade a wooden bucket with them.  The elves scolded me, but still allowed me to trade my stone mugs and scepters.  They don't leave straight away anymore.--[[User:Mechturk|Mechturk]] 01:44, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Ah, I'm glad they're more forgiving now. Fixed. --[[User:Turgid Bolk|Turgid Bolk]] 02:14, 5 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::They may rather be bugged now.  There is a bug report that offering them something they don't like will make their mood maximally happy. --[[User:Geekwad|Geekwad]] 14:14, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Elfs are stupid. I traded some stone crafts for some of their wooden cages, and then i tryed to trade those same wooden cages back and they get angry at me for killing trees! [[User:Diabl0658|Diabl0658]] 12:09, 1 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
What about flours, syrups and the like? Food? The DO buy prepared meals.--[[User:Dorten|Dorten]] 00:32, 3 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I've noticed something new which may just be a coincidence - As I scale back my harvesting of wood from local sources (outside) the elves bring me a larger quantity of wood to trade.  If I start chopping trees down for roads, etc. then they bring me less.  Anyone else notice this? --[[User:Termitehead|Termitehead]] 08:49, 6 May 2008 (CST)&lt;br /&gt;
&lt;br /&gt;
== Fortress in Elf Territory ==&lt;br /&gt;
&lt;br /&gt;
I set one up for fun, and so far (1st winter) there's been no effect.  The weirdest part is the large number of named trees; I've avoided cutting them down, and the elves haven't bothered me.  I've had hunters chase and kill deer right in their midst with no ill effect as well -- it remains to be seen what happens if he misses the deer and hits an elf, though.  Will report back when I find something interesting. [[User:Dolohov|Dolohov]] 10:53, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==Pissed-off the elves...==&lt;br /&gt;
They seem to be kinda wussy, considering that I confiscated all of their trade caravan's goods (3k in rope reed cloth of various colors and a little bit of alcohol and seeds) and I expected a siege (my fort is in a boring area, and losing is fun) but they won't attack me. I took their junk a season or two ago. When and how will they attack? --[[User:Penguinofhonor|Penguinofhonor]] 19:22, 27 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Elves are wusses now. It's not even known if non-evil races still siege, much less treehugging wusses like elves. -[[User:Kefkakrazy|Kefkakrazy]] 01:09, 28 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::[[Siege]]s from non-evil races have been disabled for now. They'll be back once the war arc is complete. --[[User:Strangething|Strangething]] 15:10, 17 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Elves bringing corpses==&lt;br /&gt;
The elves usually bring an animal or two in cages to trade, but many times that bring cages full of corpses... It's either all alive, or all corpses. Maybe the animals died in transit? Anybody else have this happen to them?--[[User:Valdemar|Valdemar]] 22:11, 25 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;It's not dead, it's resting&amp;quot;. Er, the humans do this to me too. Pretty sure it's on the known bug list. [[User:Acama|Acama]] 02:17, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm rather certain that if you're in a climate that you can die from exposure, that this is what happens. Have you gotten a shipment of live animals and a shipment of dead ones while at the same site? If not, then this is almost certainly the case. If so, it's possibly a function of a random number and perhaps the extremeness of the climate. --[[User:N9103|Edward]] 04:11, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::I seem to recall it being stated that this was due to the caravan passing THROUGH climates where you can die of exposure on the way to your fortress. If the path a civ needs to take runs through freezing or scorching climates, the elves don't give the animals proper temperature care and they die. In contrast, the elves seem to make it through just fine--who knows, maybe the code is slightly different for caravan entities and separate creatures that happen to be carried along with the caravan. --[[User:Alfador|Alfador]] 12:03, 10 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I actually prefer this method. I like to trap stuff myself so it makes the cages much cheaper, and the corpse can still be butchered for meat, bones, fat, and skulls. Your butcher will grab the entire cage and take it to the butcher's shop to empty it. --[[User:Ikkonoishi|Ikkonoishi]] 11:20, 30 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elves and Animals ==&lt;br /&gt;
&lt;br /&gt;
Doing some testing with using Elves in fortress mode, it seems that they will NOT be attacked by animals. Do you think we might go as far as to write in this page that [NATURAL]creatures will not attack elves? [[User:Zonk|Zonk]] 11:57, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven warnings ==&lt;br /&gt;
&lt;br /&gt;
The elves just warned me about cutting too many trees... I didn't realize that was still in. --[[User:Bobson|Bobson]] 17:23, 27 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Elven traders ==&lt;br /&gt;
&lt;br /&gt;
I have read that if the human caravans are attacked too many times, that the humans will wage war on you. I have also read that if you cut down too many trees, the elves will wage war on you. But if you let the elven traders die, will they also wage war on you? --[[User:Wafl|Wafl]] 22:14, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Don't think so, elves got ambushed by gobbies one year and I did nothing to help them. Accidentally saved one of the traders, though, but he starved to death. --[[User:Gh3yz0r|Gh3yz0r]] 19:17, 8 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Blood Covering?==&lt;br /&gt;
&lt;br /&gt;
I have sold some items with blood covering with no negative effects... can anyone confirm if it's true or not? [[User:AlexFili|AlexFili]] 04:55, 8 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
I cannot say firsthand, but I've heard in the forums and, I think, elsewhere in the Wiki that blood covering angers the elves.--[[User:RustyMcloon|Rusty Mcloon]] 23:24, 16 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Speaking with Halfmen ==&lt;br /&gt;
&lt;br /&gt;
What exactly is the tag that lets you speak with snakemen, ratmen, etcetera? I haven't been able to figure it out as of yet, and I want to add it to a creature I'm making.&lt;br /&gt;
&lt;br /&gt;
In addition, adding the [AT_PEACE_WITH_WILDLIFE] tag didn't stop wolves and bears from ambushing and attacking me; so judging from this that is not the tag that makes them 'immune' to attacks; either that, or the wolves/bears and other large predators ignore that tag. ~ [[User:Midna|Midna]] 15:59, 14 May 2008 (EDT) (Edited later due to forgetting to add nametag)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Dolohov&amp;diff=43501</id>
		<title>User talk:Dolohov</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Dolohov&amp;diff=43501"/>
		<updated>2008-07-17T03:21:59Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: New page: I suspect you are a fan of Tolstoy.  Am I correct? --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I suspect you are a fan of Tolstoy.  Am I correct? --[[User:RustyMcloon|Rusty Mcloon]] 23:21, 16 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27701</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27701"/>
		<updated>2008-07-14T21:04:17Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* C */  Updated CURIOUSBEAST -&amp;gt;  CURIOUSBEAST_EATER&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. &lt;br /&gt;
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| means on fire but does what in DF? (perhaps something to do with sacrifice?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECKLESS&lt;br /&gt;
| &lt;br /&gt;
| Will not flee battles.  Will fight to the death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27700</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27700"/>
		<updated>2008-07-14T21:01:02Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* M */  Edited Mundane per file changes.txt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to swim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Implies AMPHIBIOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. A creature can have this value at 1 or 2. When the value is 1, the creature can destroy buildings, but there is no effect on the creatures behaviour. &lt;br /&gt;
When the value is 2 the creature will actively seek out your constructions and destroy them. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, RECKLESS, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| means on fire but does what in DF? (perhaps something to do with sacrifice?)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECKLESS&lt;br /&gt;
| &lt;br /&gt;
| Will not flee battles.  Will fight to the death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User_talk:Ubersoldat&amp;diff=40264</id>
		<title>User talk:Ubersoldat</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User_talk:Ubersoldat&amp;diff=40264"/>
		<updated>2008-07-14T20:56:00Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heya!  Using the 'show preview' button at the bottom of the page helps keep the [[Special:Recentchanges|Recent Changes]] page uncluttered.  :D  --[[User:Chrispy|Chrispy]] 19:28, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Is your name a reference to Return to Castle Wolfenstein? --[[User:RustyMcloon|Rusty Mcloon]] 16:56, 14 July 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18605</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18605"/>
		<updated>2008-07-05T09:29:17Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Arena */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged goblins, kobolds, etc. in the [[stocks]] menu and designate them for dumping.  You can identify the clothes because it will be narrow.  Mark the items for dumping, and dwarves will come to the cage and take them. The exact items will be difficult to identify if you have stockpiled other items taken from goblins.  You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.  Nonetheless, this can be tedious.&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
Cages are under the &amp;quot;Animal stockpile&amp;quot;. To create a stockpile for empty cages, disable all the animals put permit empty cages (press u).&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
One method is to have a room above a [[ramp]] (so the down-ramp is in the room). Build your occupied cages all about the room, station your soldiers near the ramp, and mark the ramp as a pit; then start chucking goblins into the pit. They get briefly stunned by the fall, so there's little risk so long as you don't try to pit too many at once (and be careful with the axelords, too). In the rare event that one of your peons cancels the pit-animal task, probably because they saw one of the recently-pitted goblins, there's plenty of soldiers at the ready to clean up the mess. [[http://www.bay12games.com/forum/index.php?topic=19613.msg204684#msg204684 Idea adapted from a post by Derakon on the Bay 12 Forums]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18604</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18604"/>
		<updated>2008-07-05T09:22:55Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* How to disarm hostiles in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged goblins, kobolds, etc. in the [[stocks]] menu and designate them for dumping.  You can identify the clothes because it will be narrow.  Mark the items for dumping, and dwarves will come to the cage and take them. The exact items will be difficult to identify if you have stockpiled other items taken from goblins.  You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.  Nonetheless, this can be tedious.&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
Cages are under the &amp;quot;Animal stockpile&amp;quot;. To create a stockpile for empty cages, disable all the animals put permit empty cages (press u).&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18603</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18603"/>
		<updated>2008-07-05T09:22:31Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* How to disarm hostiles in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. Animals that are caged '''will not''' mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]]. (see [[captured live fish]])&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged goblins, kobolds, etc. in the [[stocks]] menu and designate them for dumping.  You can identify the clothes because it will be narrow.  Mark the items for dumping, and and dwarves will come to the cage and take them. The exact items will be difficult to identify if you have stockpiled other items taken from goblins.  You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.  Nonetheless, this can be tedious.&lt;br /&gt;
&lt;br /&gt;
==Stockpile==&lt;br /&gt;
Cages are under the &amp;quot;Animal stockpile&amp;quot;. To create a stockpile for empty cages, disable all the animals put permit empty cages (press u).&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18442</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18442"/>
		<updated>2008-05-29T10:18:48Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Cage traps clarification */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass. --[[User:RustyMcloon|Rusty Mcloon]] 06:18, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? {{Unsigned|Lordmick134}}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18441</id>
		<title>40d Talk:Trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Trap&amp;diff=18441"/>
		<updated>2008-05-29T10:18:33Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Cage traps clarification ==&lt;br /&gt;
&lt;br /&gt;
I think I know the answer, but are ANY sort of cages suitable for trapping any kind of invading monster (except those that evade traps altogether, such as kobalds). The page mentions a glass trap catching a colossus, but will that also apply to a rickety wooden trap?  I haven't produced any glass.&lt;br /&gt;
&lt;br /&gt;
== cage traps for food ==&lt;br /&gt;
Couldn't one generate a mild supplementary food source by putting cage traps out on the map at random? Or create rows of them to catch aggressive creatures that are chasing down a fleeing dwarf. The ability to place them on the surface has some interesting possibilities. [[User:Kefkakrazy|Kefkakrazy]] 04:45, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
: You can really do this with any kind of trap now - I built a 1 tile wide stair/corridor up an exposed cliff face, and as I was concerned about goblins and the like I stonefall-trapped it. Ever since then some of the local wildlife has used it to get up and down the 5 z-level cliff, with predictable and hilarious results. The goats just die, but the marmots are hurled off the cliff face to splatter on the ground below. It's a nice easy meat/leather/fat source, as well as being entertaining &amp;quot;Dwarfy McDwarf cancels reload stone trap - interrupted by (flying) hoary marmot&amp;quot; [[User:Acama|Acama]] 19:48, 20 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==berserk dwarves==&lt;br /&gt;
Will berserk dwarves set off pressure plates? Toady mentioned he was going to stop that from happening [[User:VengefulDonut|VengefulDonut]] 19:39, 4 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
On a possibly related note, pets CAN set off traps.  Although in my experience the pet has to be falling unconscious to do so. [[User:Anonymousphrase|Anonymousphrase]] 22:43, 27 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[image:Pet_setting_off_trap.png]]&lt;br /&gt;
&lt;br /&gt;
It may also be the case that you can also get pets killed by a trap if they're in the square when a hostile sets off the trap. &amp;amp;mdash;[[User:Chaos|Chaos]] 12:42, 28 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==flooding a spiked pit==&lt;br /&gt;
Will flooding a spiked pit break or cancel the spike trap? I'd test this, but I don't have the channel dug in yet. --[[User:Xazak|Xazak]] 18:30, 5 November 2007 (EST)&lt;br /&gt;
:confirmed that flooding doesn't affect spear/spike traps. [[User:YayTheDwarves|YayTheDwarves]] 17:52, 6 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
I'm pretty sure the &amp;quot;corpse stuck in trap&amp;quot; chance is 50%, according to Toady either on IRC or some forgotten forum post a few months back.  I really can't remember for sure.  -[[User:EarthquakeDamage|EarthquakeDamage]] 02:31, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==cage traps/ fire imps==&lt;br /&gt;
I've secured the entries oy my magma furnaces with cage traps, but it seems that the fire imps just walk through.&lt;br /&gt;
Just as the Giant moles did. How so? --[[User:Doub|Doub]]&lt;br /&gt;
:supposedly there is a bug that causes any creatures on the map when it is generated to count as residents, and thus know where your traps are and not trigger them. I've never run into the problem myself, but I've never specifically tested for it so I can't really say for sure if it still exists (or ever did). --[[User:BurnedToast|BurnedToast]] 07:41, 6 January 2008 (EST)&lt;br /&gt;
:I had read about this and tried it out with a trapped coridoor next to my magma vent - an imp I tempted out walked right through 4 cage traps and 4 stonefall traps without triggering them. Seems like indigenous life is currently trap-immune. Most magma creatures can be dealt with by a few marksdwarves though, so you're only in serious trouble if you have a herd of skeletal hippos on your map on embark.--[[User:TangoThree|TangoThree]] 15:42, 19 January 2008 (EST)&lt;br /&gt;
::There's always the menacing spike + lever combo. And pits. [[User:Benitosimies|Benitosimies]] 16:08, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm planning on making the only passage to my fortress filled with cage traps, but I'm not sure if dwarves going out and migrants and traders coming in will be affected by them. Does anyone know? Also, do trolls smash goblin cages? [[User:Patarak|Patarak]] 21:41, 23 January 2008 (EST)&lt;br /&gt;
:Only hostile units will trigger traps.  Trolls only smash buildings and after a goblin is captured the cage is not built.  So the answer to your second question is no.  --[[User:Karlito|Karlito]] 21:45, 23 January 2008 (EST)&lt;br /&gt;
::Make sure to forbid the traps when the siege starts. Otherwise your dwarves will rush out to reload them and store all the cages. --[[User:Ikkonoishi|Ikkonoishi]] 22:53, 23 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Is it possible that Kobold thieves/Goblin master thieves can also trigger traps? I think I killed one and caged another master thief in the past. Maybe the quality of the mechanism is important here? --[[User:Qwertyu|Qwertyu]] 13:24, 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:goblin thieves, both regular and master, have always triggered traps -[[User:Chariot|Chariot]] 14:18, 17 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::So why does the article then say &amp;quot;Sneaking enemies do not trigger traps&amp;quot;? Goblin master thieves seem very sneaky to me. --[[User:Qwertyu|Qwertyu]] 20:33 17 March 2008 (UTC+1)&lt;br /&gt;
&lt;br /&gt;
:::once goblin thieves are revealed they are captured fine. even revealed kobolds dont trigger. -[[User:Chariot|Chariot]] 15:45, 17 March 2008 (EDT)&lt;br /&gt;
:::: At least &amp;quot;normal&amp;quot; goblin thieves are scewered fine without being detected, says my weapon trap --[[User:Koltom|Koltom]] 16:58, 17 March 2008 (EDT)&lt;br /&gt;
:::: I have to agree with Koltom, I got an &amp;quot;Ambush&amp;quot; event when a goblin (master) thief went into a cage trap, and had another one cut to pieces by a serrated disc, which I only noticed when suddenly all my dwarves rushed off to remove his clothes. --[[User Quertyu|Qwertyu]] 13:31 (UTC+1)&lt;br /&gt;
:::: Weapon traps apparently have a chance of friendly fire.  At least, that's what the ghost of my Kitten(tame) told me... [[User:QMarx|QMarx]] 18:48, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Crossbow Trap? ==&lt;br /&gt;
&lt;br /&gt;
How does a crossbow trap work? Does it have line of sight, like a Dwarf? {{Unsigned|Lordmick134}}&lt;br /&gt;
&lt;br /&gt;
Ranged weapons in weapon traps work much the same as melee weapons do, attacking the creature which triggered the trap. The only real difference in functionality seems to be that they require and use up appropriate ammunition, and (according to the article) do not get occasionally stuck and need cleaning like melee weapons in a weapon trap do. --[[User:Janus|Janus]] 21:31, 28 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Trapping cave dwellers ==&lt;br /&gt;
&lt;br /&gt;
Has anyone sucessfully caged a cave dwelling megabeast? I have tried on two seperate maps to capture a minotaur and an ettin, both times the monster just run right through the cage traps. Perhaps creatures that are spawned on embark are bugged immune to traps?&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Toady_One&amp;diff=41935</id>
		<title>Talk:Toady One</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Toady_One&amp;diff=41935"/>
		<updated>2008-05-29T10:08:12Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: New page: It'd be nice to see a little more biographical (or biological?) information on the Toady One. And why he chose that nickname. --~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It'd be nice to see a little more biographical (or biological?) information on the Toady One. And why he chose that nickname. --[[User:RustyMcloon|Rusty Mcloon]] 06:08, 29 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25266</id>
		<title>40d Talk:Item value</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Item_value&amp;diff=25266"/>
		<updated>2008-05-29T10:01:10Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* take out gems? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== raw mat. ==&lt;br /&gt;
I don't think raw materials have a value of 0 anymore. Raw stone for an example seems to have a base value of 3*. [[User:Noctis|Noctis]] 03:26, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Some do some don't. Bones have a value of 0. Raw stone, gems, wood does have a base value. --[[User:Soyweiser|Soyweiser]] 08:14, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== take out gems? ==&lt;br /&gt;
I don't know if we should list all of the gems, it clutters the page up a bit. Maybe we should just link to [[Gem]], it has all of the gem values. --[[User:Valdemar|Valdemar]] 10:16, 11 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I'm VERY late to reply, but I think it's best just to leave them there. It's good to see them integrated with the other multipliers. --[[User:RustyMcloon|Rusty Mcloon]] 06:01, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== value of clothes/shoes ==&lt;br /&gt;
That list of item values says that &amp;quot;all clothes&amp;quot; have a value of 10 and shoes have a value of 15.  Should it be &amp;quot;all clothes except shoes&amp;quot; or is the value of shoes actually 10?  [[User:Bouchart|Bouchart]] 23:14, 8 December 2007 (EST)&lt;br /&gt;
: fixed.--[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==phantom spider silk cloth - values==&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
Does anyone know where these values came from? [[User:VengefulDonut|VengefulDonut]] 12:46, 21 December 2007 (EST)&lt;br /&gt;
:Hmm. I think all cloth has a decoration on it. That would explain it. [[User:VengefulDonut|VengefulDonut]] 13:05, 21 December 2007 (EST)&lt;br /&gt;
::Same thing. No decoration. In s versions 33d/e/f/g It's just that. My guess - some error either in code or in our minds :) [[User:Dorten|Dorten]] 23:32, 9 January 2008 (EST)&lt;br /&gt;
:::Including an invisible decoration of the same material (but no quality mod) would explain these numbers. [[User:VengefulDonut|VengefulDonut]] 02:14, 10 January 2008 (EST)&lt;br /&gt;
:: explained below --[[User:Koltom|Koltom]] 14:00, 26 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== value change by decorations ==&lt;br /&gt;
Shouldnt this page list how decorations change the value of an item as well? Also, if the value of bone and shell is 0 (base) or 1 (multiplier) does that mean that decorating with bone or shell doesnt change the items value? [[User:Robje|Robje]] 17:11, 21 January 2008 (EST)&lt;br /&gt;
:The base value of a decoration is 10. A bone decoration would increase the value of an object by 1 x 10 = 10. Does that make sense? [[User:VengefulDonut|VengefulDonut]] 01:12, 22 January 2008 (EST)&lt;br /&gt;
:: Yes, it does. So the lead goblet example from the article worth 40☼ would be worth 50☼ with some bone decorations, right? It just adds the value of the decorations to the items value, it doesnt multiply anything. Think that should be added to this page? or the [[decoration]] page? [[User:Robje|Robje]] 11:38, 22 January 2008 (EST)&lt;br /&gt;
:::It wouldn't hurt to have it on both, as it's quite relevant to both articles. --[[User:N9103|Edward]] 20:44, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== plant 2, cloth 7(+20) clothes/shoes from cloth 10/15 (+40) ==&lt;br /&gt;
&lt;br /&gt;
'''Plants'''&amp;lt;br&amp;gt;&lt;br /&gt;
either&lt;br /&gt;
&lt;br /&gt;
pig tail 1 * plant 4  = 4 correct &amp;lt;br&amp;gt;&lt;br /&gt;
sun/prickle berry0.5 * plant4 = 2 correct&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
prickle berry1*plant 2= 2 correct &amp;lt;br&amp;gt;&lt;br /&gt;
pig tail2 * plant 2 =4 correct&lt;br /&gt;
&lt;br /&gt;
the first option doesn't hold true, since:&lt;br /&gt;
&lt;br /&gt;
pig tail 2 * thread6 = 12 correct&lt;br /&gt;
&lt;br /&gt;
Also, the raws give the value of pigtail as 2, no value for sun/prickel berry, thus 1&lt;br /&gt;
&lt;br /&gt;
'''Cloth'''&lt;br /&gt;
&lt;br /&gt;
pig tail2/silk2 * cloth7 would be 14, but is 34&lt;br /&gt;
&lt;br /&gt;
So I suspect ther's a general +20 on cloth, that would also explain the quality level-value increase (as above):&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;*phantom spider silk cloth*   76 = 4*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;+phantom spider silk cloth+   62 = 3*2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;-phantom spider silk cloth-   48  = 2*2*7 +20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
*&amp;lt;nowiki&amp;gt;phantom spider silk cloth     34 = 2*7+20&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The base value for clothes is probably tweaked too..&lt;br /&gt;
&lt;br /&gt;
(On a side note, shouldn't phantom spider silk be much more valuable?) --[[User:Koltom|Koltom]] 14:32, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
: a first look into clothes/mittens/gloves/shoes/socks/gauntlets suggests a base 10 for clothes/mittens/gloves plus 40 if from cloth and a base 15 for shoes/socks/gauntlets (again +40 if from cloth).&lt;br /&gt;
&lt;br /&gt;
Prices fit perfectly if compared with leather and bone ware. --[[User:Koltom|Koltom]] 15:11, 24 February 2008 (EST)&lt;br /&gt;
:I suspect giant cave spider silk will mess this up.  [[User:VengefulDonut|VengefulDonut]] 16:46, 24 February 2008 (EST)&lt;br /&gt;
:: Go away ;P  No, yes, i already noticed, doesn't work with giant..but for the rest it's fine. And giant silk is messed up altogether, other than that its mighty valuable, the numbers don't fit at all. Have any thread at hand for comparison? --[[User:Koltom|Koltom]] 17:03, 24 February 2008 (EST)&lt;br /&gt;
::: I think the +20 comes from 10 x 2. The 2 is from the cloth value. [[User:VengefulDonut|VengefulDonut]] 17:09, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::Ha!Ha!Ha! Its so obvious! Took my record keeper just a second glance! The value for giant is multiplied by 10! dye and deco goes separate on top! --[[User:Koltom|Koltom]] 17:11, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Bone value==&lt;br /&gt;
I recall reading somewhere, that dragon bone are far more valuable material than generic (i.e. turtle) bones. Can anyone verify? --[[User:Dorten|Dorten]] 04:32, 7 April 2008 (EDT)&lt;br /&gt;
:For all plant and animal products, the value is multiplied by the thing's modvalue. A dragon has a modvalue of 50. [[User:VengefulDonut|VengefulDonut]] 09:51, 7 April 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=26072</id>
		<title>40d:Currency</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=26072"/>
		<updated>2008-05-29T09:55:11Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game's currency is measured in &amp;quot;☼&amp;quot;. Each item has a specific trade [[value]] in ☼.&lt;br /&gt;
&lt;br /&gt;
When [[dwarven economy]] sets in, coins you make will have monetary value in addition to their trade value. [[Copper]] coins are worth 1☼, [[silver]] coins are worth 5☼ and [[gold]] coins are worth 15☼. Independent of this, the [[item value]] of any coins is 10.&lt;br /&gt;
&lt;br /&gt;
Using coins as trade good is not advisable as they have no quality levels.&lt;br /&gt;
&amp;lt;!-- The monetary value of coins does NOT affect their value to you as the fortress deity.{{verify}}&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;!-- last I checked, that was true. But that was before the 3D update. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarven coins are minted at the [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=26071</id>
		<title>40d:Currency</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=26071"/>
		<updated>2008-05-29T09:54:47Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game's currency is measured in &amp;quot;☼&amp;quot;. Each item has a specific trade [[value]] in ☼.&lt;br /&gt;
&lt;br /&gt;
When [[dwarven economy]] sets in, coins you make will have monetary value in addition to their trade value. [[Copper]] coins are worth 1☼, [[silver]] coins are worth 5☼ and [[gold]] coins are worth 15☼. Independent of this the [[item value]] of any coins is 10.&lt;br /&gt;
&lt;br /&gt;
Using coins as trade good is not advisable as they have no quality levels.&lt;br /&gt;
&amp;lt;!-- The monetary value of coins does NOT affect their value to you as the fortress deity.{{verify}}&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;!-- last I checked, that was true. But that was before the 3D update. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarven coins are minted at the [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27810</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27810"/>
		<updated>2008-05-29T09:54:10Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Monetary value NOT affecting their value to you as the fortress deity? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Copper makes silver coins? ==&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monies? ==&lt;br /&gt;
&lt;br /&gt;
Who coined this term, anyway?  It bugs me every time I see it.  I personally use &amp;quot;currency&amp;quot; (as a mass noun), if you're wondering. --[[User:JT|JT]] 03:00, 15 April 2008 (EDT)&lt;br /&gt;
:I have no idea where it came from, but this isn't the first time I've seen it used; might be Engrish.--[[User:Eurytus|Eurytus]] 13:30, 20 April 2008 (EDT)&lt;br /&gt;
::Monies is the correct English plural of money.--[[User:Niaba|Niaba]] 07:09, 28 April 2008 (EDT)&lt;br /&gt;
::: And 'correct english plural' is actually kind of confusing, since its a mass noun.  If you have a lot of one type of money its all just money.  But if you have multiple types (gold, silver, copper) then it is both money (its all currency) and monies (multiple types of coins) depending on whether you're desiring to refer to them as one type of thing or care about there being multiple types of things.  Similarly, 'fish' and 'sheep' are also words whose normal plural is the same as the singular (many fish or many sheep), but if you have multiple species (types) you could use either 'fish' or 'fishes' depending on whether you were interested in in the subdivisions in the group.  Both of 'There are many fish in the sea' and 'These are the fishes of the amazon' are correct and necessarily include multiple species.  Note, fishes as a plural simply signifies number of species, there is no number of actual physical fish implied by that sentence.  Similarly, monies merely signifies number of coin types with no reference to a number of coins.  Ie, these plurals are conceptual plurals - they are only grammatically appropriate when talking about the conceptual organization of 'money' or 'fish'.  --[[User:Squirrelloid|Squirrelloid]] 13:15, 28 April 2008 (EDT) (I hope that isn't too complicated.)&lt;br /&gt;
&lt;br /&gt;
==Monetary value NOT affecting their value to you as the fortress deity?==&lt;br /&gt;
What does this mean?--[[User:Richards|Richards]] 02:21, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coins have both an [[item value]] and a (higher) money value - the question is which of the 2 is added to your created [[wealth]] totals. (deity refers to the player but i guess thats obvious)--[[User:Koltom|Koltom]] 08:12, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I will change this. This nickname for the player is confusing since the dwarves already have their own deities. In fact, I'll comment it out.  It is a bit redundant since the page already says the monetary and item values are independent. --[[User:RustyMcloon|Rusty Mcloon]] 05:54, 29 May 2008 (EDT)--&lt;br /&gt;
&lt;br /&gt;
== Vault ==&lt;br /&gt;
&lt;br /&gt;
One of the ideas presented was to mint coins but keep the dwarves from getting them. I've tried ordering the coins dumped, but they seem to be claimed immediately and the Dwarves walk off with them instead of taking them to the vault. Is there some easy way to get my coins into the vault and out of dwarven hands? [[User:Rkyeun|Rkyeun]] 01:30, 21 May 2008 (EDT)&lt;br /&gt;
:If I recall correctly you pretty much have to do it before the economy starts up to achieve that. However apparently not building coins at all works too. Personally, and much to my shame/annoyance I've never actually got that far into a game, I keep meaning to but then get bored when everything is just working after a year or so. --[[User:Shades|Shades]] 05:26, 21 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=26070</id>
		<title>40d:Currency</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Currency&amp;diff=26070"/>
		<updated>2008-05-29T09:52:25Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The game's currency is measured in &amp;quot;☼&amp;quot;. Each item has a specific trade [[value]] in ☼.&lt;br /&gt;
&lt;br /&gt;
When [[dwarven economy]] sets in, coins you make will have monetary value in addition to their trade value. [[Copper]] coins are worth 1☼, [[silver]] coins are worth 5☼ and [[gold]] coins are worth 15☼. Independent of this the [[item value]] of any coins is 10.&lt;br /&gt;
&lt;br /&gt;
Using coins as trade good is not advisable as they have no quality levels.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The monetary value of coins does NOT affect their value to you as the fortress deity.{{verify}}&amp;gt;&amp;gt;&lt;br /&gt;
&amp;lt;!-- last I checked, that was true. But that was before the 3D update. --Savok --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarven coins are minted at the [[Metalsmith's forge]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Trade]]&lt;br /&gt;
[[Category:Economy]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27809</id>
		<title>40d Talk:Currency</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Currency&amp;diff=27809"/>
		<updated>2008-05-29T09:50:55Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Monetary value NOT affecting their value to you as the fortress deity? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Copper makes silver coins? ==&lt;br /&gt;
&lt;br /&gt;
When I mint copper coins and then check the currency display, I find they are counted as silver. --[[User:Geekwad|Geekwad]] 17:13, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:It's a bug, and has been reported on the forum [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=6&amp;amp;t=002030]. All coins are counted as silver by the currency display. You can see the actual coins you have on the stocks screen. --[[User:Turgid Bolk|Turgid Bolk]] 17:17, 19 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::This has been fixed in the current version (38c). [[User:Yvain|Yvain]] 06:15, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Monies? ==&lt;br /&gt;
&lt;br /&gt;
Who coined this term, anyway?  It bugs me every time I see it.  I personally use &amp;quot;currency&amp;quot; (as a mass noun), if you're wondering. --[[User:JT|JT]] 03:00, 15 April 2008 (EDT)&lt;br /&gt;
:I have no idea where it came from, but this isn't the first time I've seen it used; might be Engrish.--[[User:Eurytus|Eurytus]] 13:30, 20 April 2008 (EDT)&lt;br /&gt;
::Monies is the correct English plural of money.--[[User:Niaba|Niaba]] 07:09, 28 April 2008 (EDT)&lt;br /&gt;
::: And 'correct english plural' is actually kind of confusing, since its a mass noun.  If you have a lot of one type of money its all just money.  But if you have multiple types (gold, silver, copper) then it is both money (its all currency) and monies (multiple types of coins) depending on whether you're desiring to refer to them as one type of thing or care about there being multiple types of things.  Similarly, 'fish' and 'sheep' are also words whose normal plural is the same as the singular (many fish or many sheep), but if you have multiple species (types) you could use either 'fish' or 'fishes' depending on whether you were interested in in the subdivisions in the group.  Both of 'There are many fish in the sea' and 'These are the fishes of the amazon' are correct and necessarily include multiple species.  Note, fishes as a plural simply signifies number of species, there is no number of actual physical fish implied by that sentence.  Similarly, monies merely signifies number of coin types with no reference to a number of coins.  Ie, these plurals are conceptual plurals - they are only grammatically appropriate when talking about the conceptual organization of 'money' or 'fish'.  --[[User:Squirrelloid|Squirrelloid]] 13:15, 28 April 2008 (EDT) (I hope that isn't too complicated.)&lt;br /&gt;
&lt;br /&gt;
==Monetary value NOT affecting their value to you as the fortress deity?==&lt;br /&gt;
What does this mean?--[[User:Richards|Richards]] 02:21, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Coins have both an [[item value]] and a (higher) money value - the question is which of the 2 is added to your created [[wealth]] totals. (deity refers to the player but i guess thats obvious)--[[User:Koltom|Koltom]] 08:12, 28 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I will change this. This nickname for the player is confusing since the dwarves already have their own dieties.--[[User:RustyMcloon|Rusty Mcloon]] 05:50, 29 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Vault ==&lt;br /&gt;
&lt;br /&gt;
One of the ideas presented was to mint coins but keep the dwarves from getting them. I've tried ordering the coins dumped, but they seem to be claimed immediately and the Dwarves walk off with them instead of taking them to the vault. Is there some easy way to get my coins into the vault and out of dwarven hands? [[User:Rkyeun|Rkyeun]] 01:30, 21 May 2008 (EDT)&lt;br /&gt;
:If I recall correctly you pretty much have to do it before the economy starts up to achieve that. However apparently not building coins at all works too. Personally, and much to my shame/annoyance I've never actually got that far into a game, I keep meaning to but then get bored when everything is just working after a year or so. --[[User:Shades|Shades]] 05:26, 21 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Sphere&amp;diff=41654</id>
		<title>40d Talk:Sphere</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Sphere&amp;diff=41654"/>
		<updated>2008-05-17T05:19:47Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: New page: What is a sphere?  This doesn't offer a very good explanation.  If I knew what it was, I'd add it myself.--~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What is a sphere?  This doesn't offer a very good explanation.  If I knew what it was, I'd add it myself.--[[User:RustyMcloon|Rusty Mcloon]] 01:19, 17 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=510</id>
		<title>Talk:Main Page/archive2</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Talk:Main_Page/archive2&amp;diff=510"/>
		<updated>2008-05-17T05:16:18Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* &amp;quot;American&amp;quot; English or Rest-Of-The-World English? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Order descends newest to oldest. Use edit to add a newer section.&lt;br /&gt;
&lt;br /&gt;
== Russian Interwiki == &lt;br /&gt;
I've made a deal with the admin of the Russian wiki, we can both link to each other. So if you know Russian, you're welcome to add links to the bottom of pages to their equivalent Russian pages.&lt;br /&gt;
For example, on the [[Carp]] page, I have added &amp;amp;#91;&amp;amp;#91;ru:Карп&amp;amp;#93;&amp;amp;#93; - so there is now a link to its Russian counterpart in the left-side navigation bar, under the &amp;quot;In other languages&amp;quot; header. --[[User:Senso|Senso]] 13:37, 2 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Many Laughs ==&lt;br /&gt;
Congrats to whomever made the april's fool's day changes. [[User:Yvain|Yvain]] 04:34, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Agreed. I didn't think of doing anything myself so kudos for going in. Nobody changes it for the whole day, I'll revert any reverts. :) --[[User:Senso|Senso]] 08:56, 1 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Navigation on bottom ==&lt;br /&gt;
Since recently (2 or 3 days) the navigation and search box are at the very bottom of every page (opera user). Can someone please fix this? --[[User:Koltom|Koltom]] 07:38, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It's at the bottom of the page for me too, and I'm using Firefox. [[User:Klada|Klada]] 11:43, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Confirm this is happening for me as well, Firefox 2.0.0.12 ubuntu 7.04. --[[User:Nunix|Nunix]] 14:56, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::For what it's worth, ditto, and FF 2.0.0.12 Windows XP Home Edition Version 2002 Service Pack 2. --[[User:Savok|Savok]] 15:07, 21 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Hah! Sorry, meant Senso. XD Good to have another confirmation regardless. Anyway, I went ahead and emailed him. It's weird how it just cropped up all of a sudden, hopefully something easily fixed. --[[User:Nunix|Nunix]] 02:00, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:It should be back to normal now, sorry for that. --[[User:Senso|Senso]] 11:54, 22 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::No worries, looks good here. Thanks! --[[User:Nunix|Nunix]] 17:54, 22 March 2008 (EDT)&lt;br /&gt;
::: *[[User:Koltom|Koltom]] jumps up and rejoices*&lt;br /&gt;
:::: &amp;quot;[[User:Koltom|Koltom]] was pleased to have a mandate deadline met lately.&amp;quot;?  --[[User:FunnyMan|FunnyMan]] 06:13, 27 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;American&amp;quot; English or Rest-Of-The-World English? ==&lt;br /&gt;
Just a minor question, while spell-checking articles, I've encountered a few discrepancies between the two, but I usually see the &amp;quot;rest of the world English&amp;quot; more. So what's the official rule here, assuming we're going for a constant? --[[User:Snoob|Snoob]] 08:40, 7 March 2008 (EST)&lt;br /&gt;
:Haha. You don't sound biased at all ;). I figure we can go one of two routes. We can either claim that DF is an american topic, since it's being made in america by an american and the wiki is on an american domain&amp;amp;mdash;or we can say DF is an international topic since people from all over are funding Toady. If it's an international topic, we might as well follow the  [http://en.wikipedia.org/wiki/Wikipedia:Manual_of_Style#National_varieties_of_English wikipedia manual of style]. Wikipedia has no preference over the variant used, but there should be consistency in each article. The first user who makes an edit which disambiguates the variety being used in the article is considered the first major contributor and all subsequent edits to that article should use the same type of english. If in doubt, we have history pages. I think the reason you see british english more often in the wiki is because we've had a few editors who in their extreme modesty decided british english is superior and changed several of the american english articles over. I've noticed this happening on a few occasions. (please dont do that). [[User:VengefulDonut|VengefulDonut]] 09:53, 7 March 2008 (EST)&lt;br /&gt;
::I second sticking with the Wikipedia's Manual of Style for language.  And as a note, there isn't a &amp;quot;Rest of the World English.&amp;quot;  In fact, the language is documented to vary [http://en.wikipedia.org/wiki/Regional_accents_of_English_speakers|as much as the countries that speak it].&lt;br /&gt;
::So, how does the Namibian English variant sound to everyone?  At least then most of us are at an equal starting point!  :P  --[[User:TarrVetus|TarrVetus]] 11:25, 7 March 2008 (EST)&lt;br /&gt;
::I made a pretty bad assumption there, I suppose. I was trying to not sound biased, but I suppose I accidentally let it creep in somewhere. I'll just leave the variations to you guys and stick to cleaning up actual typos then. :P --[[User:Snoob|Snoob]] 11:37, 7 March 2008 (EST)&lt;br /&gt;
:::Hehe.  I can sympathize, Snoob.  I've had this debate with myself in the past, though it was from the other side.  --[[User:TarrVetus|TarrVetus]] 13:17, 7 March 2008 (EST)&lt;br /&gt;
:::This is a late reply, but I am an American in China. Here, English is classified either as American English or British English, and American English is widely preferred even though British English is taught to beginning students. I wouldn't say calling it &amp;quot;rest-of-the-world English&amp;quot; is very accurate. I would venture that many countries in Latin America also prefer American English, but what do it know.--[[User:RustyMcloon|Rusty Mcloon]] 01:16, 17 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Version updates ==&lt;br /&gt;
There's a new version out today, so the version number and release date need changing. Unfortunately I have absolutely no idea how to do this as they appear to use some kind of function instead of being typed in. Somebody with the know-how fancy making the change? --[[User:TangoThree|TangoThree]] 10:04, 24 February 2008 (EST)&lt;br /&gt;
:[[Template:current/version]]&lt;br /&gt;
:[[Template:current/lastupdate]]&lt;br /&gt;
:[[User:VengefulDonut|VengefulDonut]] 10:15, 24 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Quote randomization ==&lt;br /&gt;
VengefulDonut, if you want to randomize that for improved quality, you'll need to do it right: Many (most?) of the quotes in the quote archive are in an ARCHIVE: They are bad quotes never intended to be reused. Also, what do we do when we get new quotes? Do they get put in a database, not to be used till the RNG chooses? --[[User:Savok|Savok]] 20:11, 7 February 2008 (EST)&lt;br /&gt;
:What would you like? [[User:VengefulDonut|VengefulDonut]] 20:36, 7 February 2008 (EST)&lt;br /&gt;
::I suggest that one quote is permanant, and the other quote refresh everytime we visit the page. So far, I noticed that even if I refresh the page, the same quotes stay. --[[User:Eagle of Fire|Eagle of Fire]] 05:49, 8 February 2008 (EST)&lt;br /&gt;
:::A new quote on the left, and a randomized archive quote on the right? As for the refesh: the template checks the time. --[[User:Jackard|Jackard]] 06:35, 8 February 2008 (EST)&lt;br /&gt;
::::What is the tick? Every few minutes? --[[User:Eagle of Fire|Eagle of Fire]] 08:14, 8 February 2008 (EST)&lt;br /&gt;
:::The template checks the time, but the time doesn't update because the server caches the page. It gets a new one whenever the server refreshes it; you can force this by editing the page or by clicking the preview button. Also, I could make it so that one of the quote boxes picks from the newest x quotes. [[User:VengefulDonut|VengefulDonut]] 10:43, 8 February 2008 (EST)&lt;br /&gt;
::::Having a newer quote on the left and an archived one on the right sounds better than a permanent quote on either. PS. Might want to remove a few of them, like the 'palisade' quote. --[[User:Jackard|Jackard]] 11:47, 8 February 2008 (EST)&lt;br /&gt;
:::::The goal of the quote archive was to archive every single quote which ever got to the main page. If you want to thin out only the best quotes, I suggest you use a separate database for that. Even then, how &amp;quot;good&amp;quot; is a quote is very open to interpretation and taste. If I had to remove all the quotes I find bad or unfunny myself, I'd probably remove 80% of the present quotes in the archive. --[[User:Eagle of Fire|Eagle of Fire]] 18:46, 8 February 2008 (EST)&lt;br /&gt;
::::::Ok. The right quotebox now chooses from the last 10 quotes instead of from among all of them. If anyone feels like they want to prune out or fiddle with quotes, go for it. I think what I've set up should be pretty straightforward, but if you have questions I'll be glad to answer them. [[User:VengefulDonut|VengefulDonut]] 20:11, 8 February 2008 (EST)&lt;br /&gt;
:::I added two new quotes (40, and 41), but only 40 is showing up at the moment, am I doing something wrong? --[[User:Markavian|Markavian]] 10:10, 10 March 2008 (EDT)&lt;br /&gt;
::::You did it exactly right. The left quote box randomly chooses between all quotes. The right quote box randomly chooses between the 10 newest. It will come up eventually. [[User:VengefulDonut|VengefulDonut]] 10:17, 10 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Requesting installation of ParserFunctions extension ==&lt;br /&gt;
It would be nice if the ParserFunctions[http://meta.wikimedia.org/wiki/Help:ParserFunctions] extension was installed (#if, #expr, etc).  It would be useful for having templates that exclude parts of it if no values are provided.  Note: I cannot find a place for requesting extensions --[[User:Aygar|Aygar]] 13:00, 21 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:ParserFunctions has been '''installed'''. I did a quick test and it works. Let me know if you run into problems. --[[User:Senso|Senso]] 11:54, 22 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== German Translation ==&lt;br /&gt;
I've got requests for either having a German wiki or Namespace. I'd like to have everybody's opinion on this. If you people think that having German (and maybe other languages eventually) translations on the main wiki is going to be annoying, tell me. I can also setup a new wiki on a subdomain (de.dwarffortresswiki.net for example). How would it be best organized? Should I use [http://www.mediawiki.org/wiki/Template:Languages LanguageTemplates]? Is there a need for other additional languages? --[[User:Senso|Senso]] 09:31, 17 January 2008 (EST)&lt;br /&gt;
:Since Dwarf Fortress is only available in English, if you can play the game, you can also read the wiki. I really don't think a German (or any other language) wiki version is worth the effort.--[[User:Siliziumleben|Siliziumleben]] 14:22, 18 January 2008 (EST)&lt;br /&gt;
::My oppinion also. This doesn't mean we should stop those enthusiam people though. --[[User:Eagle of Fire|Eagle of Fire]] 13:06, 17 January 2008 (EST)&lt;br /&gt;
::There's a big difference between understanding a game interface and reading long and complex tutorials, descriptions, discussions etc. I know French people who play this game; they can understand the UI but they use the French wiki for reference. Also, if I decide to use a separate wiki/subdomain, this will be totally transparent to you. --[[User:Senso|Senso]] 16:40, 17 January 2008 (EST)&lt;br /&gt;
:::My first language, the one I used since I'm born, is French. Yet, I way prefer this wiki over the french one. --[[User:Eagle of Fire|Eagle of Fire]] 10:06, 18 January 2008 (EST)&lt;br /&gt;
::::I'm French too, you know. But when I offered to host a DF wiki, I didn't do it in French because I know English is widely used. But I'm still glad that someone else started a French wiki. --[[User:Senso|Senso]] 22:58, 20 January 2008 (EST)&lt;br /&gt;
I don't see what harm could come from hosting a German, Japanese, and Russian wiki. It's not like it will interfere with the English one. Also, as a student of languages, I would love to read equivalent articles in German and Japanese. --[[User:DDouble|DDouble]] 22:01, 17 February 2008 (EST)&lt;br /&gt;
::I am german and while I can read english books like german ones, I have to agree that being able to use a UI and understanding the finer points in a tutorial etc. are two quite different things. I guess that if the bandwidth of the wiki is no burden on anyone, it could actually lead to an influx of new ideas and players, which is very important for a &amp;quot;community&amp;quot; game like DF. --[[User:Caiburn|Caiburn]] 20:44, 18 February 2008 (CET+1)&lt;br /&gt;
&lt;br /&gt;
== Version of MediaWiki? ==&lt;br /&gt;
Sorry if this is completely the wrong place, but does anybody know which version of MediaWiki these pages uses?&lt;br /&gt;
Maybe that information could be included in the page About DwarfFortressWiki? --[[User:Gauteamus|Gauteamus]] 17:00, 17 December 2007 (EST)&lt;br /&gt;
:I think I found out. This page: [[Special:Version]] says the version is 1.10.1, which should mean that limited #for-loops are supported. I will delete these comments soonishly, but will let them stay for a while incase someone has comments --[[User:Gauteamus|Gauteamus]] 17:28, 17 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Combat Logs? ==&lt;br /&gt;
What about a section where people could post cool combat logs from adventurer mode. This would different from the &amp;quot;Stories&amp;quot; section, which is more prose. (This is 'cause I'd like to post the log of a battle I had with a particularly clumsy Giant, who slammed into a wall allowing me to stab him in the back of the head for the eventual win. Its no dragon-slaying tale, but I still think its good.) --[[User:Wahnsinniger|Wahnsinniger]] 11:59, 2 December 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Humor? ==&lt;br /&gt;
Any thoughts about possibly linking [[Main Page/Quote Archive]] page somewhere on the main page? Its an orphan at the moment and is pretty funny and relevant. [[User:Vanan|Vanan]] 15:19, 13 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I'd like to be able to see that happen.  New people coming here might get overwhelmed if we don't amuse them with some good humor here and there.--[[User:AlBorland|AlBorland]] 13:42, 20 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:I second that. This second is adorned with hanging rings of Goshenite and menaces with spikes of Goshenite. - [[User:Laugurinn|Laugurinn]] 22:57, 13 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Where does one stick new funny quotes? Namely, this:&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;quot;&amp;quot;Thikut Atheludib, Marksdwarf cancels shooting at Archery Range: Interrupted by Groundhog pup&amp;quot; - What brave soldiers I have&amp;quot; [[User:Juckto|Juckto]] 18:45, 10 December 2007 (EST)&lt;br /&gt;
:That's not exactly funny, but [[Main_Page/Quote]]. --[[User:GreyMario|GreyMario]] 00:43, 14 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Demystify messages? ==&lt;br /&gt;
Probably against the spirit of 'losing is fun', but how about a page that explains smoe of the more cryptic messages, such as; 'job item misplaced' and 'job item lost or destroyed'? [[User:Runspotrun|Runspotrun]] 16:43, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Also, is there a suggestions pages? This probably isn't the best page to add ideas... [[User:Runspotrun|Runspotrun]] 16:44, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Importing old entries ==&lt;br /&gt;
What's the stance on importing entries from the old wiki for stuff like general item stats? Most of them are still correct (or nearly so) and it would be nice not to have to switch between this and the old wiki any more. I can add a disclaimer to them stating I pulled them from the archives if that's appropriate. --[[User:Xazak|Xazak]] 15:07, 2 November 2007 (EDT)&lt;br /&gt;
:IMO (and I'm not admin or anything) it should be ok but only if you are 100% sure EVERYTHING is correct, and have verified it personally. I've edited at least one article someone copy-pasted with no changes that had old info in it so far and it makes me sad. --[[User:BurnedToast|BurnedToast]] 15:38, 2 November 2007 (EDT)&lt;br /&gt;
::Yes, I second this. Please be diligent if you are going to import old information. Even if you can't do it yourself, at least categorize it as needing verification so someone with the free time can. --[[User:EighenIndemnis|EighenIndemnis]] 15:37, 6 November 2007 (EST)&lt;br /&gt;
:You could use [[Template:Verify]] to indicate that something needs confirmation in the new version. --[[User:Senso|Senso]] 15:47, 6 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I have noticed an increase of pages in which only an old Wiki page is copied/pasted along with a warning that it was copied and thus may not be accurate. Is it just me or that's ''exactly'' what we didn't want to happen, and one of the reasons we started fresh with the new Wiki to begin with? --[[User:Eagle of Fire|Eagle of Fire]] 01:45, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Basic Format ==&lt;br /&gt;
I think the [[Farming]] page is a good format for most of the key pages, perhaps the structure from the archive should be followed. --[[User:Infinity|Infinity]] 05:56, 31 October 2007 (EDT)&lt;br /&gt;
:Agreed, I've tried to copy this style on several pages, e.g. [[Gear Assembly]]. --[[User:Markavian|Markavian]] 23:30, 31 October 2007 (EDT)&lt;br /&gt;
I would like to add a request for a 'build tree' of sorts.  It would, for example, make figuring out how to get iron bars a whole lot less frustrating. --[[User:Dogcow|Dogcow]] 17:18, 1 November 2007 (EDT)&lt;br /&gt;
:Hello, I've added a whole page on the various metals you can make now.  This is my first time editing a wiki so feel free to make corrections for me if you want, just leave me a message on the page letting me know where I went wrong.  Also, since some Alloys involve smelting 3 bars of metal now, I have included a new template called Alloy3 to display these.  I'm not sure on the colors though so have at it where I'm off :)  --[[User:Chthon|Chthon]] 11:33, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Change guide? ==&lt;br /&gt;
Was just thinking, perhaps one of the links (or sections) on the main page should be a guide to the major changes between last version and this one.  Yes, a TON of stuff has changed, but a lot also has not, and a lot of the core concepts are the same... so I would imagine many of us who have played the previous version(s) would love a section where we can see a list of new basics we have to learn, along with links to those things' individual pages... like, z-axis (obviously), mechanisms, fluid dynamics, nobles, elevation/slope, farming... you get the idea.  --[[User:Cliffjeff|Cliffjeff]] 11:43, 30 October 2007 (EDT)&lt;br /&gt;
:Yea, I'm thinking not. Isn't the whole point of DF finding things out on your own? &amp;quot;Losing is Fun&amp;quot; and all that. Ok, so if we summarized all the changes, and someone (like me) didn't want to know we could not just not look at it right? What can I say? I'M WEAK! If we summarize the changes I will CONSUME it! (I'm only here because I still have another 6 hours of work before I can go home and try it!)&lt;br /&gt;
::Meanwhile, I'm lazy and stubborn and would love a consolidated list of only new things I need to know =p and I'm also trapped at work and unable to mess around in the game :( but if the whole point was finding out things on your own, why would we have a wiki? ;p --[[User:Cliffjeff|Cliffjeff]] 15:58, 30 October 2007 (EDT)&lt;br /&gt;
:::I agree, I think the change guide is a good idea, and it would also help us direct our attention at the articles that are likely to need the most work. --[[User:Peristarkawan|Peristarkawan]] 16:01, 30 October 2007 (EDT)&lt;br /&gt;
::::It ought not to be very hard to generate a basic change guide based on the official change notes, and then update it as the details are discovered.  --[[User:Bobson|Bobson]] 16:26, 30 October 2007 (EDT)&lt;br /&gt;
:::A change guide 'page' might be useful pointing out major differences but I think the style of the wiki should be aimed at new users who know nothing of previous versions. I think we should not compare old/vs new as a rule, but if necessary we should include comparisons at the bottom of a page as apposed to the main article. That is how I am writing my edits. --[[User:Markavian|Markavian]] 23:26, 31 October 2007 (EDT)&lt;br /&gt;
::*The thing is, the whole idea of the wiki kind of goes against 'finding things out on your own'.  If you want to be completely surprised by a game, don't read a wiki specifically intended to reveal all the details about it...  sure, we do put warnings on the most spoily stuff, but at the end of the day this is a Wiki intended to document everything about Dwarf Fortress, so just about every page is going to be a spoiler to some degree. --[[User:Aquillion|Aquillion]] 03:12, 9 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
To add my take on this subject... I think that this is a gigantic game, in some ways more complex then any of the Elder Scrolls game. I mean, in the ES games, you have weapons, armor and others... In this game you have an exceptionally large number of items of many different types and purposes... It's very difficult for newbies to fathom exactly what an item is used for. Without this Wiki, I think a lot of people would struggle with this game. [[User:AlexFili|AlexFili]] 05:59, 9 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=User:RustyMcloon&amp;diff=41645</id>
		<title>User:RustyMcloon</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=User:RustyMcloon&amp;diff=41645"/>
		<updated>2008-05-15T04:55:53Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: New page: I am an American teaching English in a Chinese university. I get no English language TV, so DF is a great way to kill some free time.  Thanks to the Wiki, I know what I'm doing when I play...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am an American teaching English in a Chinese university. I get no English language TV, so DF is a great way to kill some free time.&lt;br /&gt;
&lt;br /&gt;
Thanks to the Wiki, I know what I'm doing when I play DF.&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d_Talk:Jail&amp;diff=41629</id>
		<title>40d Talk:Jail</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d_Talk:Jail&amp;diff=41629"/>
		<updated>2008-05-15T04:52:55Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: New page: I understand how to have happy prisoners with chains, but it does not mention the fate of unhappy prisoners in cages. Maybe someone can clarify about tis.--~~~~&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I understand how to have happy prisoners with chains, but it does not mention the fate of unhappy prisoners in cages. Maybe someone can clarify about tis.--[[User:RustyMcloon|Rusty Mcloon]] 00:52, 15 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7941</id>
		<title>40d:Grate</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7941"/>
		<updated>2008-05-10T07:25:06Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grates can be placed on a floor or a wall. They allow the passage of [[fluid dynamics|liquids]], (assuming projectiles as well until proven otherwise{{verify}}). Dwarves treat grates as floors and can be walked on. To effectively use a floor grate a [[channel]] must be dug under it before placement. Grates can be constructed of rock, wood and metals. Grates can also be fished through by Fisherdwarves. They allow the passage of light through them to the room below.&lt;br /&gt;
&lt;br /&gt;
They are represented in game by a: #&lt;br /&gt;
&lt;br /&gt;
They currently cannot be used to cover a large area - grates must be attached to firm ground, not only grates.&lt;br /&gt;
&lt;br /&gt;
Grates can be linked to a [[lever]] to temporarily make the grate disappear. Liquids can pass through grates in either state, so this is only useful for solid objects (E.g. dwarves).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compared to Bars ==&lt;br /&gt;
&lt;br /&gt;
Floor grates and wall grates are much like floor [[bars]] and vertical bars.  Are they different?  [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001394 Toady writes]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I don't think there's a meaningful distinction at this time [10/31/2007] (perhaps the grate does have that extra step to make the item). Later, I imagine larger items will fall through bars, and only small items will go through grates. Grates might also stop most vermin. Perhaps even small units could go through bars.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34527</id>
		<title>40d:Captured creatures</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Captured_creatures&amp;diff=34527"/>
		<updated>2008-05-10T04:22:01Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Execution */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You can capture creatures in a variety of ways, including [[animal trap]]s for [[vermin]], [[Traps#Cage_Trap|cage traps]] for wild [[animal]]s and hostiles (like goblins), forcibly caging tame animals (see below), and you can also buy caged animals from traders. Caged animals do not require food or nourishment{{v|0.27.176.38c}}. The only case when a caged creature is fed is during its taming.&lt;br /&gt;
&lt;br /&gt;
Below is a collection of some things you can do with creatures in [[cage]]s or other holding devices.&lt;br /&gt;
&lt;br /&gt;
===Training and taming===&lt;br /&gt;
A dwarf with the [[Animal Training]] labor enabled will train dogs in a [[kennel]] to become [[hunting dog]]s and [[war dog]]s.&lt;br /&gt;
Vermin and other animals can also be tamed. A tame animal has the tag (Tame) after its name and is safe to be released into the fortress. According to a forum post, a tamed tiger purchased from the elves will act as a guard, attacking hostile creatures. This is supposedly also true for other animals.&lt;br /&gt;
&lt;br /&gt;
Beware, creatures that have killed dwarves (or other creatures?, see talk page) before being tamed are &amp;quot;un-tamable&amp;quot;; a &amp;quot;tame&amp;quot; creature that has killed a dwarf prior to its taming will go dwarf-killing as soon as they are released, with the added bonus of being immune to cage and weapon traps.&lt;br /&gt;
&lt;br /&gt;
Dragons and other megabeasts may also be tamed, but this requires a [[Dungeon master]].  Specifically, any vermin or creature with the [PET_EXOTIC] flag requires a dungeon master.&lt;br /&gt;
&lt;br /&gt;
Tamed vermin and animals may be adopted as [[pet]]s by the dwarves, and animals may also be [[Butchery|slaughter]]ed for food. A colony of Muskoxen or some other peaceful animal can be used as a food source, by allowing them to breed, waiting for them to grow and then cutting down some of them in a [[Butchery]].&lt;br /&gt;
&lt;br /&gt;
Releasing a large caged creature also requires the Animal Training labor.&lt;br /&gt;
&lt;br /&gt;
===Holding===&lt;br /&gt;
You can restrain creatures by fitting them in [[chain]]s/[[rope]]s, putting them in cages, or throwing them in [[pit]]s or ponds to reduce [[lag]] or prevent adoption as pets (so they remain slaughterable without tantruming owners).&lt;br /&gt;
&lt;br /&gt;
* '''Cages''': An indefinite number of animals might be locked into one single cage. If you wish to fit your own tame animals into cages, you can do this by building a cage, and assigning some animals to it via the Building properties window (accessible by {{k|q}}). &amp;quot;Large animal caging&amp;quot; jobs will then be created, and dwarves will lock the hapless animals into the cage. Any offspring they give birth to is also born in the cage (but is not ''assigned'' to the cage, so if the cage isn't behind forbidden doors, your dwarves will immediately free it). There is some doubt whether animals do breed in cages; analysis is hindered by the fact that an already pregnant animal will give birth and little animals will grow up.&lt;br /&gt;
&lt;br /&gt;
:Caveat &amp;amp;mdash; When an animal is captured via a [[Traps#Cage trap|cage trap]] and then assigned to an existing cage, the dwarf moving the animal will tend to let it go. This can be avoided by building the cage the animal is in.{{v|0.27.173.38a}}&lt;br /&gt;
&lt;br /&gt;
* '''Chains/ropes''': Build chains as buildings and assign animals to them. They'll be able to move one tile in any direction (including up/down) but will not be able to leave.&lt;br /&gt;
&lt;br /&gt;
* '''Pits/ponds''': You can designate an area as pit or pond by creating an activity zone, designating it as pit/pond and setting its properties by pressing {{k|P}}. The pit or pond area has to have some level tiles, and some tiles that are one or more Z-levels below. Ponds will be filled with water by your dwarves, using buckets. Beware that land animals generally do not like to remain in a dark pit instead of your magnificent fortress, so they'll break free at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
===Zoo===&lt;br /&gt;
[[Zoo]] areas may be defined from cages via the {{k|q}} menu for the enjoyment of your dwarves. Be aware that dwarves will receive unhappy thoughts from seeing an animal they dislike in a zoo, but will also gain happy thoughts if they can go to view a loved animal. Owning the cage containing a loved animal is even better.&lt;br /&gt;
&lt;br /&gt;
===Execution===&lt;br /&gt;
Imaginative methods have been discovered for the abuse of caged creatures. &lt;br /&gt;
&lt;br /&gt;
* '''Execution tower''': One method is the execution tower; the caged critter is brought on top of a very tall (~10 Z-levels) tower or to the edge of a chasm; the the edge of the tower (some of the tower and some of the abyss) is designated as a Pit/Pond; the animal in the cage is assigned to be in the pit/pond and unassigned from the cage. A dwarf will run up to the tower, pull the creature out of its cage and throw it down into the depth.&lt;br /&gt;
&lt;br /&gt;
* '''Death chambers''': A cage can be opened remotely by attaching a [[lever]] to it. This allows for some horrible traps, such as the drowning chamber or magma death chamber. A room is set up next to a water or magma pool, separated from it by a [[floodgate]]; a cage is put into the room, and a lever is attached to it; doors leading into the chamber are locked down; the cage and the floodgate are opened remotely. The creatures will then drown or burn. (The cage must be opened for this to work, as animals in cages do not drown. I don't currently know whether magma will melt non-magma-resistant cages along with it's owner.{{verify}})&lt;br /&gt;
&lt;br /&gt;
* '''Arenas''': Remote cage opening can also be used to set up arenas; a tame animal such as a tiger or dogs is locked into the arena; a cage containing a hostile animal, such as a goblin (presumably stripped of its weapons and armor) is also brought in the arena; doors are locked down and the cage is opened. The animals will shred the goblin (or in a worse case, the creatures will kill off your animals - therefore it is wise to assign some guards to the doorways to put down any breakout attempts).&lt;br /&gt;
&lt;br /&gt;
* '''&amp;quot;Gangplank&amp;quot;''': Goblins and other non-flying creatures do not like heights or magma. You can combine both by creating a hanging platform. When you want to execute the goblins on the platform, simply release them from their cages and disconnect the platform. Watch as the helpless little buggers fly down several Z levels and are incinerated in your magma pool. One way of doing so is by using a retractable bridge to support the platform, and simply retract the bridge to dump the prisoners. This is also a good way to use all ten thousand units of your [[stone]] for something useful.&lt;br /&gt;
You can strip a captured creature of its equipment by accessing the Stocks screen, finding its possessions (you can zoom on items and see if you're pointed to the holding cage, if in doubt), and ordering them dumped from there. Dwarves will come and force the items off your captives.&lt;br /&gt;
&lt;br /&gt;
===Other uses===&lt;br /&gt;
* '''Usage as executor''': Instead of executing the trapped creature, one could execute a noble by placing a caged megabeast in its quarters and release the beast.&lt;br /&gt;
&lt;br /&gt;
* '''Undressing captured folks''': Has to be done from the stocks menu, by {{k|d}}umping their stuff. In case of goblins and such, can easily be found by looking for narrow/small worn items.&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18599</id>
		<title>40d:Cage</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Cage&amp;diff=18599"/>
		<updated>2008-05-10T03:34:01Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* How to disarm hostiles in cages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cage''' is a holding device. Cages cannot be made of [[stone]], but can be made of [[wood]], [[metal]] and [[glass]] (terrarium). Cages can hold an unlimited number of [[animals]] and captured [[vermin]] at once. Placing animals in a cage can reduce lag and [[traffic]] in your hallways.  Both empty and occupied cages can - and will - be stored only in an animal [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
The cage can be used in a few ways:&lt;br /&gt;
&lt;br /&gt;
* If made of metal, as a [[jail]], where you designate its location to be used for [[justice]], and a [[sheriff]] will detain any unruly dwarves.&lt;br /&gt;
* As animal restraining device, where you simply plant it and allocate any animals (except [[pet]]s) you want in it. Particularly handy for keeping track of mating animals. It is unsure if animals in a cage will mate, but animals can bear children when caged.&lt;br /&gt;
** This is also how you go about making a makeshift [[zoo]] for [[trapped]] animals.&lt;br /&gt;
** A glass cage (Terrarium) can be designated an [[aquarium]] for holding captured [[fish]].&lt;br /&gt;
* A [[Traps#Cage_Trap|cage trap]] needs a cage as one of its components.&lt;br /&gt;
&lt;br /&gt;
If you buy your first animals via the traders, you may be unsure how to extract them. To remove an animal from a cage, it first needs to be placed via the Build menu ({{K|b}}-{{K|j}}). Once it's placed, use {{K|q}} to examine it, {{K|a}} to assign, and then use {{K|Enter}} to toggle the animal(s) currently inside. A dwarf will come along and let the animal out of the cage, after which it can be butchered, moved, et cetera.&lt;br /&gt;
&lt;br /&gt;
You can find a list of imaginative ideas to do with captured creatures [[captured creatures|here]].&lt;br /&gt;
&lt;br /&gt;
== How to disarm hostiles in cages ==&lt;br /&gt;
You can find the items carried by caged goblins, kobolds, etc. in the [[stocks]] menu and designate them for dumping, then dwarves will come to the cage and take them off. You can verify that you are targeting the right items by using the zoom function; it should point you to the cage.&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
If you link a [[lever]] to a (built) cage with trapped hostiles, you can release them by pulling the lever and let animals or your soldiers have fun with them. Make sure you have disarmed them first. The design of this &amp;quot;arena&amp;quot; is really up to you but a somewhat contained area or room is advisable. This is also a creative way to get rid of unwanted pets, if you can manage to trap them in the arena. Make sure your dwarves won't [[tantrum]] from unhappy thoughts!&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11045</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11045"/>
		<updated>2008-05-06T15:47:47Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. (Other settlements are shown with various symbols on the regional map.) You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan; you'll also want to trade with  [[human]]s and [[elves]] if possible. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress in their area.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to certain [[meat]], whereas another might not. Ignore this for now.&lt;br /&gt;
# Relative [[elevation]] and &lt;br /&gt;
# [[Slope]] steepness. These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
The following are things you'll probably want to ensure you have access to for a mature fortress:&lt;br /&gt;
&lt;br /&gt;
*A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military.  And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two.  Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.&lt;br /&gt;
*[[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones.  If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.&lt;br /&gt;
*[[Sand]] - you'll need it to make glass.  You cannot trade for sand, nor can you trade for raw glass.  Sand also means you have soil, which removes the need for irrigation to start farming.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the {{k|-}} key on the numpad to sell items. Likewise you use the {{k|+}} key on the numpad to buy more of an item. {{k|+}} and {{k|-}} on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills above is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also chose a lesser degree of skill for the building designer, as this skill only improves work speed and isn't as necessary in the long run.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s have advantages and disadvantages that the player must weigh carefully. They cost 11☼ each.&lt;br /&gt;
***Cats are by far the most effective way of killing [[vermin]], preventing unhappy [[thought]]s. However, they will leave vermin corpses lying around your fortress which can produce clouds of [[miasma]]. This can be controlled if the user simply sets up the [[refuse]] [[stockpile]] in a room with a [[door]].&lt;br /&gt;
***Cats cannot be assigned owners. They will choose an owner randomly. A cat with an owner cannot be killed without the owner throwing a [[tantrum]]. This is especially troublesome as the cat population escalates.&lt;br /&gt;
***Cats breed quickly with several offspring.  One solution is to kill all female cats before they select an owner.  This is not as easy as it sounds for a novice player, and it may also necessitate killing immigrants that arrive with a female cat to prevent a tantrum. A perhaps more productive solution is to take advantage of their multiplication, putting kittens into a [[cage]] quickly after birth and [[butchering]] them as needed to feed the dwarves.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (--&amp;gt;[[Miasma]]).&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green &amp;quot;W&amp;quot; squares show where a wagon can go; if the screen says &amp;quot;Depot accessible&amp;quot;, then wagons will be able to reach your depot.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11044</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11044"/>
		<updated>2008-05-06T15:39:19Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. (Other settlements are shown with various symbols on the regional map.) You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan; you'll also want to trade with  [[human]]s and [[elves]] if possible. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress in their area.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to certain [[meat]], whereas another might not. Ignore this for now.&lt;br /&gt;
# Relative [[elevation]] and &lt;br /&gt;
# [[Slope]] steepness. These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
The following are things you'll probably want to ensure you have access to for a mature fortress:&lt;br /&gt;
&lt;br /&gt;
*A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military.  And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two.  Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.&lt;br /&gt;
*[[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones.  If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.&lt;br /&gt;
*[[Sand]] - you'll need it to make glass.  You cannot trade for sand, nor can you trade for raw glass.  Sand also means you have soil, which removes the need for irrigation to start farming.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also cut down on the building designer, as this skill only improves work speed and isn't needed that often in the long run.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s have advantages and disadvantages that the player must weigh carefully. They cost 11☼ each.&lt;br /&gt;
***Cats are by far the most effective way of killing [[vermin]], preventing unhappy [[thought]]s. However, they will leave vermin corpses lying around your fortress which can produce clouds of [[miasma]]. This can be controlled if the user simply sets up the [[refuse]] [[stockpile]] in a room with a [[door]].&lt;br /&gt;
***Cats cannot be assigned owners. They will choose an owner randomly. A cat with an owner cannot be killed without the owner throwing a [[tantrum]]. This is especially troublesome as the cat population escalates.&lt;br /&gt;
***Cats breed quickly with several offspring.  One solution is to kill all female cats before they select an owner.  This is not as easy as it sounds for a novice player, and it may also necessitate killing immigrants that arrive with a female cat to prevent a tantrum. A perhaps more productive solution is to take advantage of their multiplication, putting kittens into a [[cage]] quickly after birth and [[butchering]] them as needed to feed the dwarves.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (--&amp;gt;[[Miasma]]).&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green &amp;quot;W&amp;quot; squares show where a wagon can go; if the screen says &amp;quot;Depot accessible&amp;quot;, then wagons will be able to reach your depot.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11043</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11043"/>
		<updated>2008-05-06T15:05:13Z</updated>

		<summary type="html">&lt;p&gt;RustyMcloon: /* Farming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's true only for the exact center of the local area: You'll notice that the local area includes some of both on the edges, which is often all you need. You can view the different types of [[biomes]] in the selected area by hitting the {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} keys.&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. (Other settlements are shown with various symbols on the regional map.) You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan; you'll also want to trade with  [[human]]s and [[elves]] if possible. [[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress in their area.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} For instance, one civilization might have access to certain [[meat]], whereas another might not. Ignore this for now.&lt;br /&gt;
# Relative [[elevation]] and &lt;br /&gt;
# [[Slope]] steepness. These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more. A good elevation map contains lots low elevation changes ranging from 1 to 4.&lt;br /&gt;
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==== Location, Location, Location ====&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
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* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
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* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
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The following are things you'll probably want to ensure you have access to for a mature fortress:&lt;br /&gt;
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*A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military.  And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two.  Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.&lt;br /&gt;
*[[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones.  If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.&lt;br /&gt;
*[[Sand]] - you'll need it to make glass.  You cannot trade for sand, nor can you trade for raw glass.  Sand also means you have soil, which removes the need for irrigation to start farming.&lt;br /&gt;
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==== Fortress size ====&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
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You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
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=== Embark ===&lt;br /&gt;
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When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
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== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
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Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
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There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
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=== Skills ===&lt;br /&gt;
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The [[iron]] [[anvil]] costs 1000☼ to take. While you need an anvil for metalsmithing, you shouldn't take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If you can't buy it then, you can order one later.&lt;br /&gt;
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First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the - key on the numpad to sell items. Likewise you use the + button on the numpad to buy more of an item. + and - on the regular keyboard will not work.&lt;br /&gt;
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Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also cut down on the building designer, as this skill only improves work speed and isn't needed that often in the long run.&lt;br /&gt;
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* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
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The total cost of the skills is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
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=== Items ===&lt;br /&gt;
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You have 1580☼ to spend on items to take along.&lt;br /&gt;
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* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.{{ver|0.23.130.23a}}&lt;br /&gt;
** [[Cat]]s kill [[vermin]], preventing unhappy [[thought]]s, and will take owners which will make the owners happy, but also leave dead rats and other vermin corpses around your fortress which can produce clouds of [[miasma]]; bringing cats is a matter of preference, but not recommended for novices. They also will choose their owners, so you may end up with a swarm of cats that cannot be killed without sending the whole fortress into [[tantrum]]s. They cost 11☼ each.&lt;br /&gt;
*** If you want to prevent a catsplosion (insanely high cat population?) with certainty, kill all female cats before they find an owner. If immigrants tantrum, kill them too.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
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=== [[Fortress name|Naming]] ===&lt;br /&gt;
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You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
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== Beginning the fortress ==&lt;br /&gt;
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When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
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* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
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Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
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=== Basics ===&lt;br /&gt;
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* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
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* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
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* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
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* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
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=== Digging ===&lt;br /&gt;
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* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
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* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
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* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
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* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
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* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that [[upward stairway]]s and [[up/down stairway]]s are limited to real-life locations, so you can't build a new [[upward stairway]] or [[up/down stairway]] in a previously mined square without a [[downward stairway]] above it, though you can build them into un-mined areas.&lt;br /&gt;
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=== Creating [[stockpile]]s ===&lt;br /&gt;
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* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
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* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (--&amp;gt;[[Miasma]]).&lt;br /&gt;
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* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
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=== Building workshops ===&lt;br /&gt;
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* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
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* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
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* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
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* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
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* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
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* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
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* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
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* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
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&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
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=== Farming ===&lt;br /&gt;
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Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) &lt;br /&gt;
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If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
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Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
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Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
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=== Trading ===&lt;br /&gt;
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A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green &amp;quot;W&amp;quot; squares show where a wagon can go; if the screen says &amp;quot;Depot accessible&amp;quot;, then wagons will be able to reach your depot.&lt;br /&gt;
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You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
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If you have managed to kill any invaders, many of them wear silk clothes that don't fit Dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
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In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
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What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now. They're not worth it. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering steel and/or steel ingredients now.&lt;br /&gt;
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Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
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== What next? ==&lt;br /&gt;
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At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
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Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground water supply that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Build a [[trade depot]] so that merchants can come and trade with you.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for fishing and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
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And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
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[[Category:Guides]]&lt;br /&gt;
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{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>RustyMcloon</name></author>
	</entry>
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