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		<id>http://dwarffortresswiki.org/index.php?title=Losing&amp;diff=263147</id>
		<title>Losing</title>
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		<updated>2022-03-23T14:18:02Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) */ added period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|16:54, 10 June 2015 (UTC)}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Fun kruggsmash.jpg|thumb| ]]&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;  Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in ''Dwarf Fortress'', therefore, eventually, almost every fortress will fall. The only ones that don't tend to be very conservative and very boring—and what fun is that? Thus, DF = losing ∧ DF = fun ⇒ losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game. ''Dwarf Fortress'' has a steep learning curve (often referred to as a &amp;quot;cliff&amp;quot;), and part of the process (and fun!) is discovering things for yourself.  However, this wiki serves as an excellent place to speed up the learning process. &lt;br /&gt;
&lt;br /&gt;
When you lose, you can always [[reclaim fortress mode|reclaim fortress]], or go visit it in [[adventurer mode]]. &lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;lose horribly&amp;lt;/s&amp;gt; test yourself, try either the [[mega construction]] or the [[Challenges]] articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|An engraving depicting the contrast between ''Dwarf Fortress'' and other games, in terms of difficulty.]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Wild===&lt;br /&gt;
Sometimes the wilds take you out. &lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the &amp;quot;Others&amp;quot; tab to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor [[titan]]s and other [[megabeast]]s are a later-stage hazard. And that's not to mention [[Werebeast]]s, which turn any dwarves they bite into werebeasts once a month. While this will not ''directly'' cause you to lose the game (even if every dwarf in your fortress becomes infected), it could cause major production slowdowns every month, and if a [[Goblin]] siege coincides with a full moon, things could get very fun...&lt;br /&gt;
&lt;br /&gt;
====Underground life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts are a later-stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent. That is not to mention what lies [[HFS|even deeper]]...&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home to [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] that can destroy buildings, kill even the most skilled soldiers, and spread [[fire|!!destruction!!]] throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and magma-safe [[bridge]]s can mitigate much of the danger, magma remains a prime source of fun even in experienced fortresses.&lt;br /&gt;
&lt;br /&gt;
====Evil Biomes====&lt;br /&gt;
Evil [[surroundings]] are more inhospitable than ever.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge.  Or vile weather that makes dwarves caught in it vomit to death.  Or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.  &lt;br /&gt;
&lt;br /&gt;
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Physics===&lt;br /&gt;
Sometimes jumping from a tree into a river doesn't end well for your skeleton, or you for that matter.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. You===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====Curiosity/Boredom====&lt;br /&gt;
Next time, don’t release so many [[Demon|clowns]]. That self-destruct lever was a mistake.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation.  As dwarves begin to starve, they will become [[hungry]], then [[starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butcher]]ing your [[domestic animal]]s, [[plant gathering|gathering plants]], [[hunting]] local wildlife, and [[cook]]ing any excess [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad (worse) is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often, a shortage of barrels is just as bad as a shortage of beer.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Sometimes you just can't help but take a drink, and when you think it's safe, WHAM. Watch out for [[giant sponge]]s...&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun]], though.&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 cardinal ones as well as down, and up to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with [[magma]].  This is even more fun, and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
Some overseers have had luck turning around bad accidents rather quickly by using a single pillar cave-in to block off the source of the water.  This can usually be done quick enough that the water will spread, disperse and evaporate in your lower levels.  Then you can work to plan better the next time you release the waters.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) ====&lt;br /&gt;
i.e., no [[pick]]s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.&lt;br /&gt;
&lt;br /&gt;
If you have [[battle axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], but that's for those &amp;lt;s&amp;gt;filthy nature loving hippies&amp;lt;/s&amp;gt; [[elves]].&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: [[Arms industry]]&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society===&lt;br /&gt;
Dwarves, just like humans, live in a society.  It's always the others in that society that are the problem...&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a [[justice]] system in place at the time of a spiral and manage to recover. If you later implement the justice system, the [[hammerer]] may kill the former tantrum-throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
====Mandates====&lt;br /&gt;
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a [[cave in]] killing your miner (If you're not paying attention!) running into [[Underworld|HFS]], or accidentally mining out a new tunnel to the surface that you don't close, letting in a horde of goblins.&lt;br /&gt;
&lt;br /&gt;
====Failure of a [[strange mood]]====&lt;br /&gt;
Any dwarf that was unable to complete a [[strange mood]] will go [[insanity|insane]]. While the insanity inevitably leads to the [[death]] of a dwarf, an insane dwarf sometimes goes [[berserk]] and poses a threat to the rest of the fortress. Quite &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; Fun if the fellow is a [[soldier]]; they may wreak havoc chopping everyone with their [[item quality|☼]][[steel]] [[battle axe]][[item quality|☼]]. Or just trigger a [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
====Supernatural Rogues====&lt;br /&gt;
There are monsters known collectively as [[night creature]]s that can potentially undo a fortress from within.  A [[werebeast]] raid can not only bring trouble if you're lacking a military, but their cursed bites can make more of their kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when he suddenly turns into a ravenous monster at the full moon and starts killing everything around him. &lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s are a much more insidious threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipments of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven [[ambush]]ers alike will infiltrate your map and charge into your fortress after they are discovered. They will retreat after suffering enough casualties or waiting around several seasons. Elves still arrive with caravans, and goblins can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. At least, caravans and sieges/ambushes have the amazing tendency to occur at the end of each season.&lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something &amp;lt;s&amp;gt;stupid&amp;lt;/s&amp;gt; funny to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandated goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Better build indoor refuse piles away from trafficked areas. Unless an [[well|interior water supply]] was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====Hidden Fun Stuff====&lt;br /&gt;
&lt;br /&gt;
Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of fun, [[Underworld|HFS]] has been the downfall of many a fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Player ===&lt;br /&gt;
&lt;br /&gt;
====Modding====&lt;br /&gt;
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.&lt;br /&gt;
&lt;br /&gt;
====Faulty Drawbridge====&lt;br /&gt;
Next time, don't forget to link your master drawbridge to that lever in your meeting hall. Takes two seconds.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Computer===&lt;br /&gt;
Fall victim to the [[Catsplosion]] and even the mightiest computer may lose FPS to the point where the game becomes virtually un-playable. Or get too many Dwarves and pets in your fortress and the computer may crash. Problem can be solved, at least for the short term, by changing the priority of ''Dwarf Fortress'' in init.txt.&lt;br /&gt;
&lt;br /&gt;
====Have I Won Yet?====&lt;br /&gt;
Even the most well-managed of forts will eventually fall. And if they don't, then what? Once you've fended off [[goblin]]s, [[bronze colossus]]es, and [[HFS|other]] [[Giant cave spider|fun]] [[Forgotten beast|things]], what's left to challenge your mighty defenses and legendary champions?&lt;br /&gt;
&lt;br /&gt;
Eventually boredom takes its toll and you either hit abandon, or ease up on the impregnable defenses and effectively engineer your own doom.&lt;br /&gt;
&lt;br /&gt;
====The Tantrum Fizzle====&lt;br /&gt;
So your dwarves are too busy punching each other to do any work, and the casualties are mounting while the goblins just point and laugh. Think the final chapter of your fort's saga will be a short one? Don't be so sure. Sometimes a little old-fashioned anarchy is enough to cripple a fortress, but not destroy it.&lt;br /&gt;
&lt;br /&gt;
With good defenses and enough supplies, a well-managed fortress can run quite a while without any player input. And when you find this out the hard way, a few in-game months of fistfights might not be entertaining enough to offset the fact that you're not able to actually DO anything. If things don't calm down (or explode hilariously) soon enough, that &amp;quot;abandon fort&amp;quot; option will look awfully tempting...&lt;br /&gt;
&lt;br /&gt;
==The Unending Cycle==&lt;br /&gt;
After decades have passed, and you truly feel your fortress is unassailable and eternal, DF2014 now offers you the option to [[Reclaim_fortress_mode|retire]] your boring fort, giving control of it back to your enlightened nobles.  This returns it to the worldgen 'scale' of events and legends, where it can participate in the activities of your civilization.  You can visit it in Adventurer Mode, or embark right next door (if so inclined) on a new Fortress expedition.  Expand the reach, wealth and greatness of your chosen civilization(s), carving out your own legends over the eons, again and again!&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Despite the common knowledge that no one can win ''Dwarf Fortress'', this is actually false. There are numerous ways to win the game, and all are equally &amp;lt;s&amp;gt;Fun&amp;lt;/s&amp;gt; rewarding. The &amp;quot;You won the game&amp;quot; screen is in fact &amp;lt;s&amp;gt;Your fortress has crumbled to its end&amp;lt;/s&amp;gt; a well hidden easter egg.&lt;br /&gt;
&lt;br /&gt;
Here's a few ways to win at ''Dwarf Fortress'':&lt;br /&gt;
&lt;br /&gt;
*Having every single [[elf]] and [[goblin]] on the map on [[fire]]. You must set them on fire at the same time, of course.&lt;br /&gt;
&lt;br /&gt;
*Have every single dug tile filled with 7/7 [[magma]]&lt;br /&gt;
&lt;br /&gt;
*All your dwarves throwing a [[tantrum]] at the same time (note: the game doesn't register the deed if you have fewer than 20 dwarves)&lt;br /&gt;
&lt;br /&gt;
*Have a mandate of a [[slade]]-made item successfully completed. Alternatively, have 20 mandates of [[adamantine]]-made items completed.&lt;br /&gt;
&lt;br /&gt;
*Kill at least 100 dwarves in the space of a single [[time#breakdown|tick]]. (Hint: This is best done by [[Stupid dwarf trick#Self Destruct Lever|Self Destruct Lever]])&lt;br /&gt;
&lt;br /&gt;
*Kill all the denizens of the [[Hidden Fun Stuff]]. &amp;lt;s&amp;gt;Don't listen to the people who claim their numbers are limitless. They are ignorant.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Succeed in fully domesticating any of the following: [[carp]], [[giant sponge]], [[unicorn]], or any [[megabeast]] (cave dragons don't count)&lt;br /&gt;
&lt;br /&gt;
*Have at least 1/7 magma on every single outside tile. This creates a new victory screen with a [[Bloodline:Boatmurdered|Boatmurdered]] reference.&lt;br /&gt;
&lt;br /&gt;
*Have all of your dwarves on the topmost layer of the map.&lt;br /&gt;
&lt;br /&gt;
*Kill all those f'ing elephants.&lt;br /&gt;
&lt;br /&gt;
*Get put in the [http://www.bay12forums.com/smf/index.php?topic=41896.0 Hall of Legends].&lt;br /&gt;
&lt;br /&gt;
*Have a quarter of your dwarves (you must have at least 60) simultaneously be [[berserk]], [[vampires]], and armed with [[War hammer|war hammers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Losing]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=263054</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=263054"/>
		<updated>2022-03-18T19:19:13Z</updated>

		<summary type="html">&lt;p&gt;Spdx: new report&lt;/p&gt;
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{| class=&amp;quot;infobox plainlinks&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link to both an example of the user's vandalism (the revision, not the current page &amp;amp;mdash; you can use the &amp;quot;Permanent link&amp;quot;) and the user's talk page (which is included with {{tl|User}}).&lt;br /&gt;
#Add new reports to the top of the list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user {{User|Briess}} for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please remember to sign the report with &amp;lt;code&amp;gt;~~&amp;lt;/code&amp;gt;&amp;lt;code&amp;gt;~~&amp;lt;/code&amp;gt;&lt;br /&gt;
#If a report has remained here for more than 24 hours and no action has been taken, please leave a message on an [http://dwarffortresswiki.org/index.php?title=Special%3AListUsers&amp;amp;username=&amp;amp;group=sysop&amp;amp;limit=50 admin's] talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reporting IP [[Special:Contributions/104.168.91.117]] for [https://dwarffortresswiki.org/index.php?title=Step&amp;amp;diff=next&amp;amp;oldid=84290 replacing Step redirect with spam.] [[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 19:19, 18 March 2022 (UTC)&lt;br /&gt;
* Reporting IP [[Special:Contributions/185.147.212.251]] for [https://dwarffortresswiki.org/index.php?title=Python&amp;amp;oldid=262970 replacing Python redirect with spam] [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 03:03, 13 March 2022 (UTC)&lt;br /&gt;
* Reporting IP [[Special:Contributions/198.46.235.99]] for [https://dwarffortresswiki.org/index.php?title=Jobs&amp;amp;curid=2179&amp;amp;diff=262945&amp;amp;oldid=262925 replacing Labor redirect with spam] - [[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 08:04, 11 March 2022 (UTC)&lt;br /&gt;
* Reporting IP [[Special:Contributions/192.227.216.54]] and [[Special:Contributions/107.172.61.184]] for [https://dwarffortresswiki.org/index.php?title=Jobs&amp;amp;type=revision&amp;amp;diff=262921&amp;amp;oldid=262647 replacing the redirect with spam] and then the spam with other spam. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:47, 9 March 2022 (UTC)&lt;br /&gt;
* Reporting IP [[Special:Contributions/192.3.105.93|192.3.105.93]] for [https://dwarffortresswiki.org/index.php?title=Magic&amp;amp;diff=prev&amp;amp;oldid=262860 replacing the magic redirect with spam].&lt;br /&gt;
** Interestingly those bots seem to like [https://dwarffortresswiki.org/index.php?title=Magic&amp;amp;curid=38386&amp;amp;action=history Magic], not sure if there is anything that can be done on that front beside being vigilant for IP editors, particularly ones that involve big removals\additions.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:50, 5 March 2022 (UTC)&lt;br /&gt;
*Reporting IP [[Special:Contributions/109.206.36.28]] for [https://dwarffortresswiki.org/index.php?title=Language&amp;amp;diff=prev&amp;amp;oldid=259826 making the same incorrect edit, that hasn't been true for over a decade, three times now and refusing to use the talk page to discuss it]. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:35, 30 November 2021 (UTC)&lt;br /&gt;
*Reporting IP [[Special:Contributions/141.95.33.140]] for [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:About&amp;amp;diff=259626&amp;amp;oldid=252787 replacing the contents of the About article with spam].&lt;br /&gt;
*Reporting IP [[Special:Contributions/178.167.131.158]] for continued propagandistic vandalism/sabotage of the LNP page (which started roughly around [https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;amp;curid=18533&amp;amp;diff=259531&amp;amp;oldid=258737 here] ). [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 20:19, 4 November 2021 (UTC)&lt;br /&gt;
* Reporting user {{User|QuickBooks}} for advertising some sketchy QuickBooks thing on their [[User:QuickBooks|user page]]. The [https://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;amp;curid=17144&amp;amp;diff=258369&amp;amp;oldid=157970 3 edits] they made to the same page in order to edit their user page should probably be looked into. [[User:HexaBlu|HexaBlu]] ([[User talk:HexaBlu|talk]]) 15:19, 21 July 2021 (UTC)&lt;br /&gt;
**Blocked. Please feel free to replace obvious spam with {{tl|delete}}, even on user pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:55, 23 July 2021 (UTC)    &lt;br /&gt;
* Reporting IP [[Special:Contributions/89.187.170.169|89.187.170.169]] for inserting spam into [[Utility:Dwarf_Therapist/Addons_Repository]].&lt;br /&gt;
* Reporting...vandalism-adjacent shenanigans from an anon, as expected {{user|dwarffortresswiki.org/index.php/Special:Contributions/168.216.12.16}} Example:(https://dwarffortresswiki.org/index.php?title=DF2014:Intelligent_undead&amp;amp;oldid=255682) [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:49, 12 November 2020 (UTC)  &lt;br /&gt;
** Blocked - I think all edits have been reverted as well. (No need to mark reports as &amp;quot;minor&amp;quot; changes, by the way) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:25, 14 November 2020 (UTC)&lt;br /&gt;
* If I might be permitted to include a brief personal opinion here, this is an example of what happens when one has a perfect storm of a virus, its quarantine procedures, and protests, all together. So, reporting user {{user|BurnLootMurder}} for gibbering-insane [https://dwarffortresswiki.org/index.php?title=DF2014:Material&amp;amp;curid=31922&amp;amp;diff=252946&amp;amp;oldid=249363 '''trolling and vandalism''', which should really have a CW for implied violence and encouragement to doxxing on it, IMHO] The obvious solution being, to block and revert with due speed.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:05, 6 June 2020 (UTC)&lt;br /&gt;
** Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:55, 6 June 2020 (UTC)&lt;br /&gt;
*Reporting user {{user|DogfanDFNerd‎}} for repeatedly trying to change the [[:File:WikiLogo 4fa619.png|wiki logo]] with a low quality replacement. Something as important as the logo shouldn't be meddled with by non-admins, much less users without any edits, and the fact they can't be bothered to fix the glaring spelling mistake by the third time suspends my belief that this is being done in good faith. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:59, 3 March 2020 (UTC)&lt;br /&gt;
** Sorry for the delay - I've protected the page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:59, 6 June 2020 (UTC)&lt;br /&gt;
*''A report of disruptive editing involving [[User:Silverwing235]] was moved to [[DF:Administrative intervention against vandalism/2019-09-30 disruptive editing report]]'' &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 6 April 2021 (UTC)&lt;br /&gt;
*vandalism by {{User|Johnhankse}} on 40d:Rose gold, [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;amp;oldid=234402] and [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;amp;oldid=234401] [[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 09:44, 22 December 2017 (UTC)&lt;br /&gt;
*advertising by user {{User|Click4Support}} on the page [[Dwarf Fortress Wiki:Page request]] --[[User:Edern76|Edern76]] ([[User talk:Edern76|talk]]) 10:54, 24 February 2014 (UTC)&lt;br /&gt;
*reverted edits from IP editor {{User|174.51.109.169}} selling e-cigs at [[Mist]]; &amp;quot;reviewed content and references&amp;quot; lol who does that [[User:Vasiln|Vasiln]] ([[User talk:Vasiln|talk]]) 06:48, 22 February 2014 (UTC)&lt;br /&gt;
*godlysockpuppet here, never used a wiki but just reporting that the df2012 page on security design and df2012 page on Maul has been turned to a spam advertising page. Feel free to clean this up or something. //edit I undid the spam. Im the random IP address.&lt;br /&gt;
* Reporting {{user|Bancream}} for [http://dwarffortresswiki.org/index.php?title=40d:Pressure&amp;amp;curid=11219&amp;amp;diff=189434&amp;amp;oldid=156802 this edit] on [[40d:Pressure]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:16, 3 July 2013 (UTC)&lt;br /&gt;
* Reporting {{user|Pingping111}} for [http://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;amp;oldid=185468 this revision] on [[Talk:Main Page]] (12 separate edits). --{{User:Lethosor/sig}} 17:32, 8 May 2013 (UTC)&lt;br /&gt;
* More IP spam from {{User|180.194.171.229}}: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&amp;amp;diff=prev&amp;amp;oldid=183274 here]. --{{User:Lethosor/sig}} 19:28, 5 April 2013 (UTC)&lt;br /&gt;
* IP Spam: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&amp;amp;curid=6982&amp;amp;diff=183202&amp;amp;oldid=180867 this edit] by {{User|180.194.169.157}} --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)&lt;br /&gt;
: This report and the one following it both come from the 180.194.*.* block of IP addresses. Perhaps this should be looked into. --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)&lt;br /&gt;
*IP Spam http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;amp;curid=14457&amp;amp;diff=182911&amp;amp;oldid=180865 &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Old Ancient|Old Ancient]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Not sure how to report this, but [[User:71.118.242.47|71.118.242.47]] [http://dwarffortresswiki.org/index.php?title=Bloodline%3ASuccession_League_Games&amp;amp;action=historysubmit&amp;amp;diff=182554&amp;amp;oldid=73455 added over 50000 g's] on [[Bloodline:Succession League Games|this page]]. This doesn't seem like the type of spam we normally see, so I'm not sure if it's a bot, but I wouldn't exactly say it's useful information to have in an article. It also doesn't seem like an automated DOS-type attack, but it definitely isn't a normal edit so I thought I'd post it here. --{{User:Lethosor/sig}} 21:19, 12 March 2013 (UTC)&amp;lt;/s&amp;gt;&lt;br /&gt;
: Considering the lack of spam from this IP since, I don't see any reason to act on this incident now. --{{User:Lethosor/sig}} 20:11, 2 April 2013 (UTC)&lt;br /&gt;
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* Reporting [[User:Annaferry]], a user who registered about 10 minutes ago and promptly [http://dwarffortresswiki.org/index.php?title=User_talk:GhostDwemer&amp;amp;oldid=182179 posted spam on GhostDwemer's talk page]. --{{User:Lethosor/sig}} 02:36, 7 March 2013 (UTC)&lt;br /&gt;
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* Reporting [[User:Wingramo]] for [http://dwarffortresswiki.org/index.php?title=ASCII_Art_Reward&amp;amp;diff=prev&amp;amp;oldid=179328 this edit]. It supposedly links to the Bay12 Support page but links to downloadranking.com instead. --[[User:Chronotab|Chronotab]] 18:46, 23 February 2013 (UTC)&lt;br /&gt;
:Wingramo's [[Special:Contributions/Wingramo|contributions]], also include an edit on [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&amp;amp;diff=prev&amp;amp;oldid=179721 Dwarf Fortress RPG] and [http://dwarffortresswiki.org/index.php?title=History_of_Dwarf_Fortress&amp;amp;action=historysubmit&amp;amp;diff=179417&amp;amp;oldid=177987 History of Dwarf Fortress], which I reverted. They seem to be from December, so I'm surprised they went unnoticed. Strangely, Wingramo hasn't made any edits since then. --{{User:Lethosor/sig}}) 19:49, 23 February 2013 (UTC)&lt;br /&gt;
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* Reporting [[User:Alloy7memory]] for [http://dwarffortresswiki.org/index.php?title=Architecture&amp;amp;curid=1583&amp;amp;diff=181412&amp;amp;oldid=181411 this edit], which [[Special:Contributions/174.239.35.25|174.239.35.25]] reverted. It's not exactly &amp;quot;link spam&amp;quot;, but the username looks similar to most spambots (although strangely it actually contains real words). --{{User:Lethosor/sig}} 18:06, 23 February 2013 (UTC)&lt;br /&gt;
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*Reporting IP [[Special:Contributions/180.194.171.159|180.194.171.159]] for an unrelated link to [http://fosamaxlawsuit12.altervista.org/ something about alcohol abuse] on both [[Bloodline:Succession_League]] and [[Dwarf_Fortress_Wiki:Centralized_Discussion]].&lt;br /&gt;
*Reporting IP [[Special:Contributions/80.218.59.174|80.218.59.174]] for an [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;amp;curid=19125&amp;amp;diff=175408&amp;amp;oldid=174954 edit] made to this page itself. --[[User:Cali|Cali]] 01:51, 17 July 2012 (UTC)&lt;br /&gt;
*Reporting IP [[Special:Contributions/112.202.121.89|112.202.121.89]] for its &amp;quot;contributions&amp;quot; of spam links. 21:19, 8 July 2012 (UTC)&lt;br /&gt;
::Those &amp;quot;contributions&amp;quot; were from a year ago.  Considering that there hasn't been any spam from that IP address since then, there's no point in banning it now.  I removed the spam.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 20:50, 8 July 2012 (UTC)&lt;br /&gt;
*Reporting new user [[User_talk:Puravida|Puravida]] for a spam link on his(?) user talk page [[User_talk:Puravida]]. --[[User:MathFox|MathFox]] 18:20, 8 May 2012 (UTC)&lt;br /&gt;
*Reporting new user [[User_talk:BLT111|BLT111]] for placing a link to an &amp;quot;adult tool site&amp;quot; on his(?) user talk page [[User_talk:BLT111]]. --[[User:MathFox|MathFox]] 16:20, 7 May 2012 (UTC)&lt;br /&gt;
**Already got that one - somehow, I didn't see the website link, but the rest of the page looked suspicious enough that I banned it anyways. --[[User:Quietust|Quietust]] 16:34, 7 May 2012 (UTC)&lt;br /&gt;
***Yes, I edited the url out before posting here... Compliments with the reaction speed! --[[User:MathFox|MathFox]] 16:36, 7 May 2012 (UTC)&lt;br /&gt;
****In the future, '''don't do that''' - if a bot puts spam on its talk page, '''blank the entire page''' so it's clear that it needs to be deleted. --[[User:Quietust|Quietust]] 19:45, 7 May 2012 (UTC)&lt;br /&gt;
Reporting [[User talk:Celery‎|Celery]] for all of its &amp;quot;contributions&amp;quot; [[Special:Contributions/Celery|Celery]] [[Special:Contributions/71.75.99.199|71.75.99.199]] 02:50, 20 March 2012 (UTC)&lt;br /&gt;
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Reporting [[Special:Contributions/63.248.241.226|63.248.241.226]] for this [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&amp;amp;curid=2&amp;amp;diff=166777&amp;amp;oldid=144963 edit] --[[User:Cali|Cali]] 22:04, 10 March 2012 (UTC)&lt;br /&gt;
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Reporting [[User talk:Casinostars‎|Casinostars]] for spam linking in [[Talk:Main Page]]. [[User:Knight Otu|Knight Otu]] 16:00, 25 January 2012 (UTC)&lt;br /&gt;
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#Reporting new user [[User_talk:Neystec1753|Neystec1753]] for placing an advertorial on his(?) user talk page [[User_talk:Neystec1753]]. --[[User:MathFox|MathFox]] 11:00, 22 January 2012 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Cry1313|Cry1313]] for edits [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&amp;amp;curid=5008&amp;amp;diff=159499&amp;amp;oldid=153841] and [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&amp;amp;curid=5008&amp;amp;diff=159500&amp;amp;oldid=159499] [[User:Calc|Calc]] 12:02, 21 January 2012 (UTC)&lt;br /&gt;
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Reporting [[User talk:Neucent1742‎|Neucent1742]] for talk page spam, too. [[User:Knight Otu|Knight Otu]] 16:10, 13 January 2012 (UTC)&lt;br /&gt;
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Reporing [[User talk:Giome1861‎|Giome1861]] for talk page spam. [[User:Knight Otu|Knight Otu]] 13:39, 13 January 2012 (UTC)&lt;br /&gt;
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#Reporting new user [[User_talk:Suco1260|Suco1260]] for placing an advertorial on his(?) user talk page [[User_talk:Suco1260]]. --[[User:MathFox|MathFox]] 19:13, 10 January 2012 (UTC)&lt;br /&gt;
#Reporting new user [[User_talk:Detoxdietgirl‎|Detoxdietgirl‎]] for placing an advertorial on her(?) user talk page [[User_talk:Detoxdietgirl‎]]. --[[User:MathFox|MathFox]] 12:25, 8 January 2012 (UTC)&lt;br /&gt;
#Reporting new user [[User_talk:Exto1871|Exto1871]] for placing an advertorial on his(?) user talk page [[User_talk:Exto1871]]. --[[User:MathFox|MathFox]] 18:04, 5 January 2012 (UTC)&lt;br /&gt;
#Reporting new user [[User_talk:Rueti1215|Rueti1215]] for placing an advertorial on his user talk page [[User_talk:Rueti1215]]. --[[User:MathFox|MathFox]] 14:23, 30 December 2011 (UTC)&lt;br /&gt;
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#Reporting user [[User_talk:Lethuphuong89|Lethuphuong89]] for two (already reverted) edits [[Special:Contributions/Lethuphuong89]] [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
#Reporting user [[User talk:Tari1388|Tari1388]] for (reverted) talk page spam. [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC) &lt;br /&gt;
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#Reporting IP 167.128.19.234 for vandalizing [[Talk:Main Page]] [http://df.magmawiki.com/index.php?title=Talk:Main_Page&amp;amp;oldid=158314]&lt;br /&gt;
--[[User:MathFox|MathFox]] 17:12, 9 December 2011 (UTC)&lt;br /&gt;
#Reporting IP 94.122.66.247 for inserting spam links into [[Talk:Main Page]] and [[Talk:Main Page/Quote]]&lt;br /&gt;
--[[User:MathFox|MathFox]] 13:47, 7 December 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:DMundell|DMundell]] for a bunch of spammy links - see [[Yeti]], [[Badger]], etc.  I've reverted the edits and removed the spam.&lt;br /&gt;
-- [[Special:Contributions/194.200.65.239|194.200.65.239]] 11:34, 30 November 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Um, I don't actually have an account here, but I've just noticed a few things:&lt;br /&gt;
&lt;br /&gt;
- Clicking on some page links results in downloading a .rar file, named with the name of the page you were trying to go to. There's a blank file inside. Also, the main page is encountering database error. It's like the entire site is having a stroke, so I assume some kind of DDOS-like attack is being carried out.&lt;br /&gt;
Reporting user [[User:DivinaLittlefield|DivinaLittlefield]] for a number of edits. - [[User:Knight Otu|Knight Otu]] 20:46, 7 November 2011 (UTC)&lt;br /&gt;
:Concur, 3 more edits by [[User:DivinaLittlefield|DivinaLittlefield]] around 21:00 today.  Invisible direct and redirection links to a site hawking weight control.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:42, 7 November 2011 (UTC)&lt;br /&gt;
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Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)&lt;br /&gt;
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Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan &lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;amp;curid=14457&amp;amp;diff=153375&amp;amp;oldid=153097 this edit to the Centralized discussion page].  The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)&lt;br /&gt;
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&amp;amp;curid=15135&amp;amp;diff=153376&amp;amp;oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&amp;amp;curid=17308&amp;amp;diff=153356&amp;amp;oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)&lt;br /&gt;
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&amp;amp;diff=153196&amp;amp;oldid=prev edit].  I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&amp;amp;diff=153197&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&amp;amp;diff=153198&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&amp;amp;diff=153199&amp;amp;oldid=prev edit],  or this [http://df.magmawiki.com/index.php?title=40d:Armor&amp;amp;diff=153200&amp;amp;oldid=prev edit].  And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&amp;amp;diff=153201&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&amp;amp;diff=153202&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&amp;amp;diff=153203&amp;amp;oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&amp;amp;diff=153204&amp;amp;oldid=prev edit]?  But wait!  There's more!  This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&amp;amp;diff=153205&amp;amp;oldid=152796 edit] free with purchase!  --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;br /&gt;
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Step&amp;diff=263053</id>
		<title>Step</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Step&amp;diff=263053"/>
		<updated>2022-03-18T19:16:43Z</updated>

		<summary type="html">&lt;p&gt;Spdx: Undo revision 263051 by 104.168.91.117 (talk) - spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Frames per second]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Naked_mole_dog&amp;diff=263052</id>
		<title>Naked mole dog</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Naked_mole_dog&amp;diff=263052"/>
		<updated>2022-03-18T19:15:26Z</updated>

		<summary type="html">&lt;p&gt;Spdx: rephrasing the farming section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:21, 8 July 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=10-11&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=11-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Naked mole dogs''' are among the most common [[creature]]s found in the first layer of the [[cavern]]s, where they appear in groups of 5-10 individuals. These [[dwarf]]-sized [https://en.wikipedia.org/wiki/Naked_mole-rat naked mole-rats] will prowl the underground, seeking your [[stockpile]]s so they may [[Thief|steal]] your [[Steals food|food]] and [[Steals drink|drink]], though they're largely benign and will flee at the first sign of resistance. Due to their thieving behavior, dwarves will react aggressively to their presence, often leading to civilians randomly charging at any naked mole dog that gets into their field of vision. Much like real naked mole-rats, naked mole dogs are [[No Pain|immune to pain]], and as such they won't give in to it during combat. A newborn naked mole dog is called a ''puppy''.&lt;br /&gt;
&lt;br /&gt;
Naked mole dogs can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] into fairly valuable exotic [[pet]]s. Food stockpiles can be used as bait for them, and due to appearing in large numbers, it's easy to capture a high number of them in one spawn wave. Compared to dogs, they give about twice the amount of returns when [[butcher]]ed, but as they only live for about three years, farming them may be difficult. Their benign disposition and lack of war/hunting training also makes them inferior to common dogs for the purpose of [[fortress defense]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] naked mole dogs for their ''wrinkly skin''.&lt;br /&gt;
&lt;br /&gt;
[[File:naked_mole_dog.jpg|thumb|300px|center|Weird and leathery.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=263030</id>
		<title>Ethic</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=263030"/>
		<updated>2022-03-16T10:46:56Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Ethic types */ added a verify tag to THEFT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:42, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.)&lt;br /&gt;
&lt;br /&gt;
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
In the [[raw file]]s for entities, ethics appear as follows:&lt;br /&gt;
 [ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
&lt;br /&gt;
This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.&lt;br /&gt;
&lt;br /&gt;
== Ethic types ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ASSAULT}}&lt;br /&gt;
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_KILL}}&lt;br /&gt;
| This determines if the race will sometimes devour defeated enemy combatants.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_OTHER}}&lt;br /&gt;
| This includes whether or not a race is willing to [[butcher]] other sapients. Note that, due to a bug, player forts will never butcher intelligent creatures in fortress mode (they are still willing to eat their meat though, should they have access to it). However this works as intended in adventure mode, worldgen, and offsite (caravans will deliver products made from sentients, etc.)&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ANIMAL}}&lt;br /&gt;
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &amp;amp;mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as &amp;quot;grown&amp;quot;, which means kosher for their ethics, for example grown leather.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENEMY}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENTITY_MEMBER}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.  Determines whether and how often entity members will be murdered. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_NEUTRAL}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_PLANT}}&lt;br /&gt;
| This includes a race's position towards wood &amp;amp;mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for &amp;quot;grown&amp;quot; wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products). &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LYING}}&lt;br /&gt;
| Giving false witness reports?{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_ANIMAL}}&lt;br /&gt;
| This determines whether animal kills will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on [[crafts]] made from their kills as well. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAME_RACE}}&lt;br /&gt;
| This determines whether kills of one's own race will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race, even INTELLIGENT. Example: goblin with -goblin tooth ring-.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAPIENT}}&lt;br /&gt;
| This determines whether kills of other sapients will lead to characters with trophies. As previous, but regarding other races, including INTELLIGENT.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OATH_BREAKING}}&lt;br /&gt;
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAVERY}}&lt;br /&gt;
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all. {{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THEFT}}&lt;br /&gt;
| This determines whether the civilization will try to steal goods and how it will respond when stolen from.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_AS_EXAMPLE}}&lt;br /&gt;
|Civilization will sometimes execute non-combatants after defeating enemy defenders.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_FUN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_INFORMATION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREASON}}&lt;br /&gt;
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter.  &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRESPASSING}}&lt;br /&gt;
| Ignoring burrow restrictions {{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VANDALISM}}&lt;br /&gt;
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic values==&lt;br /&gt;
As used internally (see below), roughly in order of acceptability:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Num !! Token&lt;br /&gt;
|-&lt;br /&gt;
| 0 || {{text anchor|NOT_APPLICABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{text anchor|ACCEPTABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{text anchor|PERSONAL_MATTER}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{text anchor|MISGUIDED}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{text anchor|SHUN}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{text anchor|APPALLING}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{text anchor|PUNISH_REPRIMAND}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{text anchor|PUNISH_SERIOUS}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{text anchor|PUNISH_EXILE}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{text anchor|PUNISH_CAPITAL}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{text anchor|UNTHINKABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{text anchor|REQUIRED}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic value numbers in relation to each other==&lt;br /&gt;
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.&lt;br /&gt;
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.&lt;br /&gt;
&lt;br /&gt;
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.&lt;br /&gt;
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.&lt;br /&gt;
* Civ A will consider Civ B most unreasonable (&amp;amp;minus;5) for executing people over such a non-issue.&lt;br /&gt;
* Civ B will be shocked and disgusted (&amp;amp;minus;15) that Civ A engages in such a debased activity.&lt;br /&gt;
* The end result is mutual negativity. However, Civ B is 3&amp;amp;times; ''more'' offended, and much more likely to go to war over the issue &amp;amp;mdash; assuming, of course, they think they have a chance of winning.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
! colspan=16  | TARGET&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!width=6%| Accept. ||width=6%| Personal ||width=6%| Reperc. ||width=6%| Good ||width=6%| Extreme ||width=6%| Self-Def. ||width=6%| Sanct. ||width=6%| Misguid. ||width=6%| Shun ||width=6%| Appall. ||width=6%| Reprim. ||width=6%| Serious ||width=6%| Exile ||width=6%| Capital ||width=6%| Unthink. ||width=6%| Req.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=16 | {{rotate|OBSERVER}} &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].&lt;br /&gt;
&lt;br /&gt;
== Ethics of vanilla civilizations ==&lt;br /&gt;
[[Animal people]] currently have the same ethics as [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Issue&lt;br /&gt;
! Mountain&amp;lt;br&amp;gt;(dwarf)&lt;br /&gt;
! Forest&amp;lt;br&amp;gt;(elf)&lt;br /&gt;
! Plains&amp;lt;br&amp;gt;(human)&lt;br /&gt;
! Evil&amp;lt;br&amp;gt;(goblin)&lt;br /&gt;
! Skulking&amp;lt;br&amp;gt;(kobold)&lt;br /&gt;
|-&lt;br /&gt;
| Killing member of the same entity&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Justified with extreme reason&lt;br /&gt;
| Justified with good reason&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Exile&lt;br /&gt;
|-&lt;br /&gt;
| Killing neutral sapient&lt;br /&gt;
| Only if sanctioned&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Justified if no repercussions&lt;br /&gt;
| Required&lt;br /&gt;
| Required&lt;br /&gt;
|-&lt;br /&gt;
| Killing enemy&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Required&lt;br /&gt;
| Required&lt;br /&gt;
|-&lt;br /&gt;
| Killing animal&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Justified in self-defence&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Killing plant&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Torture as example&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Torture for information&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Misguided&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Torture for fun&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Appalling&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
|-&lt;br /&gt;
| Torture of animals&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Shunned&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Treason&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Oathbreaking&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Lying&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Exile&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Vandalism&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Trespassing&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Theft&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Reprimand&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Assault&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Serious punishment&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Personal matter&lt;br /&gt;
|-&lt;br /&gt;
| Slavery&lt;br /&gt;
| Capital punishment&lt;br /&gt;
| Exile&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Eating sapients&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Eating sapients (that have been killed in battle)&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Personal matter&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from a corpse of the same race&lt;br /&gt;
| Appalling&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from a corpse of another sapient race&lt;br /&gt;
| Shunned&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|-&lt;br /&gt;
| Making a trophy from the corpse of an animal&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Acceptable&lt;br /&gt;
| Unthinkable&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Ethic]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=262949</id>
		<title>Dwarf Fortress Wiki:Administrative intervention against vandalism</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;diff=262949"/>
		<updated>2022-03-11T08:04:27Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Reports */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;text-align:left;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;infobox plainlinks&amp;quot; id=&amp;quot;&amp;quot; style=&amp;quot;background-color: #eef5ff; border: 1px solid #0088CC; font-size: 90%; margin: 1em 0em 0em; padding: 2px; text-align: left; width: 100%; border-top-left-radius:8px; -moz-border-radius-topleft:8px; -webkit-border-top-left-radius:8px; border-bottom-right-radius:8px; -moz-border-radius-bottomright:8px; -webkit-border-bottom-right-radius:8px;&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #0088CC; font-weight:bold; background-color: #8ce; padding-left: 1em; padding-right: 1em; border-top-left-radius:4px; -moz-border-radius-topleft:4px; -webkit-border-top-left-radius:4px; border-bottom-right-radius:4px; -moz-border-radius-bottomright:4px; -webkit-border-bottom-right-radius:4px;&amp;quot; |'''Instructions'''&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
#Reported edits must constitute vandalism.&lt;br /&gt;
#Link to both an example of the user's vandalism (the revision, not the current page &amp;amp;mdash; you can use the &amp;quot;Permanent link&amp;quot;) and the user's talk page (which is included with {{tl|User}}).&lt;br /&gt;
#Add new reports to the top of the list. Use format: &amp;lt;nowiki&amp;gt;#Reporting user {{User|Briess}} for edits [link], [link] and [link] ~~~~ &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
#Please remember to sign the report with &amp;lt;code&amp;gt;~~&amp;lt;/code&amp;gt;&amp;lt;code&amp;gt;~~&amp;lt;/code&amp;gt;&lt;br /&gt;
#If a report has remained here for more than 24 hours and no action has been taken, please leave a message on an [http://dwarffortresswiki.org/index.php?title=Special%3AListUsers&amp;amp;username=&amp;amp;group=sysop&amp;amp;limit=50 admin's] talk page.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Reports==&lt;br /&gt;
&amp;lt;!--- ADD NEW REPORTS DIRECTLY UNDER THIS COMMENT ---&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Reporting IP [[Special:Contributions/198.46.235.99]] for [https://dwarffortresswiki.org/index.php?title=Jobs&amp;amp;curid=2179&amp;amp;diff=262945&amp;amp;oldid=262925 replacing Labor redirect with spam] - [[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 08:04, 11 March 2022 (UTC)&lt;br /&gt;
* Reporting IP [[Special:Contributions/192.227.216.54]] and [[Special:Contributions/107.172.61.184]] for [https://dwarffortresswiki.org/index.php?title=Jobs&amp;amp;type=revision&amp;amp;diff=262921&amp;amp;oldid=262647 replacing the redirect with spam] and then the spam with other spam. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 04:47, 9 March 2022 (UTC)&lt;br /&gt;
* Reporting IP [[Special:Contributions/192.3.105.93|192.3.105.93]] for [https://dwarffortresswiki.org/index.php?title=Magic&amp;amp;diff=prev&amp;amp;oldid=262860 replacing the magic redirect with spam].&lt;br /&gt;
** Interestingly those bots seem to like [https://dwarffortresswiki.org/index.php?title=Magic&amp;amp;curid=38386&amp;amp;action=history Magic], not sure if there is anything that can be done on that front beside being vigilant for IP editors, particularly ones that involve big removals\additions.--[[User:Jan|Jan]] ([[User talk:Jan|talk]]) 16:50, 5 March 2022 (UTC)&lt;br /&gt;
*Reporting IP [[Special:Contributions/109.206.36.28]] for [https://dwarffortresswiki.org/index.php?title=Language&amp;amp;diff=prev&amp;amp;oldid=259826 making the same incorrect edit, that hasn't been true for over a decade, three times now and refusing to use the talk page to discuss it]. [[User:Ziusudra|Ziusudra]] ([[User talk:Ziusudra|talk]]) 23:35, 30 November 2021 (UTC)&lt;br /&gt;
*Reporting IP [[Special:Contributions/141.95.33.140]] for [https://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:About&amp;amp;diff=259626&amp;amp;oldid=252787 replacing the contents of the About article with spam].&lt;br /&gt;
*Reporting IP [[Special:Contributions/178.167.131.158]] for continued propagandistic vandalism/sabotage of the LNP page (which started roughly around [https://dwarffortresswiki.org/index.php?title=Utility:Lazy_Newb_Pack&amp;amp;curid=18533&amp;amp;diff=259531&amp;amp;oldid=258737 here] ). [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 20:19, 4 November 2021 (UTC)&lt;br /&gt;
* Reporting user {{User|QuickBooks}} for advertising some sketchy QuickBooks thing on their [[User:QuickBooks|user page]]. The [https://dwarffortresswiki.org/index.php?title=v0.31:Time&amp;amp;curid=17144&amp;amp;diff=258369&amp;amp;oldid=157970 3 edits] they made to the same page in order to edit their user page should probably be looked into. [[User:HexaBlu|HexaBlu]] ([[User talk:HexaBlu|talk]]) 15:19, 21 July 2021 (UTC)&lt;br /&gt;
**Blocked. Please feel free to replace obvious spam with {{tl|delete}}, even on user pages. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:55, 23 July 2021 (UTC)    &lt;br /&gt;
* Reporting IP [[Special:Contributions/89.187.170.169|89.187.170.169]] for inserting spam into [[Utility:Dwarf_Therapist/Addons_Repository]].&lt;br /&gt;
* Reporting...vandalism-adjecent shenanigans from an anon, as expected {{user|dwarffortresswiki.org/index.php/Special:Contributions/168.216.12.16}} Example:(https://dwarffortresswiki.org/index.php?title=DF2014:Intelligent_undead&amp;amp;oldid=255682) [[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 18:49, 12 November 2020 (UTC)  &lt;br /&gt;
** Blocked - I think all edits have been reverted as well. (No need to mark reports as &amp;quot;minor&amp;quot; changes, by the way) &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 22:25, 14 November 2020 (UTC)&lt;br /&gt;
* If I might be permitted to include a brief personal opinion here, this is an example of what happens when one has a perfect storm of a virus, its quarantine procedures, and protests, all together. So, reporting user {{user|BurnLootMurder}} for gibbering-insane [https://dwarffortresswiki.org/index.php?title=DF2014:Material&amp;amp;curid=31922&amp;amp;diff=252946&amp;amp;oldid=249363 '''trolling and vandalism''', which should really have a CW for implied violence and encouragement to doxxing on it, IMHO] The obvious solution being, to block and revert with due speed.[[User:Silverwing235|Silverwing235]] ([[User talk:Silverwing235|talk]]) 09:05, 6 June 2020 (UTC)&lt;br /&gt;
** Done &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:55, 6 June 2020 (UTC)&lt;br /&gt;
*Reporting user {{user|DogfanDFNerd‎}} for repeatedly trying to change the [[:File:WikiLogo 4fa619.png|wiki logo]] with a low quality replacement. Something as important as the logo shouldn't be meddled with by non-admins, much less users without any edits, and the fact they can't be bothered to fix the glaring spelling mistake by the third time suspends my belief that this is being done in good faith. [[User:OluapPlayer|OluapPlayer]] ([[User talk:OluapPlayer|talk]]) 13:59, 3 March 2020 (UTC)&lt;br /&gt;
** Sorry for the delay - I've protected the page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 20:59, 6 June 2020 (UTC)&lt;br /&gt;
*''A report of disruptive editing involving [[User:Silverwing235]] was moved to [[DF:Administrative intervention against vandalism/2019-09-30 disruptive editing report]]'' &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 01:44, 6 April 2021 (UTC)&lt;br /&gt;
*vandalism by {{User|Johnhankse}} on 40d:Rose gold, [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;amp;oldid=234402] and [http://dwarffortresswiki.org/index.php?title=40d:Rose_gold&amp;amp;oldid=234401] [[User:MathFox|MathFox]] ([[User talk:MathFox|talk]]) 09:44, 22 December 2017 (UTC)&lt;br /&gt;
*advertising by user {{User|Click4Support}} on the page [[Dwarf Fortress Wiki:Page request]] --[[User:Edern76|Edern76]] ([[User talk:Edern76|talk]]) 10:54, 24 February 2014 (UTC)&lt;br /&gt;
*reverted edits from IP editor {{User|174.51.109.169}} selling e-cigs at [[Mist]]; &amp;quot;reviewed content and references&amp;quot; lol who does that [[User:Vasiln|Vasiln]] ([[User talk:Vasiln|talk]]) 06:48, 22 February 2014 (UTC)&lt;br /&gt;
*godlysockpuppet here, never used a wiki but just reporting that the df2012 page on security design and df2012 page on Maul has been turned to a spam advertising page. Feel free to clean this up or something. //edit I undid the spam. Im the random IP address.&lt;br /&gt;
* Reporting {{user|Bancream}} for [http://dwarffortresswiki.org/index.php?title=40d:Pressure&amp;amp;curid=11219&amp;amp;diff=189434&amp;amp;oldid=156802 this edit] on [[40d:Pressure]]. --[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 13:16, 3 July 2013 (UTC)&lt;br /&gt;
* Reporting {{user|Pingping111}} for [http://dwarffortresswiki.org/index.php?title=Talk:Main_Page&amp;amp;oldid=185468 this revision] on [[Talk:Main Page]] (12 separate edits). --{{User:Lethosor/sig}} 17:32, 8 May 2013 (UTC)&lt;br /&gt;
* More IP spam from {{User|180.194.171.229}}: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&amp;amp;diff=prev&amp;amp;oldid=183274 here]. --{{User:Lethosor/sig}} 19:28, 5 April 2013 (UTC)&lt;br /&gt;
* IP Spam: [http://dwarffortresswiki.org/index.php?title=Bloodline:Succession_League&amp;amp;curid=6982&amp;amp;diff=183202&amp;amp;oldid=180867 this edit] by {{User|180.194.169.157}} --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)&lt;br /&gt;
: This report and the one following it both come from the 180.194.*.* block of IP addresses. Perhaps this should be looked into. --{{User:Lethosor/sig}} 16:36, 4 April 2013 (UTC)&lt;br /&gt;
*IP Spam http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;amp;curid=14457&amp;amp;diff=182911&amp;amp;oldid=180865 &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Old Ancient|Old Ancient]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;s&amp;gt;Not sure how to report this, but [[User:71.118.242.47|71.118.242.47]] [http://dwarffortresswiki.org/index.php?title=Bloodline%3ASuccession_League_Games&amp;amp;action=historysubmit&amp;amp;diff=182554&amp;amp;oldid=73455 added over 50000 g's] on [[Bloodline:Succession League Games|this page]]. This doesn't seem like the type of spam we normally see, so I'm not sure if it's a bot, but I wouldn't exactly say it's useful information to have in an article. It also doesn't seem like an automated DOS-type attack, but it definitely isn't a normal edit so I thought I'd post it here. --{{User:Lethosor/sig}} 21:19, 12 March 2013 (UTC)&amp;lt;/s&amp;gt;&lt;br /&gt;
: Considering the lack of spam from this IP since, I don't see any reason to act on this incident now. --{{User:Lethosor/sig}} 20:11, 2 April 2013 (UTC)&lt;br /&gt;
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* Reporting [[User:Annaferry]], a user who registered about 10 minutes ago and promptly [http://dwarffortresswiki.org/index.php?title=User_talk:GhostDwemer&amp;amp;oldid=182179 posted spam on GhostDwemer's talk page]. --{{User:Lethosor/sig}} 02:36, 7 March 2013 (UTC)&lt;br /&gt;
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* Reporting [[User:Wingramo]] for [http://dwarffortresswiki.org/index.php?title=ASCII_Art_Reward&amp;amp;diff=prev&amp;amp;oldid=179328 this edit]. It supposedly links to the Bay12 Support page but links to downloadranking.com instead. --[[User:Chronotab|Chronotab]] 18:46, 23 February 2013 (UTC)&lt;br /&gt;
:Wingramo's [[Special:Contributions/Wingramo|contributions]], also include an edit on [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_RPG&amp;amp;diff=prev&amp;amp;oldid=179721 Dwarf Fortress RPG] and [http://dwarffortresswiki.org/index.php?title=History_of_Dwarf_Fortress&amp;amp;action=historysubmit&amp;amp;diff=179417&amp;amp;oldid=177987 History of Dwarf Fortress], which I reverted. They seem to be from December, so I'm surprised they went unnoticed. Strangely, Wingramo hasn't made any edits since then. --{{User:Lethosor/sig}}) 19:49, 23 February 2013 (UTC)&lt;br /&gt;
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* Reporting [[User:Alloy7memory]] for [http://dwarffortresswiki.org/index.php?title=Architecture&amp;amp;curid=1583&amp;amp;diff=181412&amp;amp;oldid=181411 this edit], which [[Special:Contributions/174.239.35.25|174.239.35.25]] reverted. It's not exactly &amp;quot;link spam&amp;quot;, but the username looks similar to most spambots (although strangely it actually contains real words). --{{User:Lethosor/sig}} 18:06, 23 February 2013 (UTC)&lt;br /&gt;
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*Reporting IP [[Special:Contributions/180.194.171.159|180.194.171.159]] for an unrelated link to [http://fosamaxlawsuit12.altervista.org/ something about alcohol abuse] on both [[Bloodline:Succession_League]] and [[Dwarf_Fortress_Wiki:Centralized_Discussion]].&lt;br /&gt;
*Reporting IP [[Special:Contributions/80.218.59.174|80.218.59.174]] for an [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress_Wiki:Administrative_intervention_against_vandalism&amp;amp;curid=19125&amp;amp;diff=175408&amp;amp;oldid=174954 edit] made to this page itself. --[[User:Cali|Cali]] 01:51, 17 July 2012 (UTC)&lt;br /&gt;
*Reporting IP [[Special:Contributions/112.202.121.89|112.202.121.89]] for its &amp;quot;contributions&amp;quot; of spam links. 21:19, 8 July 2012 (UTC)&lt;br /&gt;
::Those &amp;quot;contributions&amp;quot; were from a year ago.  Considering that there hasn't been any spam from that IP address since then, there's no point in banning it now.  I removed the spam.  -- [[User:HiEv|&amp;lt;span style=&amp;quot;color:#E05858;font-weight:bold;&amp;quot;&amp;gt;Hi&amp;lt;/span&amp;gt;]][[User talk:HiEv|&amp;lt;span style=&amp;quot;color:#C06060;font-weight:bold;&amp;quot;&amp;gt;Ev&amp;lt;/span&amp;gt;]] 20:50, 8 July 2012 (UTC)&lt;br /&gt;
*Reporting new user [[User_talk:Puravida|Puravida]] for a spam link on his(?) user talk page [[User_talk:Puravida]]. --[[User:MathFox|MathFox]] 18:20, 8 May 2012 (UTC)&lt;br /&gt;
*Reporting new user [[User_talk:BLT111|BLT111]] for placing a link to an &amp;quot;adult tool site&amp;quot; on his(?) user talk page [[User_talk:BLT111]]. --[[User:MathFox|MathFox]] 16:20, 7 May 2012 (UTC)&lt;br /&gt;
**Already got that one - somehow, I didn't see the website link, but the rest of the page looked suspicious enough that I banned it anyways. --[[User:Quietust|Quietust]] 16:34, 7 May 2012 (UTC)&lt;br /&gt;
***Yes, I edited the url out before posting here... Compliments with the reaction speed! --[[User:MathFox|MathFox]] 16:36, 7 May 2012 (UTC)&lt;br /&gt;
****In the future, '''don't do that''' - if a bot puts spam on its talk page, '''blank the entire page''' so it's clear that it needs to be deleted. --[[User:Quietust|Quietust]] 19:45, 7 May 2012 (UTC)&lt;br /&gt;
Reporting [[User talk:Celery‎|Celery]] for all of its &amp;quot;contributions&amp;quot; [[Special:Contributions/Celery|Celery]] [[Special:Contributions/71.75.99.199|71.75.99.199]] 02:50, 20 March 2012 (UTC)&lt;br /&gt;
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Reporting [[Special:Contributions/63.248.241.226|63.248.241.226]] for this [http://dwarffortresswiki.org/index.php?title=Dwarf_Fortress:About&amp;amp;curid=2&amp;amp;diff=166777&amp;amp;oldid=144963 edit] --[[User:Cali|Cali]] 22:04, 10 March 2012 (UTC)&lt;br /&gt;
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Reporting [[User talk:Casinostars‎|Casinostars]] for spam linking in [[Talk:Main Page]]. [[User:Knight Otu|Knight Otu]] 16:00, 25 January 2012 (UTC)&lt;br /&gt;
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#Reporting new user [[User_talk:Neystec1753|Neystec1753]] for placing an advertorial on his(?) user talk page [[User_talk:Neystec1753]]. --[[User:MathFox|MathFox]] 11:00, 22 January 2012 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Cry1313|Cry1313]] for edits [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&amp;amp;curid=5008&amp;amp;diff=159499&amp;amp;oldid=153841] and [http://df.magmawiki.com/index.php?title=History_of_Dwarf_Fortress&amp;amp;curid=5008&amp;amp;diff=159500&amp;amp;oldid=159499] [[User:Calc|Calc]] 12:02, 21 January 2012 (UTC)&lt;br /&gt;
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Reporting [[User talk:Neucent1742‎|Neucent1742]] for talk page spam, too. [[User:Knight Otu|Knight Otu]] 16:10, 13 January 2012 (UTC)&lt;br /&gt;
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Reporing [[User talk:Giome1861‎|Giome1861]] for talk page spam. [[User:Knight Otu|Knight Otu]] 13:39, 13 January 2012 (UTC)&lt;br /&gt;
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#Reporting new user [[User_talk:Suco1260|Suco1260]] for placing an advertorial on his(?) user talk page [[User_talk:Suco1260]]. --[[User:MathFox|MathFox]] 19:13, 10 January 2012 (UTC)&lt;br /&gt;
#Reporting new user [[User_talk:Detoxdietgirl‎|Detoxdietgirl‎]] for placing an advertorial on her(?) user talk page [[User_talk:Detoxdietgirl‎]]. --[[User:MathFox|MathFox]] 12:25, 8 January 2012 (UTC)&lt;br /&gt;
#Reporting new user [[User_talk:Exto1871|Exto1871]] for placing an advertorial on his(?) user talk page [[User_talk:Exto1871]]. --[[User:MathFox|MathFox]] 18:04, 5 January 2012 (UTC)&lt;br /&gt;
#Reporting new user [[User_talk:Rueti1215|Rueti1215]] for placing an advertorial on his user talk page [[User_talk:Rueti1215]]. --[[User:MathFox|MathFox]] 14:23, 30 December 2011 (UTC)&lt;br /&gt;
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#Reporting user [[User_talk:Lethuphuong89|Lethuphuong89]] for two (already reverted) edits [[Special:Contributions/Lethuphuong89]] [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC)&lt;br /&gt;
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#Reporting user [[User talk:Tari1388|Tari1388]] for (reverted) talk page spam. [[Special:Contributions/84.134.6.29|84.134.6.29]] 13:32, 28 December 2011 (UTC) &lt;br /&gt;
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#Reporting IP 167.128.19.234 for vandalizing [[Talk:Main Page]] [http://df.magmawiki.com/index.php?title=Talk:Main_Page&amp;amp;oldid=158314]&lt;br /&gt;
--[[User:MathFox|MathFox]] 17:12, 9 December 2011 (UTC)&lt;br /&gt;
#Reporting IP 94.122.66.247 for inserting spam links into [[Talk:Main Page]] and [[Talk:Main Page/Quote]]&lt;br /&gt;
--[[User:MathFox|MathFox]] 13:47, 7 December 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:DMundell|DMundell]] for a bunch of spammy links - see [[Yeti]], [[Badger]], etc.  I've reverted the edits and removed the spam.&lt;br /&gt;
-- [[Special:Contributions/194.200.65.239|194.200.65.239]] 11:34, 30 November 2011 (UTC)&lt;br /&gt;
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Um, I don't actually have an account here, but I've just noticed a few things:&lt;br /&gt;
&lt;br /&gt;
- Clicking on some page links results in downloading a .rar file, named with the name of the page you were trying to go to. There's a blank file inside. Also, the main page is encountering database error. It's like the entire site is having a stroke, so I assume some kind of DDOS-like attack is being carried out.&lt;br /&gt;
Reporting user [[User:DivinaLittlefield|DivinaLittlefield]] for a number of edits. - [[User:Knight Otu|Knight Otu]] 20:46, 7 November 2011 (UTC)&lt;br /&gt;
:Concur, 3 more edits by [[User:DivinaLittlefield|DivinaLittlefield]] around 21:00 today.  Invisible direct and redirection links to a site hawking weight control.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 21:42, 7 November 2011 (UTC)&lt;br /&gt;
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Reporting users [[User:Shushu|Shushu]], [[User:Liliyuan|Liliyuan]], [[User:Smalltrees|Smalltrees]], and [[User:Bingbingyuan|Bingbingyuan]] for user tallk page spam. - [[User:Knight Otu|Knight Otu]] 09:07, 11 October 2011 (UTC)&lt;br /&gt;
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Reporting user Ameriplan - bunch of spammy stuff in User talk:Ameriplan &lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 11:25, 30 September 2011 (UTC)&lt;br /&gt;
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Reporting user [[User talk:Aiai00125|Aiai00125]] for [http://df.magmawiki.com/index.php?title=Dwarf_Fortress_Wiki:Centralized_Discussion&amp;amp;curid=14457&amp;amp;diff=153375&amp;amp;oldid=153097 this edit to the Centralized discussion page].  The user's talk page also contains linkage spam. -- [[User:Khym Chanur|Khym Chanur]] 03:45, 27 September 2011 (UTC)&lt;br /&gt;
:Also on [http://df.magmawiki.com/index.php?title=23a:Creature_small_mammals.txt&amp;amp;curid=15135&amp;amp;diff=153376&amp;amp;oldid=102951 23a:Creature_small_mammals.txt]. Both vandalized pages are reverted.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 11:22, 27 September 2011 (UTC)&lt;br /&gt;
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Reporting user [[User:AWurth93|AWurth93]] for this [http://df.magmawiki.com/index.php?title=Consolidated_Development:_Arcs,_core-items,_bloats,_Reqs_and_Powergoals&amp;amp;curid=17308&amp;amp;diff=153356&amp;amp;oldid=149506]. Yep, there's at least one link in that mess. - [[User:Knight Otu|Knight Otu]] 16:17, 26 September 2011 (UTC)&lt;br /&gt;
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Reporting user [[User:JBinkley89|JBinkley89]] for this [http://df.magmawiki.com/index.php/DF2010:Strange_mood] wait. I think this list is actually the same as Sgragg88's. -- [[User:RedHerring|Redherring]] 7:59 23/09/2011 GMT+2 (First time editing, sorry for the mess)&lt;br /&gt;
:I would suggest looking into users [[User:AWurth93|AWurth93]] and [[User:EKruse55|EKruse55]]. Their names follow the same pattern as Binkley and Gragg - if they are spam accounts then like those, they are probably to lie dormant for a few days before they start their spam.&lt;br /&gt;
:[[User:Knight Otu|Knight Otu]] 12:40, 23 September 2011 (UTC)&lt;br /&gt;
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Reporting user [[User:SGragg88|SGragg88]] for this [http://df.magmawiki.com/index.php?title=DF2010:Water_wheel&amp;amp;diff=153193&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:String_dump&amp;amp;diff=153194&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Weapon_token&amp;amp;diff=153195&amp;amp;oldid=prev edit], and this [http://df.magmawiki.com/index.php?title=DF2010:Creature_token&amp;amp;diff=153196&amp;amp;oldid=prev edit].  I'd be remiss to not include this [http://df.magmawiki.com/index.php?title=40d:Lead&amp;amp;diff=153197&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Advanced_world_generation&amp;amp;diff=153198&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=23a:Weapon_token&amp;amp;diff=153199&amp;amp;oldid=prev edit],  or this [http://df.magmawiki.com/index.php?title=40d:Armor&amp;amp;diff=153200&amp;amp;oldid=prev edit].  And who could forget such classics as this [http://df.magmawiki.com/index.php?title=40d:Strange_mood&amp;amp;diff=153201&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=40d:Armor_user&amp;amp;diff=153202&amp;amp;oldid=prev edit], this [http://df.magmawiki.com/index.php?title=DF2010:Release_information&amp;amp;diff=153203&amp;amp;oldid=prev edit], and everbody's favorite: this [http://df.magmawiki.com/index.php?title=Caravans&amp;amp;diff=153204&amp;amp;oldid=prev edit]?  But wait!  There's more!  This [http://df.magmawiki.com/index.php?title=DF2010:Strange_mood&amp;amp;diff=153205&amp;amp;oldid=152796 edit] free with purchase!  --[[User:Jwest23|Jwest23]] 21:00, 21 September 2011 (UTC)&lt;br /&gt;
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Reporting user [[Special:Contributions/75.163.224.80|75.163.224.80]] for this [http://df.magmawiki.com/index.php?title=DF2010:Adventure_mode_quick_start&amp;amp;curid=18784&amp;amp;diff=152872&amp;amp;oldid=152303 edit] --[[User:Cali|Cali]] 04:20, 6 September 2011 (UTC)&lt;br /&gt;
:At Wikipedia we'd call that a &amp;quot;test edit&amp;quot; - most likely the first ever wiki edit by a young person who didn't quite believe they could change the internet.  My bet is that there won't be any further disruption from that IP address, so no administrator action is required. [[User:Bognor|Bognor]] 14:56, 6 September 2011 (UTC)&lt;br /&gt;
:: I tend to agree here. --[[User:Briess|Briess]] 07:06, 9 September 2011 (UTC)&lt;br /&gt;
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Pre-emptive, but I'm guessing the following are not genuine new-user registrations...&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 09:14 . . Download Love That Girl! - Season One 1080p movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
(User creation log); 08:44 . . Download 60 Minutes Australia - 2011 Full movie New user account&amp;lt;br&amp;gt;&lt;br /&gt;
[[Special:Contributions/194.200.65.239|194.200.65.239]] 10:29, 10 August 2011 (UTC)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
#Reporting IP Address 124.6.181.189 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;oldid=152086 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 16:03, 4 August 2011 (UTC)&lt;br /&gt;
#Reporting IP Address 124.6.181.183 for an [http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151941 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 19:05, 31 July 2011 (UTC)&lt;br /&gt;
#Reporting user [[User_talk:Jose|Jose]] for an [http://df.magmawiki.com/index.php?title=DF2010:Nail&amp;amp;oldid=151747 edit] which I have reverted. --[[User:Jwest23|Jwest23]] 18:06, 25 July 2011 (UTC)&lt;br /&gt;
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There was a link insertion at [[Talk:Main_Page/Quote/archive1]] by an anonymous IP. I undid it, not sure if other measures need to be taken.&lt;br /&gt;
[[User:Knight Otu|Knight Otu]] 19:10, 18 June 2011 (UTC)&lt;br /&gt;
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There was a vandalism at &amp;quot;http://df.magmawiki.com/index.php/DF2010:Ruin&amp;quot;. -- Dragongutz&lt;br /&gt;
:No there wasn't - the article history clearly indicates that the article has '''never''' had any content. --[[User:Quietust|Quietust]] 21:41, 11 April 2011 (UTC)&lt;br /&gt;
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reporting user [[User:Jalohear]] [[http://df.magmawiki.com/index.php?title=Main_Page&amp;amp;oldid=135938 link]]&lt;br /&gt;
:Interestingly, that user (and 2 others) signed up over a week ago and sat dormant this entire time. The bastards are trying to get sneaky... --[[User:Quietust|Quietust]] 21:50, 11 February 2011 (UTC)&lt;br /&gt;
::I've seen vandalized main pages like that on the other wikis under attack.  I'm not sure, but I think they start doing that only after they've &amp;quot;burrowed&amp;quot; into the site for an extended period of time.  I believe the goal is to keep their spam links a part of the wiki for as long as possible.  [[User:Uristocrat|Uristocrat]] 08:18, 12 February 2011 (UTC)&lt;br /&gt;
:::I suspect they were remaining dormant in order to get past the &amp;quot;new user&amp;quot; stage and gain the ability to edit semi-protected pages. --[[User:Quietust|Quietust]] 17:21, 12 February 2011 (UTC)&lt;br /&gt;
::::I've modified new user stage so that you have to have made 10 edits before you can edit semiprotected articles or create new articles, in addition to the 3 day wait period. --[[User:Briess|Briess]] 17:30, 12 February 2011 (UTC)&lt;br /&gt;
:::::I'm glad. Sounds like that should help. Although, I just tried to create my user profile ([[User:Thundercraft|Thundercraft]]) and it gave me a '''Permission error''', it said &amp;quot;You do not have permission to create new pages.&amp;quot; (I do not have 10 edits yet.) Perhaps you should make user profiles exempt from this rule? Also, I would recommend mentioning to new members about these requirements. Otherwise, it could mean a lot of confused new members at a lot of complaints. You would not have to be specific, however. You could just say that &amp;quot;several edits&amp;quot; are required before that privilege is granted. --[[User:Thundercraft|Thundercraft]] 23:01:23, 12 February 2011 (UTC)&lt;br /&gt;
::::::I made your user profile page for you.  An admin will have to do anything else.  Also, I have confirmation now that the webspam team at Google is taking a look at this.  They're interested because it's not just this wiki, there are thousands of others being vandalized by spammers and their real goal is to get their crap into the search engines.  That probably won't stop the spambots from vandalizing things, but it will help keep them from profiting from this.  [[User:Uristocrat|Uristocrat]] 08:39, 13 February 2011 (UTC)&lt;br /&gt;
::::::I'll look into permissions today and see if I can get user page creation working for newly registered users.  Also, you're probably right about needing a notice of some sort for this change. --[[User:Briess|Briess]] 16:56, 13 February 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
Both [[User_talk:DaisyBarrett DaisyBarrett]] ([http://df.magmawiki.com/index.php?title=DF2010:Soil&amp;amp;diff=prev&amp;amp;oldid=151347 example]) and [[User_talk:SunshineMcfadden SunshineMcfadden]] ([http://df.magmawiki.com/index.php?title=DF2010:Sand&amp;amp;diff=prev&amp;amp;oldid=151343 example])  have added link-spam marked as minor edits.  Link spam is the only edits these two users have done. -- [[User:Khym Chanur|Khym Chanur]] 20:44, 15 July 2011 (UTC)&lt;br /&gt;
:Did you not notice that their edits were undone and '''I banned both of them 9 hours ago'''? --[[User:Quietust|Quietust]] 21:15, 15 July 2011 (UTC)&lt;br /&gt;
&lt;br /&gt;
There was a single spam edit by 124.6.181.171, which I've reverted. [[User:Bognor|Bognor]] 07:21, 22 July 2011 (UTC)&lt;br /&gt;
:^Same story for DScheer82. [[User:Bognor|Bognor]] 10:41, 2 November 2011 (UTC)&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Jobs&amp;diff=262948</id>
		<title>Jobs</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Jobs&amp;diff=262948"/>
		<updated>2022-03-11T08:01:38Z</updated>

		<summary type="html">&lt;p&gt;Spdx: Undo revision 262945 by 198.46.235.99 (talk) / vandalism/spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Labor]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility_Talk:DFHack/createitem&amp;diff=262947</id>
		<title>Utility Talk:DFHack/createitem</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility_Talk:DFHack/createitem&amp;diff=262947"/>
		<updated>2022-03-11T07:56:17Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /*Suggestion for readability improvement on examples*/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It took me a stupid amount of time to figure out how to create soap.  I couldn't find it online, so I hope this helps someone else.&lt;br /&gt;
&lt;br /&gt;
createitem BAR PLANT_MAT:BUSH_QUARRY:SOAP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Why is the section for &amp;quot;Body Parts&amp;quot; included, when it specifically states that CORPSEPIECE items cannot be spawned by this command? [[Special:Contributions/96.44.63.105|96.44.63.105]] 04:25, 23 September 2015 (UTC)Qev&lt;br /&gt;
:That's referring to using body part ''materials'', not creating CORPSEPIECE items. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 00:01, 24 September 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
===Suggestion for readability improvement on examples===&lt;br /&gt;
Hey folks, just considering readability for a moment - on my edit here as an example, I propose this formatting:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Drink made from the specified plant:&lt;br /&gt;
&lt;br /&gt;
 DRINK PLANT_MAT:plant:DRINK&lt;br /&gt;
&lt;br /&gt;
Example: &amp;lt;code&amp;gt;createitem DRINK PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I think keeping the two inline with one another's styling would be beneficial, and making the example smaller than the command would help accentuate the importance of reading and understanding the full command, then applying that understanding in the example.&lt;br /&gt;
&lt;br /&gt;
Thoughts? - [[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 07:55, 11 March 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=262946</id>
		<title>Utility:DFHack/createitem</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Utility:DFHack/createitem&amp;diff=262946"/>
		<updated>2022-03-11T07:47:20Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Plant products */ couldn't find a drink entry so added one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of &amp;lt;code&amp;gt;createitem&amp;lt;/code&amp;gt; commands for [[Utility:DFHack|DFHack]].&lt;br /&gt;
&lt;br /&gt;
Not to be confused with &amp;lt;code&amp;gt;gui/create-item&amp;lt;/code&amp;gt;, an interactive Lua script, or &amp;lt;code&amp;gt;create-items&amp;lt;/code&amp;gt;, a Ruby script with different syntax and support for fewer types of items.&lt;br /&gt;
&lt;br /&gt;
= Usage =&lt;br /&gt;
&lt;br /&gt;
'''Format:'''&lt;br /&gt;
 createitem {{tc|green|'''[Item token]'''}} {{tc|blue|'''[Material]'''}} {{tc|red|'''[Quantity (optional)]'''}}&lt;br /&gt;
&lt;br /&gt;
* NOTE: A much simpler alternative is available via the dfhack terminal ''gui/hack-wish''. It is a basic GUI which guides you through which item you want to create, then the material, and finally the quality modifier. &amp;lt;!--- 'gui/hack-wish' should get its own page --&amp;gt; &lt;br /&gt;
*If you select a unit, then that unit will craft the item (and gain appropriate skills), otherwise the first unit in the fortress will be automatically selected.&lt;br /&gt;
* By default, items will be placed on the floor beneath the cursor.&lt;br /&gt;
** If you select a container (such as a barrel, backpack, or minecart) and type &amp;quot;createitem item&amp;quot;, all subsequently created items will be placed inside that container.&lt;br /&gt;
** If you select a building (such as a workshop, chest, or weapon rack) and type &amp;quot;createitem building&amp;quot;, all subsequently created items will be placed inside that building.&lt;br /&gt;
** Typing &amp;quot;createitem floor&amp;quot; will switch it back to placing created items on the floor.&lt;br /&gt;
* A list of valid item tokens can be found [[item token|here]]. Note that CORPSE, CORPSEPIECE, and FOOD are not supported by DFHack.&lt;br /&gt;
* You can create multiple items at once by appending a number to the createitem command (e.g. &amp;lt;code&amp;gt;createitem BOULDER INORGANIC:HEMATITE 20&amp;lt;/code&amp;gt;). Note that certain item types will be created in stacks, while others will be created as individual items - see the [[DF2012:Reactions#quantity_2|Reactions]] page for more information.&lt;br /&gt;
* Text in ''italics'' should be replaced with the ID from the relevant raw page on this wiki. For example, to make goblin-cap logs, visit the [[goblin-cap]] page and view the raws. The ID is found in the first token, separated from the item type with a colon - for example, the ID for goblin-caps is &amp;lt;code&amp;gt;GOBLIN_CAP&amp;lt;/code&amp;gt;, retrieved from &amp;lt;code&amp;gt;[PLANT:GOBLIN_CAP]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
= Items =&lt;br /&gt;
== Inorganic items ==&lt;br /&gt;
Most of these can be obtained from the [[item token|list of item tokens]].&lt;br /&gt;
=== Stone ===&lt;br /&gt;
* Boulders (i.e. mined stones):&lt;br /&gt;
 BOULDER INORGANIC:''stone''&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS INORGANIC:''stone''&lt;br /&gt;
&lt;br /&gt;
=== Wood ===&lt;br /&gt;
* Logs&lt;br /&gt;
 WOOD PLANT_MAT:''tree'':WOOD&lt;br /&gt;
* Blocks&lt;br /&gt;
 BLOCKS PLANT_MAT:''tree'':WOOD&lt;br /&gt;
&lt;br /&gt;
=== Metal ===&lt;br /&gt;
* [[Bar]]s (or [[wafer]]s)&lt;br /&gt;
 BAR INORGANIC:''metal''&lt;br /&gt;
&lt;br /&gt;
=== Gems ===&lt;br /&gt;
* Rough gems&lt;br /&gt;
 ROUGH INORGANIC:''gem''&lt;br /&gt;
* Small cut gems&lt;br /&gt;
 SMALLGEM INORGANIC:''gem''&lt;br /&gt;
* Large cut gems&lt;br /&gt;
 GEM INORGANIC:''gem''&lt;br /&gt;
&lt;br /&gt;
=== Glass ===&lt;br /&gt;
Raw glass:&lt;br /&gt;
 ROUGH ''glass'':NONE&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Glass !! Material token (&amp;quot;''&amp;lt;code&amp;gt;glass&amp;lt;/code&amp;gt;''&amp;quot;)&lt;br /&gt;
|-&lt;br /&gt;
| Green glass || GLASS_GREEN&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass || GLASS_CLEAR&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass || GLASS_CRYSTAL&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
(Items made of glass, e.g. furniture, use these names as well)&lt;br /&gt;
&lt;br /&gt;
== Misc ==&lt;br /&gt;
* Quires&lt;br /&gt;
 TOOL:ITEM_TOOL_QUIRE ''material''&lt;br /&gt;
* Pipe sections&lt;br /&gt;
 PIPE_SECTION ''material''&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
* Gauntlets (will automatically be created in pairs)&lt;br /&gt;
 GLOVES:ITEM_GLOVES_GAUNTLETS ''material''&lt;br /&gt;
* Gloves (will automatically be created in pairs)&lt;br /&gt;
 GLOVES:ITEM_GLOVES_GLOVES ''material''&lt;br /&gt;
* Helm&lt;br /&gt;
 HELM:ITEM_HELM_HELM ''material''&lt;br /&gt;
* Cap&lt;br /&gt;
 HELM:ITEM_HELM_CAP ''material''&lt;br /&gt;
* Breastplate&lt;br /&gt;
 ARMOR:ITEM_ARMOR_BREASTPLATE ''material''&lt;br /&gt;
* Mail shirt&lt;br /&gt;
 ARMOR:ITEM_ARMOR_MAIL_SHIRT ''material''&lt;br /&gt;
* Greaves&lt;br /&gt;
 PANTS:ITEM_PANTS_GREAVES ''material''&lt;br /&gt;
* Leggings&lt;br /&gt;
 PANTS:ITEM_PANTS_LEGGINGS ''material''&lt;br /&gt;
* High boots (will automatically be created in pairs)&lt;br /&gt;
 SHOES:ITEM_SHOES_BOOTS ''material''&lt;br /&gt;
* Low boots (will automatically be created in pairs)&lt;br /&gt;
 SHOES:ITEM_SHOES_SHOES ''material''&lt;br /&gt;
* Shoes (will automatically be created in pairs)&lt;br /&gt;
 SHOES:ITEM_SHOES_BOOTS_LOW ''material''&lt;br /&gt;
* Cloak&lt;br /&gt;
 ARMOR:ITEM_ARMOR_CLOAK ''material''&lt;br /&gt;
* Shield&lt;br /&gt;
 SHIELD:ITEM_SHIELD_SHIELD ''material''&lt;br /&gt;
* Buckler&lt;br /&gt;
 SHIELD:ITEM_SHIELD_BUCKLER ''material''&lt;br /&gt;
* Skirt (long)&lt;br /&gt;
 PANTS:ITEM_PANTS_SKIRT_LONG ''material''&lt;br /&gt;
* Skirt (short)&lt;br /&gt;
 PANTS:ITEM_PANTS_SKIRT_SHORT ''material''&lt;br /&gt;
* Skirt&lt;br /&gt;
 PANTS:ITEM_PANTS_SKIRT ''material''&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
*Whip:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_WHIP ''material''&lt;br /&gt;
*Battle axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_BATTLE ''material''&lt;br /&gt;
*War hammer:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HAMMER_WAR ''material''&lt;br /&gt;
*Short sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT ''material''&lt;br /&gt;
*Spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR ''material''&lt;br /&gt;
*Mace:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MACE ''material''&lt;br /&gt;
*Crossbow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_CROSSBOW ''material''&lt;br /&gt;
*Pick:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PICK ''material''&lt;br /&gt;
*Bow:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BOW ''material''&lt;br /&gt;
*Blowgun:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_BLOWGUN ''material''&lt;br /&gt;
*Pike:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_PIKE ''material''&lt;br /&gt;
*Halberd:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_HALBERD ''material''&lt;br /&gt;
*Two-handed sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_2H ''material''&lt;br /&gt;
*Long sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_LONG ''material''&lt;br /&gt;
*Maul:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MAUL ''material''&lt;br /&gt;
*Great axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_GREAT ''material''&lt;br /&gt;
*Dagger:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_DAGGER_LARGE ''material''&lt;br /&gt;
*Scourge:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCOURGE ''material''&lt;br /&gt;
*Flail:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_FLAIL ''material''&lt;br /&gt;
*Morningstar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_MORNINGSTAR ''material''&lt;br /&gt;
*Scimitar:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SCIMITAR ''material''&lt;br /&gt;
*Training axe:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_AXE_TRAINING ''material''&lt;br /&gt;
*Training sword:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING ''material''&lt;br /&gt;
*Training spear:&lt;br /&gt;
 WEAPON:ITEM_WEAPON_SPEAR_TRAINING ''material''&lt;br /&gt;
== Ammo ==&lt;br /&gt;
*Bolts:&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS ''material''&lt;br /&gt;
 AMMO:ITEM_AMMO_BOLTS PLANT:GOBLIN_CAP:WOOD&lt;br /&gt;
&lt;br /&gt;
== Trap components ==&lt;br /&gt;
* Menacing spike&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE ''material''&lt;br /&gt;
* Large, serrated disc&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC ''material''&lt;br /&gt;
* Spiked ball&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL ''material''&lt;br /&gt;
* Enormous corkscrew&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW ''material''&lt;br /&gt;
* Giant axe blade&lt;br /&gt;
 TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE ''material''&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
* Nest box&lt;br /&gt;
 TOOL:ITEM_TOOL_NEST_BOX ''material''&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
Format:&lt;br /&gt;
 createitem {{tc|green|'''Item token (from list below)'''}} {{tc|blue|'''Material'''}}&lt;br /&gt;
&amp;quot;Material&amp;quot; is the same as the material used to create basic items (e.g. logs, boulders, bars, etc.)&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;min-width:50%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item !! Item token&lt;br /&gt;
|-&lt;br /&gt;
| Armor stand || ARMORSTAND&lt;br /&gt;
|-&lt;br /&gt;
| Bag || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Bed || BED&lt;br /&gt;
|-&lt;br /&gt;
| Box || BOX&lt;br /&gt;
|-&lt;br /&gt;
| Cabinet || CABINET&lt;br /&gt;
|-&lt;br /&gt;
| Cage || CAGE&lt;br /&gt;
|-&lt;br /&gt;
| Chair || CHAIR&lt;br /&gt;
|-&lt;br /&gt;
| Chest ||rowspan=2| BOX&lt;br /&gt;
|-&lt;br /&gt;
| Coffer &amp;lt;!-- box (from above) --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Coffin || COFFIN&lt;br /&gt;
|-&lt;br /&gt;
| Door || DOOR&lt;br /&gt;
|-&lt;br /&gt;
| Floodgate || FLOODGATE&lt;br /&gt;
|-&lt;br /&gt;
| Grate || GRATE&lt;br /&gt;
|-&lt;br /&gt;
| Hatch cover || HATCH_COVER&lt;br /&gt;
|-&lt;br /&gt;
| Mechanisms || TRAPPARTS&lt;br /&gt;
|-&lt;br /&gt;
| Slab || SLAB&lt;br /&gt;
|-&lt;br /&gt;
| Statue || STATUE&lt;br /&gt;
|-&lt;br /&gt;
| Table || TABLE&lt;br /&gt;
|-&lt;br /&gt;
| Traction bench || TRACTION_BENCH&lt;br /&gt;
|-&lt;br /&gt;
| Weapon rack || WEAPONRACK&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal products ==&lt;br /&gt;
=== Cloth/leather ===&lt;br /&gt;
* Yarn (creature must be able to produce wool):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':HAIR&lt;br /&gt;
* Silk (creature must be able to produce silk):&lt;br /&gt;
 CLOTH CREATURE_MAT:''creature'':SILK&lt;br /&gt;
* Plant fiber (only works with appropriate plants):&lt;br /&gt;
 CLOTH PLANT_MAT:''plant'':THREAD&lt;br /&gt;
(Example: createitem CLOTH PLANT_MAT:GRASS_TAIL_PIG:THREAD 1)&lt;br /&gt;
* Leather (tanned):&lt;br /&gt;
 SKIN_TANNED CREATURE_MAT:''creature'':LEATHER&lt;br /&gt;
&lt;br /&gt;
=== Shells ===&lt;br /&gt;
* Shells (when demanded for [[mood]]s, for example) are body parts and cannot be created directly. But it is possible to create a raw fish, then process it in a fishery:&lt;br /&gt;
 FISH_RAW ''creature'':''caste''&lt;br /&gt;
Example:&lt;br /&gt;
 createitem FISH_RAW POND_TURTLE:MALE&lt;br /&gt;
&lt;br /&gt;
== Plant products ==&lt;br /&gt;
&lt;br /&gt;
=== Drinks ===&lt;br /&gt;
* Drink made from the specified plant:&lt;br /&gt;
 DRINK PLANT_MAT:''plant'':DRINK&lt;br /&gt;
Example: createitem DRINK PLANT_MAT:MUSHROOM_HELMET_PLUMP:DRINK&lt;br /&gt;
&lt;br /&gt;
Spawning drinks on the ground will create an undrinkable puddle. You may wish to select an empty barrel with the cursor first.&lt;br /&gt;
&lt;br /&gt;
=== Mill Products ===&lt;br /&gt;
* Flour, dyes, and sugar:&lt;br /&gt;
 POWDER_MISC PLANT_MAT:''plant'':MILL&lt;br /&gt;
Example: createitem POWDER_MISC PLANT_MAT:MUSHROOM_CUP_DIMPLE:MILL&lt;br /&gt;
&lt;br /&gt;
Note that powders will only be usable if you create them into a bag by doing &amp;quot;createitem item&amp;quot; beforehand.&lt;br /&gt;
&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
* Seeds for farming:&lt;br /&gt;
 SEEDS PLANT_MAT:''plant'':SEED&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
* Flask/Waterskin/Vial:&lt;br /&gt;
 FLASK:NONE ''material''&lt;br /&gt;
* Backpack:&lt;br /&gt;
 BACKPACK:NONE ''material''&lt;br /&gt;
&lt;br /&gt;
= Materials =&lt;br /&gt;
Unusual materials that work for most items above&lt;br /&gt;
== Body parts ==&lt;br /&gt;
Format:&lt;br /&gt;
 ''item'' CREATURE_MAT:''creature'':{{tc|green|''material''}}&lt;br /&gt;
Valid materials:&lt;br /&gt;
* Edible (e.g. for MEAT items)&lt;br /&gt;
** MUSCLE&lt;br /&gt;
** EYE&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BRAIN&lt;br /&gt;
** LUNG&lt;br /&gt;
** HEART&lt;br /&gt;
** LIVER&lt;br /&gt;
** GUT&lt;br /&gt;
** STOMACH&lt;br /&gt;
** GIZZARD&lt;br /&gt;
** PANCREAS&lt;br /&gt;
** SPLEEN&lt;br /&gt;
** KIDNEY&lt;br /&gt;
* Craftable&lt;br /&gt;
** BONE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SHELL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HOOF&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HORN&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** IVORY&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TOOTH&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** HAIR&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt; (sometimes)&lt;br /&gt;
* Processable&lt;br /&gt;
** SKIN&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** LEATHER&lt;br /&gt;
** FAT&lt;br /&gt;
*** TALLOW&lt;br /&gt;
**** SOAP&lt;br /&gt;
** MILK&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
*** CHEESE&lt;br /&gt;
* Useless&lt;br /&gt;
** CHITIN&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CARTILAGE&amp;lt;sup&amp;gt;1,4&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SPINE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NERVE&lt;br /&gt;
** SINEW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** BLOOD&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** PUS&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** ICHOR&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** GOO&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** FEATHER&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** SCALE&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** CLAW&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** NAIL&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
** TALON&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - only present on standard creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - only present on chitinous creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - only present on some creatures&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - missing from some creatures&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=262944</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=262944"/>
		<updated>2022-03-11T07:33:09Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Lingering bugs */  added 7769, shown to still exist: https://www.reddit.com/r/dwarffortress/comments/t5fpjd/a_migrant_remembered_to_bring_his_wife_and_kids/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 4 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''&amp;quot;Bugs&amp;quot; redirects here. For insects, see [[Vermin]] and [[Creature]].''&lt;br /&gt;
[[File:bug_icon.png|100px|right]]''''Dwarf Fortress'' is a constant work-in-progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [https://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis Bug Tracker]. Please do '''not''' report bugs here; they should be reported on the [https://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).&lt;br /&gt;
&lt;br /&gt;
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; most of these fixes were rolled into v0.40.&lt;br /&gt;
&lt;br /&gt;
== Severe bugs ==&lt;br /&gt;
{{catbox|DF2014:Bugs}}These bugs can significantly interfere with play.  They may do this by crashing the game, making certain parts of the game unavailable, or giving players a bad time.&lt;br /&gt;
&lt;br /&gt;
* {{bugl|11014}}: Crash from corrupted military equipment lists (v0.44)&lt;br /&gt;
**Workaround: refrain from [[raid]]ing&lt;br /&gt;
* {{bugl|10369}}: Crash when Dwarves return from mission (v0.44) -- one major cause fixed in v0.44.10&lt;br /&gt;
**Workaround: refrain from [[raid]]ing&lt;br /&gt;
* {{bugl|9905}}: Crash when filtering material type condition in work order&lt;br /&gt;
**Workaround: avoid using job manager material selection in large worlds&lt;br /&gt;
* {{bugl|9653}}: Tavern keeper/performers repeatedly serve alcohol until patrons drink themselves to death&lt;br /&gt;
**Workaround: do not assign tavern keepers or performers, or do not place any alcohol within the tavern zone&lt;br /&gt;
* {{bugl|9593}}: Caravans/invasions sometimes get &amp;quot;stuck&amp;quot; off-map&lt;br /&gt;
**Workaround: teleport merchants on to map with dfhack&lt;br /&gt;
**Workaround: save prior to arrival, and reload until the caravan successfully appears&lt;br /&gt;
* {{bugl|7161}}: Morale is screwy -- saves demonstrating morale problems in v0.44.03+ requested &lt;br /&gt;
** Workaround: mod creatures to have natural Discipline skill&lt;br /&gt;
** Workaround: barracks training raises Discipline&lt;br /&gt;
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)&lt;br /&gt;
* {{bugl|7185}}: Scared traders immediately scuttle wagons and leave. &lt;br /&gt;
* {{bugl|9004}}: Items in containers are &amp;quot;unavailable&amp;quot; while a dwarf is hauling another item to store in the container&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[stockpile design]]s can reduce the impact&lt;br /&gt;
** Workaround: avoid using containers (use [[exploit|quantum stockpiles]], [[minecart]] stockpiles, or no stockpiles instead)&lt;br /&gt;
* {{bugl|7107}} Fighting berserk citizens and citizen werebeasts causes defenders to lose loyalty.&lt;br /&gt;
* {{bugl|565}}: [Freez]es when generating [...] world with &amp;quot;Complete Edge Oceans&amp;quot; set to anything besides 0 or 4&lt;br /&gt;
&lt;br /&gt;
== New bugs ==&lt;br /&gt;
These bugs are new in recent versions (v0.42+).  (There are many more; these are just a few of the most prominent.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|10878}}: &amp;quot;Civil war&amp;quot; with parent civilization&lt;br /&gt;
* {{bugl|10490}}: &amp;quot;Spies&amp;quot; arrive as part of migrant group&lt;br /&gt;
* {{bugl|10349}}: Were-dwarves stuck in weird spot between injured and healed&lt;br /&gt;
* {{bugl|10346}}: NPCs demanding other characters identify themselves in a loop&lt;br /&gt;
* {{bugl|9588}}: Animal people with [MEANDERER] tag move too slowly&lt;br /&gt;
* {{bugl|9221}}: Visiting scholars leave carrying fortress books/scrolls/copies/codices&lt;br /&gt;
&lt;br /&gt;
== Lingering bugs ==&lt;br /&gt;
These bugs are not new to v0.42/v0.44, but have been confirmed as still existing.  (Year numbers in parenthesis.)&lt;br /&gt;
&lt;br /&gt;
* {{bugl|1451}} (2010): Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.&lt;br /&gt;
* {{bugl|94}} (2010): Seriously wounded dwarves sometimes don't get taken to bed.&lt;br /&gt;
* {{bugl|2712}} (2010): Weapons, especially whips, cut through steel armor like butter.&lt;br /&gt;
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons&lt;br /&gt;
* {{bugl|2780}} (2010): Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]&lt;br /&gt;
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds&lt;br /&gt;
* {{bugl|535}} (2010): Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.&lt;br /&gt;
* {{bugl|296}} (2010): Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in ''Dwarf Fortress''; instead of washing away, when exposed to running water, they will actually multiply to other tiles.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|4550}} (2011): Dodging into river/lava/pit etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.&lt;br /&gt;
* {{bugl|425}} (2010): Dwarves perform [[cleaning]] erratically at best -- improved in v0.44.06&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[Utility:DFHack|DFHack]]&lt;br /&gt;
* {{bugl|39}} (2010): &amp;quot;Guts is bruised,&amp;quot; &amp;quot;guts has popped out&amp;quot;&lt;br /&gt;
* {{bugl|5986}} (2012): Designating large areas for smoothing slows game to a crawl.&lt;br /&gt;
* {{bugl|797}} (2010): Animals repeatedly path through &amp;quot;tightly closed&amp;quot; [[door]]s causing lag.&lt;br /&gt;
* {{bugl|4065}} (2011): Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].&lt;br /&gt;
* {{bugl|1582}} (2010): Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.&lt;br /&gt;
* {{bugl|5097}} (2012): Names overwriting text with TrueType and {{bugl|5696}} strange gaps in report texts.  &lt;br /&gt;
**Workaround: Hitting F12 to toggle TrueType can often get you around this problem.&lt;br /&gt;
* {{bugl|2587}} (2010): Saving fails silently when folder is not writeable (due to full disk, permissions, etc) &lt;br /&gt;
* {{bugl|8698}} (2015): Dwarf entering a strange mood when isolated (e.g. on a stepladder) causes severe lag&lt;br /&gt;
* {{bugl|7872}} (2014): Trees grow through bridges, can make the bridge unusable.&lt;br /&gt;
* {{bugl|7760}} (2014): Dwarves construct walls from wrong side, wall themselves out of fortress or into alcove&lt;br /&gt;
* {{bugl|7423}} (2014): Embark-purchased fruit must be removed from bags before [[brewing]].&lt;br /&gt;
* {{bugl|9440}} (2016): Wounded dwarves die of dehydration if they grab a goblet they can't use&lt;br /&gt;
**Workaround: forbid all goblets so dwarves will drink straight from the barrels&lt;br /&gt;
* {{bugl|7769}} (2017): Historical figures who are mortally wounded (destruction of head, neck, torso etc.) are sometimes considered to be still alive in worldgen and may appear in migrant waves, only to quickly die due to suffocation and/or missing vital organs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Bugs| }}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
[[ru:Known bugs and issues]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=262933</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=262933"/>
		<updated>2022-03-09T22:52:03Z</updated>

		<summary type="html">&lt;p&gt;Spdx: tweak to headings for readability and inline staggering in Contents, thank you for the streamline and grammar fixes - also some fluff edits (need references on some !!science!!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:all_organs.png|200px|right]]This page details the constituent limbs and organs one can expect to find in a dwarf's body. This information is based on data from &amp;lt;code&amp;gt;\raw\objects\body_default.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;\raw\objects\creature_standard.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This information is up-to-date as of ''Dwarf Fortress'' version 0.47.05.&lt;br /&gt;
&lt;br /&gt;
=Head Structure=&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
[[Hair]] is common to many creatures, not the least of which are dwarves. Dwarves can exhibit facial hair from birth, though female dwarves do not grow any by default (this &amp;lt;s&amp;gt;mistake&amp;lt;/s&amp;gt; can be &amp;lt;s&amp;gt;corrected&amp;lt;/s&amp;gt; changed in &amp;lt;code&amp;gt;creature_standard.txt&amp;lt;/code&amp;gt; under the token &amp;lt;code&amp;gt;[CASTE:FEMALE]&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
Eyes allow dwarves to use sight to view the world around them and make decisions based on visual information. Losing both eyes can [[Wound#Blindness|render a dwarf blind]], resulting in a dramatic decrease in situational awareness and crafting quality.&lt;br /&gt;
&lt;br /&gt;
===Nose===&lt;br /&gt;
Noses allow dwarves to smell things that [[DF2014:Smell|emit odors]]. A dwarf without a nose cannot smell, and will generate no thoughts upon encountering odors - including miasma.&lt;br /&gt;
&lt;br /&gt;
===Mouth===&lt;br /&gt;
Mouths contain teeth and are used for biting. Interestingly, they are only considered in combat; even if a dwarf somehow loses their mouth, they can still eat meals and talk to other dwarves.&lt;br /&gt;
&lt;br /&gt;
An interesting point to note is that both the mouth and nose can be removed, and the dwarf will still be able to breathe.&lt;br /&gt;
&lt;br /&gt;
===Ears===&lt;br /&gt;
Ears are used to hear [[DF2014:Noise|noises]]. To a dwarf, the only noises that matter are those from tasks that modify tiles, such as mining, carving/smoothing, and woodcutting. Losing both ears renders dwarves deaf, and thus unable to hear noises.&lt;br /&gt;
&lt;br /&gt;
==Head Organs==&lt;br /&gt;
&lt;br /&gt;
===Brain===&lt;br /&gt;
Brains allow dwarves to think and are critical to survival. If the brain experiences any damage beyond bruising, it may result in loss of consciousness or even death.&lt;br /&gt;
&lt;br /&gt;
=Upper Body Structure=&lt;br /&gt;
&lt;br /&gt;
===Neck===&lt;br /&gt;
Necks contain part of the upper spine and connect the head to the torso. They contain nervous pathways that are critical to life. Damage to the neck may result in full body paralysis, followed by death.&lt;br /&gt;
&lt;br /&gt;
===Throat===&lt;br /&gt;
Throats are the forward-facing portion of the neck. They can be strangled to induce unconsciousness, and contain major arteries that can cause rapid death when opened by attacks.&lt;br /&gt;
&lt;br /&gt;
===Upper Torso===&lt;br /&gt;
The upper torso contains critical organs used for sustained life functions. Damage to the chest often results in damage to these critical organs, which can quickly result in death. The upper torso connects the neck and the lower torso, and attaches both arms to the body.&lt;br /&gt;
&lt;br /&gt;
===Arms===&lt;br /&gt;
Arms are used for general physical interaction with the world, including lifting and carrying objects, wrestling with combatants, and grasping items. They may also be used for mobility if the dwarf does not have the ability to stand, which may arise from loss or impairment of the legs.&lt;br /&gt;
&lt;br /&gt;
*Upper arm&lt;br /&gt;
**The upper arm connects the torso and the lower arm.&lt;br /&gt;
&lt;br /&gt;
*Lower arm&lt;br /&gt;
**The lower arm connects the upper arm and the hand.&lt;br /&gt;
&lt;br /&gt;
*Hand&lt;br /&gt;
**Hands are used for attacks and grasping, and are typically populated with five fingers, including the thumb. A dwarf may experience difficulty grasping if one or more fingers are missing from the hand, and will completely lose their ability to grasp if all fingers are lost.&lt;br /&gt;
&lt;br /&gt;
==Upper Body Organs==&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
Hearts are necessary to circulate a dwarf's dwarf blood around their dwarf body. Without it, dwarves very quickly die; serious injuries such as punctures can also lead to rapid death.&lt;br /&gt;
&lt;br /&gt;
===Lungs===&lt;br /&gt;
Lungs allow dwarves to breathe. Loss of one can impair a dwarf's stamina and can cause the dwarf to become Winded when doing basic tasks; loss of both causes death by suffocation.&lt;br /&gt;
&lt;br /&gt;
===Stomach===&lt;br /&gt;
Stomachs would be used to digest food, but their presence is mostly decorative. A dwarf with a missing stomach can still eat. Strikes to the stomach can cause nausea and vomiting.&lt;br /&gt;
&lt;br /&gt;
===Liver===&lt;br /&gt;
Livers are used to determine how well a given creature can hold its liquor. Dwarves have one of these, but it's a very large one; 50% larger, in fact, than the default size, allowing them to constantly drink alcoholic beverages and live happy, healthy lives. A dwarf can lose their liver and still drink quite copiously with no ill effects, so dwarves' ability to resist alcohol poisoning may be based on sheer willpower rather than any biological advantage.&lt;br /&gt;
&lt;br /&gt;
===Pancreas===&lt;br /&gt;
Pancreases would be used to regulate digestion and blood sugars, but dwarven diabetes does not exist, therefore their presence is entirely decorative.They can be damaged, but this is unlikely compared to the stomach, liver, lungs and heart due to their small size.&lt;br /&gt;
&lt;br /&gt;
===Spleen===&lt;br /&gt;
Spleens would be used to filter the blood like the kidneys, but it is entirely decorative, like the pancreas.&lt;br /&gt;
&lt;br /&gt;
=Lower Body Structure=&lt;br /&gt;
&lt;br /&gt;
===Lower Torso===&lt;br /&gt;
The lower torso contains non-critical organs that are not immediately important to continued survival. It connects the upper torso and the legs.&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
Legs are used for standing, walking, running, and jumping. When missing one or even two, dwarves can use crutches to walk, and may even become skilled enough to return to their standard walking speed; however, dwarves who have neurological damage to one or both legs will not use crutches, despite the obvious need.&lt;br /&gt;
&lt;br /&gt;
*Upper Leg&lt;br /&gt;
**The upper leg connects the lower torso and lower leg.&lt;br /&gt;
&lt;br /&gt;
*Lower Leg&lt;br /&gt;
**The lower leg connects the upper leg and foot.&lt;br /&gt;
&lt;br /&gt;
*Foot&lt;br /&gt;
**Feet are used to maintain a stance, and are required for walking. Loss of just one foot may impair a dwarf's mobility severely, especially without a crutch.&lt;br /&gt;
&lt;br /&gt;
==Lower Body Organs==&lt;br /&gt;
&lt;br /&gt;
===Guts===&lt;br /&gt;
Guts are considered to be one cohesive unit by the game, and are simulated as such; they represent the small and large intestinal tracts that fill the abdominal cavity. They are considered to be 'under pressure', and thus may be ejected if the lower torso is opened by an attack. Guts being ejected usually results in death.&lt;br /&gt;
&lt;br /&gt;
===Kidneys===&lt;br /&gt;
Kidneys would be important in cleaning the blood and creating urine, but the game treats them decoratively. The kidneys are not life-critical, and one or both can be disabled or removed without much incident.&lt;br /&gt;
&lt;br /&gt;
=Limb Components=&lt;br /&gt;
Limbs and other components of the body are layered in material that helps protect the vital organs and nervous connections that keep the body functioning.&lt;br /&gt;
&lt;br /&gt;
==Skin==&lt;br /&gt;
[[Skin]] is a protective layer that surrounds most external body parts. It's the first line of defense from infection and disease, and protects dwarves from contaminants such as blood or vomit. Dwarves with healthy skin will usually wash contaminants off of their skin with water, and will use soap if it is available.&lt;br /&gt;
&lt;br /&gt;
==Fat==&lt;br /&gt;
Subcutaneous [[fat]] is held under the skin, where it forms an additional layer of protection against blunt-force and slashing injuries. As Dwarf Fortress' layering system is somewhat abstracted, when a dwarf is set on fire, their fat usually catches alight first, destroying the skin in the process.&lt;br /&gt;
&lt;br /&gt;
Some dwarves can survive burning even when all of their skin and fat is burned off, forming sinewy &amp;quot;supersoldiers&amp;quot; that do not experience pain. They are, however, very likely to die of blood loss before this can be achieved.&lt;br /&gt;
&lt;br /&gt;
==Muscle==&lt;br /&gt;
Muscles are critical in moving parts of the body, and are the core component in the motoric capability of a limb. Torn muscles can heal over time, but will temporarily reduce or negate the ability of a limb to function.&lt;br /&gt;
&lt;br /&gt;
===Sinews===&lt;br /&gt;
Sinews connect the muscles and bones together, and include the tendons (muscle-to-bone) and ligaments (bone-to-bone). Sinew tearing will disable limbs until they heal on their own.&lt;br /&gt;
&lt;br /&gt;
==Nerves==&lt;br /&gt;
Nerves carry impulses to and from a creature's brain. Nerves are connected between body parts up to the brain; if a nerve is severed, all nerves downstream of it will be paralysed or numb. Nerves cannot heal, and once severed, will never reconnect.&lt;br /&gt;
&lt;br /&gt;
===Sensory===&lt;br /&gt;
Sensory nerves are used to experience tactile sensations in limbs, such as bumps, scratches and touches. Loss of sensory nerves can arise from skin damage and deep cuts, which can render the limb numb.&lt;br /&gt;
&lt;br /&gt;
===Motor===&lt;br /&gt;
Motor nerves are used to actuate muscles that move limbs. If an attack severs a motor nerve, the limb and any others connected to it will be paralysed.&lt;br /&gt;
&lt;br /&gt;
==Arteries==&lt;br /&gt;
Arteries carry blood around the body, typically under moderate pressure. If an attack opens an artery, the blood may spray and spatter walls and floors, and puts the creature in imminent danger of bleeding out if untreated.&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=262931</id>
		<title>Anatomy</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Anatomy&amp;diff=262931"/>
		<updated>2022-03-09T15:07:36Z</updated>

		<summary type="html">&lt;p&gt;Spdx: minor edit to get the Quality script to run - also to claim edits under ip [86.139.158.154] as i wasn't logged in, sorry!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:all_organs.png|200px|right]]This page details the constituent limbs and organs one can expect to find in a dwarf's body. This information is based on data from &amp;lt;code&amp;gt;\raw\objects\body_default.txt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;\raw\objects\creature_standard.txt&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
This information is up-to-date as of Dwarf Fortress version 0.47.05.&lt;br /&gt;
&lt;br /&gt;
=Head=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
===Hair===&lt;br /&gt;
[[Hair]] is common to many creatures, not the least dwarves. Dwarves can exhibit facial hair from birth, though female dwarves do not grow any by default (this &amp;lt;s&amp;gt;mistake&amp;lt;/s&amp;gt; can be &amp;lt;s&amp;gt;corrected&amp;lt;/s&amp;gt; changed in &amp;lt;code&amp;gt;creature_standard.txt&amp;lt;/code&amp;gt; under the token &amp;lt;code&amp;gt;[CASTE:FEMALE]&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
===Eyes===&lt;br /&gt;
Eyes allow dwarves to use sight to view the world around them and make decisions based on visual information. Losing both eyes can [[Wound#Blindness|render a dwarf blind]], resulting in a dramatic decrease in situational awareness and crafting quality.&lt;br /&gt;
&lt;br /&gt;
===Nose===&lt;br /&gt;
Noses allow dwarves to smell things that [[DF2014:Smell|emit odors]]. A dwarf without a nose cannot smell, and will generate no thoughts upon encountering odors - including miasma.&lt;br /&gt;
&lt;br /&gt;
===Mouth===&lt;br /&gt;
Mouths contain teeth and are used for biting. Interestingly, they are only considered in combat; even if a dwarf somehow loses their mouth, they can still eat meals and talk to other dwarves.&lt;br /&gt;
&lt;br /&gt;
An interesting point to note is that both the mouth and nose can be removed and the dwarf will still be able to breathe.&lt;br /&gt;
&lt;br /&gt;
===Ears===&lt;br /&gt;
Ears are used to hear [[DF2014:Noise|noises]]. To a dwarf, the only noises that matter are those from tasks that modify tiles, such as mining, carving/smoothing, and woodcutting. Losing both ears renders dwarves deaf, and thus unable to hear noises.&lt;br /&gt;
&lt;br /&gt;
==Organs==&lt;br /&gt;
&lt;br /&gt;
===Brain===&lt;br /&gt;
Brains allow dwarves to think and are critical to survival. If the brain experiences any damage beyond bruising, it may result in loss of consciousness or even death.&lt;br /&gt;
&lt;br /&gt;
=Upper Body=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
===Neck===&lt;br /&gt;
Necks contain part of the upper spine and connect the head to the torso. They contain nervous pathways that are critical to life. Damage to the neck may result in full body paralysis, followed by death.&lt;br /&gt;
&lt;br /&gt;
===Throat===&lt;br /&gt;
Throats are the forward-facing portion of the neck. They can be strangled to induce unconsciousness, and contain major arteries that can cause rapid death when opened by attacks.&lt;br /&gt;
&lt;br /&gt;
===Upper Torso===&lt;br /&gt;
The upper torso contains critical organs used for sustained life functions. Damage to the chest often results in damage to these critical organs, which can quickly result in death. The upper torso connects the neck and the lower torso, and attaches both arms to the body.&lt;br /&gt;
&lt;br /&gt;
===Arms===&lt;br /&gt;
Arms are used for general physical interaction with the world, including lifting and carrying objects, wrestling with combatants, and grasping items. They may also be used for mobility if the dwarf does not have the ability to stand, which may arise from loss or impairment of the legs.&lt;br /&gt;
&lt;br /&gt;
*Upper arm&lt;br /&gt;
**The upper arm connects the torso and the lower arm.&lt;br /&gt;
&lt;br /&gt;
*Lower arm&lt;br /&gt;
**The lower arm connects the upper arm and the hand.&lt;br /&gt;
&lt;br /&gt;
*Hand&lt;br /&gt;
**Hands are used for attacks and grasping, and are typically populated with five fingers, including the thumb. A dwarf may experience difficulty grasping if one or more fingers are missing from the hand, and will completely lose their ability to grasp if all fingers are lost.&lt;br /&gt;
&lt;br /&gt;
==Organs==&lt;br /&gt;
&lt;br /&gt;
===Heart===&lt;br /&gt;
Hearts are necessary to circulate a dwarf's dwarf blood around their dwarf body. Without it, dwarves very quickly die; serious injuries such as punctures can also lead to rapid death.&lt;br /&gt;
&lt;br /&gt;
===Lungs===&lt;br /&gt;
Lungs allow dwarves to breathe. Loss of one can impair a dwarf's stamina and can cause the dwarf to become Winded when doing basic tasks; loss of both causes death by suffocation.&lt;br /&gt;
&lt;br /&gt;
===Stomach===&lt;br /&gt;
Stomachs would be used to digest food, but their presence is mostly decorative. A dwarf with a missing stomach can still eat. Strikes to the stomach can cause nausea and vomiting.&lt;br /&gt;
&lt;br /&gt;
===Liver===&lt;br /&gt;
Livers are used to determine how well a given creature can hold its liquor. Dwarves have one of these, but it's a very large one; 50% larger, in fact, than the default size, allowing them to constantly drink alcoholic beverages and live happy, healthy lives. A dwarf can lose their liver and still drink quite copiously with no ill effects, so dwarves' ability to resist alcohol poisoning may be based on sheer willpower rather than any biological advantage.&lt;br /&gt;
&lt;br /&gt;
===Pancreas===&lt;br /&gt;
Pancreases would be used to regulate digestion and blood sugars, but dwarven diabetes does not exist, therefore their presence is entirely decorative. It can be damaged, but this is unlikely compared to the stomach, liver, lungs and heart due to its small size.&lt;br /&gt;
&lt;br /&gt;
===Spleen===&lt;br /&gt;
Spleens would be used to filter the blood like the kidneys, but it is entirely decorative, like the pancreas.&lt;br /&gt;
&lt;br /&gt;
=Lower Body=&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
===Lower Torso===&lt;br /&gt;
The lower torso contains non-critical organs that are not immediately important to continued survival. It connects the upper torso and the legs.&lt;br /&gt;
&lt;br /&gt;
===Legs===&lt;br /&gt;
Legs are used for standing, walking, running, and jumping. When missing one or even two, dwarves can use crutches to walk, and may even become skilled enough to return to their standard walking speed; however, dwarves who have neurological damage to one or both legs will not use crutches, despite the obvious need.&lt;br /&gt;
&lt;br /&gt;
*Upper Leg&lt;br /&gt;
**The upper leg connects the lower torso and lower leg.&lt;br /&gt;
&lt;br /&gt;
*Lower Leg&lt;br /&gt;
**The lower leg connects the upper leg and foot.&lt;br /&gt;
&lt;br /&gt;
*Foot&lt;br /&gt;
**Feet are used to maintain a stance, and are required for walking. Loss of just one foot may impair a dwarf's mobility severely, especially without a crutch.&lt;br /&gt;
&lt;br /&gt;
==Organs==&lt;br /&gt;
&lt;br /&gt;
===Guts===&lt;br /&gt;
Guts are considered to be one cohesive unit by the game, and are simulated as such; they represent the small and large intestinal tracts that fill the abdominal cavity. They are considered to be 'under pressure', and thus may be ejected if the lower torso is opened by an attack. Guts being ejected usually results in death.&lt;br /&gt;
&lt;br /&gt;
===Kidneys===&lt;br /&gt;
Kidneys would be important in cleaning the blood and creating urine, but the game treats them decoratively. The kidneys are not life-critical, and one or both can be disabled or removed without much incident.&lt;br /&gt;
&lt;br /&gt;
=Limb Components=&lt;br /&gt;
Limbs and other components of the body are layered in material that helps protect the vital organs and nervous connections that keep the body functioning.&lt;br /&gt;
&lt;br /&gt;
==Skin==&lt;br /&gt;
[[Skin]] is a protective layer that surrounds most external body parts. It's the first line of defense from infection and disease, and protects dwarves from contaminants such as blood or vomit. Dwarves with healthy skin will usually wash contaminants off of their skin with water, and will use soap if it is available.&lt;br /&gt;
&lt;br /&gt;
==Fat==&lt;br /&gt;
Subcutaneous [[fat]] is held under the skin, where it forms an additional layer of protection against blunt-force and slashing injuries. As Dwarf Fortress' layering system is somewhat abstracted, when a dwarf is set on fire, their fat usually catches alight first, destroying the skin in the process.&lt;br /&gt;
&lt;br /&gt;
Some dwarves can survive burning even when all of their skin and fat is burned off, forming sinewy &amp;quot;supersoldiers&amp;quot; that do not experience pain.&lt;br /&gt;
&lt;br /&gt;
==Muscle==&lt;br /&gt;
Muscles are critical in moving parts of the body, and are the core component in the motoric capability of a limb. Torn muscles can heal over time, but will temporarily reduce or negate the ability of a limb to function.&lt;br /&gt;
&lt;br /&gt;
===Sinews===&lt;br /&gt;
Sinews connect the muscles and bones together, and include the tendons (muscle-to-bone) and ligaments (bone-to-bone). Sinew tearing will disable limbs until they heal on their own.&lt;br /&gt;
&lt;br /&gt;
==Nerves==&lt;br /&gt;
Nerves carry impulses to and from a creature's brain. Nerves are connected between body parts up to the brain; if a nerve is severed, all nerves downstream of it will be paralysed or numb. Nerves cannot heal, and once severed, will never reconnect.&lt;br /&gt;
&lt;br /&gt;
===Sensory===&lt;br /&gt;
Sensory nerves are used to experience tactile sensations in limbs, such as bumps, scratches and touches. Loss of sensory nerves can arise from skin damage and deep cuts, which can render the limb numb.&lt;br /&gt;
&lt;br /&gt;
===Motor===&lt;br /&gt;
Motor nerves are used to actuate muscles that move limbs. If an attack severs a motor nerve, the limb and any others connected to it will be paralysed.&lt;br /&gt;
&lt;br /&gt;
==Arteries==&lt;br /&gt;
Arteries carry blood around the body, typically under moderate pressure. If an attack opens an artery, the blood may spray and spatter walls and floors, and puts the creature in imminent danger of bleeding out if untreated.&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=257683</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=257683"/>
		<updated>2021-04-03T12:30:33Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* 'Sparring dwarves teleport through 1-tile walls' - still valid? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
Editing to say that I found the bug in the bug tracker and it's been marked as fixed in 47.04. Removing line. http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:30, 3 April 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=257682</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=257682"/>
		<updated>2021-04-03T12:29:43Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Werebeast military */ removed: http://www.bay12games.com/dwarves/mantisbt/view.php?id=7444 bug fixed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo''&amp;lt;br /&amp;gt;This is a digital drawing of the weregoat Urist McGuardscaptain and three dwarves by Devilingo. All the craftsdwarfship is of the highest quality. the weregoat  is armed. The dwarves are armed. The weregoat is wounded. The dwarves are posing menacingly. This artwork relates to the striking down of the weregoat captain of the guard Urist McGuardscaptain.]]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of ''Dwarf Fortress'', a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.&lt;br /&gt;
&lt;br /&gt;
Werebeast transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may become caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation. &lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to it's normal form, the game will still announce it's discovery, but instead in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 30 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=257654</id>
		<title>DF2014 Talk:Werebeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=DF2014_Talk:Werebeast&amp;diff=257654"/>
		<updated>2021-03-31T12:05:44Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* 'Sparring dwarves teleport through 1-tile walls' - still valid? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Chance of Infection ==&lt;br /&gt;
I question the implication that a humanoid with a &amp;quot;torn&amp;quot; injury has a chance NOT to become infected. I just watched four dwarves get bitten, and all four were infected. Maybe I'm just lucky.&lt;br /&gt;
&lt;br /&gt;
Has anyone seen a dwarf with a &amp;quot;torn&amp;quot; injury not get infected?&lt;br /&gt;
[[User:Leonidas|Leonidas]] ([[User talk:Leonidas|talk]]) 09:18, 19 February 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bite Mechanics ==&lt;br /&gt;
Has anyone figured out the exact details of when a werebite infects someone? I recently had a mechanic bitten and shaken horribly before a friendly lumberjack disemboweled the werewombat assailant. The shaking inflicted massive injuries, but the bite itself only bruised the skin before grasping. The mechanic did not turn, and (barely) managed to survive the recovery process. Can anyone confirm a case in which a werebite both:&lt;br /&gt;
&lt;br /&gt;
1) Failed to break the skin, and&lt;br /&gt;
&lt;br /&gt;
2) Succeeded in infecting the victim?&lt;br /&gt;
&lt;br /&gt;
It'd be VERY nice to know if your dwarves are going to go postal in a month immediately after the battle, rather than AFTER putting them through surgery and carrying out lengthy quarantine procedures.&lt;br /&gt;
&lt;br /&gt;
== adv mod times and durations ==&lt;br /&gt;
&lt;br /&gt;
It's difficult to be precise, but the full phase appears to last 1.75 days. On 25th Granite it begins immediately at midnight and continues to sunset of the 26th. On 13th Limestone it appears to start around 03:00 and end around 21:00 the 14th. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 05:49, 20 July 2017 (UTC)&lt;br /&gt;
* Sandstone 10 at sunset until Sandstone 12,  ~3 hrs before sunset.  [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 04:11, 29 July 2017 (UTC)&lt;br /&gt;
* Timber 8, 3hrs to sunset until noon of Timber 10. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 09:37, 10 August 2017 (UTC)&lt;br /&gt;
* Moonstone 6 at noon until ~3 hrs after dawn on Moonstone 8. Start transformations appear to occur at the same time as the previous end transformation. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:55, 18 August 2017 (UTC)&lt;br /&gt;
* Opal 4 3 hrs after dawn until Opal 6, 3 hrs before dawn. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 00:21, 23 August 2017 (UTC)&lt;br /&gt;
** That was probably off. Without better precision I can only estimate the hrs. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
* Obsidian 2nd a little after dawn, til Obsidian 4th a little after midnight. [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]]) 17:31, 29 August 2017 (UTC)&lt;br /&gt;
&lt;br /&gt;
==List of possible werebeasts==&lt;br /&gt;
&lt;br /&gt;
As the topic suggests, it’d be nice to have a list of all the different kinds of werebeasts in this article (and possibly partial raws for those?) [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 12:32, 14 April 2018 (UTC)&lt;br /&gt;
* Here’s the list, in case the forum thread meph put up today gets buried (http://www.bay12forums.com/smf/index.php?topic=175999.0):&lt;br /&gt;
 REPTILE_LIZARD&lt;br /&gt;
 REPTILE_CHAMELEON&lt;br /&gt;
 REPTILE_IGUANA&lt;br /&gt;
 REPTILE_GECKO&lt;br /&gt;
 REPTILE_SKINK&lt;br /&gt;
 REPTILE_GILA_MONSTER&lt;br /&gt;
 REPTILE_MONITOR&lt;br /&gt;
 REPTILE_TURTLE&lt;br /&gt;
 REPTILE_TORTOISE&lt;br /&gt;
 MAMMAL_OPOSSUM&lt;br /&gt;
 MAMMAL_KOALA&lt;br /&gt;
 MAMMAL_WOMBAT&lt;br /&gt;
 MAMMAL_KANGAROO&lt;br /&gt;
 MAMMAL_SLOTH&lt;br /&gt;
 MAMMAL_ANTEATER&lt;br /&gt;
 MAMMAL_ARMADILLO&lt;br /&gt;
 MAMMAL_SQUIRREL&lt;br /&gt;
 MAMMAL_MARMOT&lt;br /&gt;
 MAMMAL_BEAVER&lt;br /&gt;
 MAMMAL_GOPHER&lt;br /&gt;
 MAMMAL_RAT&lt;br /&gt;
 MAMMAL_MOUSE&lt;br /&gt;
 MAMMAL_PORCUPINE&lt;br /&gt;
 MAMMAL_CHINCHILLA&lt;br /&gt;
 MAMMAL_CAVY&lt;br /&gt;
 MAMMAL_CAPYBARA&lt;br /&gt;
 MAMMAL_RABBIT&lt;br /&gt;
 MAMMAL_HARE&lt;br /&gt;
 MAMMAL_LEMUR&lt;br /&gt;
 MAMMAL_LORIS&lt;br /&gt;
 MAMMAL_MONKEY&lt;br /&gt;
 MAMMAL_APE&lt;br /&gt;
 MAMMAL_HEDGEHOG&lt;br /&gt;
 MAMMAL_SHREW&lt;br /&gt;
 MAMMAL_MOLE&lt;br /&gt;
 MAMMAL_WOLF&lt;br /&gt;
 MAMMAL_COYOTE&lt;br /&gt;
 MAMMAL_FOX&lt;br /&gt;
 MAMMAL_JACKAL&lt;br /&gt;
 MAMMAL_RACCOON&lt;br /&gt;
 MAMMAL_COATI&lt;br /&gt;
 MAMMAL_WEASEL&lt;br /&gt;
 MAMMAL_BADGER&lt;br /&gt;
 MAMMAL_SKUNK&lt;br /&gt;
 MAMMAL_BEAR&lt;br /&gt;
 MAMMAL_PANDA&lt;br /&gt;
 MAMMAL_CAT&lt;br /&gt;
 MAMMAL_PANTHER&lt;br /&gt;
 MAMMAL_MONGOOSE&lt;br /&gt;
 MAMMAL_HYENA&lt;br /&gt;
 MAMMAL_CIVET&lt;br /&gt;
 MAMMAL_PANGOLIN&lt;br /&gt;
 MAMMAL_ELEPHANT&lt;br /&gt;
 MAMMAL_MAMMOTH&lt;br /&gt;
 MAMMAL_HORSE&lt;br /&gt;
 MAMMAL_ASS&lt;br /&gt;
 MAMMAL_ZEBRA&lt;br /&gt;
 MAMMAL_TAPIR&lt;br /&gt;
 MAMMAL_RHINOCEROS&lt;br /&gt;
 MAMMAL_PIG&lt;br /&gt;
 MAMMAL_WARTHOG&lt;br /&gt;
 MAMMAL_CAMEL&lt;br /&gt;
 MAMMAL_LLAMA&lt;br /&gt;
 MAMMAL_GIRAFFE&lt;br /&gt;
 MAMMAL_DEER&lt;br /&gt;
 MAMMAL_ELK&lt;br /&gt;
 MAMMAL_MOOSE&lt;br /&gt;
 MAMMAL_ANTELOPE&lt;br /&gt;
 MAMMAL_SHEEP&lt;br /&gt;
 MAMMAL_GOAT&lt;br /&gt;
 MAMMAL_BISON&lt;br /&gt;
 MAMMAL_BUFFALO&lt;br /&gt;
 MAMMAL_BULL &lt;br /&gt;
* -[[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:18, 28 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Strange moods? ==&lt;br /&gt;
&lt;br /&gt;
Can werebeasts even get them? I don't think it's ever happened to me and I'm not sure it would even work given that they go insane once a month and artifact-making takes longer than that, which makes me think that it's not a thing.&lt;br /&gt;
&lt;br /&gt;
Can anyone confirm? I don't want to add something I'm not sure about, but it's also something that would be tough to go about proving since it's harder to prove a negative, and I can't say I've ever had a fort with a high enough population of werebeasts for them not having a mood to be meaningful. [[User:Feather|Feather]] ([[User talk:Feather|talk]]) 07:05, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
* While transformed they don’t have the [[DF2014:Creature_token#STRANGE_MOODS|STRANGE_MOODS]] token, so the only option is for them to go into a strange mood between full moons. Here’s an experiment-concept: Enclose a bunch of (preferably already stressed) dwarves in individual rooms with a bunch of statues and make the rooms temples of a god with a known were-curse. Ensure the dwarves have a source of food and water. Perhaps dump the corpsw of a sentient in each room as well. Sooner or later, the dwarves should tantrum, and hopefully get cursed. Then, wait. If there is only a minority of non-cursed dwarves, and they keep getting the strange moods against all probability, then cursed dwarves probably can’t get moods. [[User:Voliol|Voliol]] ([[User talk:Voliol|talk]]) 10:52, 1 October 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 'Sparring dwarves teleport through 1-tile walls' - still valid? ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Isolated this line in the article a while back. Does anyone know what bug this is referring to, and if it has been fixed? Cheers.&lt;br /&gt;
&lt;br /&gt;
[[User:Spdx|Spdx]] ([[User talk:Spdx|talk]]) 12:05, 31 March 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Magma_mist&amp;diff=257653</id>
		<title>Magma mist</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Magma_mist&amp;diff=257653"/>
		<updated>2021-03-31T12:01:55Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Designs */ bluelink for checkpoint effect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:17, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:magma_mist.png|thumb|210px|right|May not feel so good on the skin.]]&lt;br /&gt;
'''Magma mist''' is the [[Fire|!!]][[Fun]][[Fire|!!]] yellow mist created in three cases :&lt;br /&gt;
* when debris from a [[cave-in]] splashes into [[magma]]&lt;br /&gt;
* when a fast-moving item or creature skips across magma&lt;br /&gt;
* when you drop a sufficiently large item into magma&lt;br /&gt;
&lt;br /&gt;
Unlike normal [[mist]], magma mist is '''not''' created when magma falls down a Z-level. It sets on fire all non-fire-resistant creatures that share a tile with it.&lt;br /&gt;
&lt;br /&gt;
Magma mist tends to be around longer than cave-in dust, and is created in quantities proportional to what you drop into magma. &lt;br /&gt;
&lt;br /&gt;
When it appears outdoors, it is called ''lava'' mist instead but is otherwise identical.&lt;br /&gt;
&lt;br /&gt;
Magma mist is '''not''' to be confused with being &amp;quot;caught in a cloud of boiling magma&amp;quot;, a bug involving messages displayed when caught in [[cave-in]] dust. This is not something to worry about.&lt;br /&gt;
&lt;br /&gt;
== Preventative Measures ==&lt;br /&gt;
&lt;br /&gt;
If you are being careful around magma, it isn't very likely that you'll run into magma mist at all, let alone have to worry about your dwarves breathing it in.  The simplest thing you can do to prevent it is to watch out when dealing with mining above magma, or channeling above magma in particular.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you plan on using a magma-based garbage disposal system, have sufficient z-levels between the dumping point and the magma/lava. Mass dumping a whole siege worth of corpses, body parts and assorted trash may generate magma mist clouds 3 z-levels high and wide or higher. A single large corpse (e.g. a troll) is enough to cause a small magma mist cloud, potentially fatal if the magma's surface is just 1 z-level below the dumping point.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing:0; float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
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{| style=&amp;quot;border-spacing:0; float:left; margin-right:10px;&amp;quot;&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
'''Side View.''' ''Fun (left) and completely safe (right) magma garbage disposal points showing typical magma mist clouds after dumping a few corpses.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weaponization ==&lt;br /&gt;
&lt;br /&gt;
Magma mist can be used as an [[Fire|ignition device]] on [[Elf|various]] [[Goblin|targets]] if you do not want to use magma itself and wait until it evaporates.&lt;br /&gt;
&lt;br /&gt;
Channel a moat right next to your main fortress. Fill it with magma. Drop one (or several) large, unneeded items in the magma from a few higher Z-levels when an enemy walks on the path. It can also double as a waste disposal system.&lt;br /&gt;
&lt;br /&gt;
Of course, since it sets targets on fire, be sure that it does not permit the burning target to reach your dwarves (or booze stockpile), and be sure that the invaders are not fire-immune (like a dragon or bronze colossus). Magma mist can cause the fat to melt off random body parts of creatures, producing between &amp;quot;Minor Melting&amp;quot; and &amp;quot;Moderate Melting&amp;quot;. Potentially-fatal &amp;quot;Heavy bleeding&amp;quot; also ensues.&lt;br /&gt;
&lt;br /&gt;
===Designs===&lt;br /&gt;
Here is an example of a powerless [[minecart]] skipping magma mist generator.&lt;br /&gt;
&lt;br /&gt;
This design has a tick cycle of 30 steps with 5/7 magma and 33 steps with 6/7 magma and a max delay of 6. Carts must not collide, or it'll fail. However, it's compact, and lot of mist is produced on the z-level above with multiple carts. This design requires metal minecarts because wooden minecarts are not heavy enough to make magma mist. The initial minecart input is at the bottom. The ramp accelerating to the left is needed due to the [[DF2014:Minecart#Checkpoint_Effect|checkpoint effect]], and the floor and empty space combination cause a small minecart jump.&lt;br /&gt;
{|style=&amp;quot;border: 1px solid #0b0; background: #dfd&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|╔&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|╗&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|↑&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|.&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|║&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|+&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|←&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|~&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|↑&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|▲&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|╝&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|→&lt;br /&gt;
|- style=&amp;quot;font-family: monospace; font-weight: bold; font-size: 135%&amp;quot;&lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;| &lt;br /&gt;
|style=&amp;quot;padding: 0&amp;quot;|║&lt;br /&gt;
|}&lt;br /&gt;
 '''Key:'''&lt;br /&gt;
   '''╔ ╗ ║ ╝''' = '''Track'''&lt;br /&gt;
   '''▲'''       = '''Track Ramp'''&lt;br /&gt;
   '''↑ ← →'''   = '''Ramp acceleration direction'''&lt;br /&gt;
   '''+'''       = '''Floor'''&lt;br /&gt;
   '''.'''       = '''Empty Space'''&lt;br /&gt;
   '''~'''       = '''Empty space with 5/7 or 6/7 magma below'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Physics}}&lt;br /&gt;
{{Category|World}}&lt;br /&gt;
[[ru:Magma mist]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=257652</id>
		<title>Animal trap</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Animal_trap&amp;diff=257652"/>
		<updated>2021-03-31T11:57:24Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Use */ included masma bluelink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|17:38, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{furniture&lt;br /&gt;
|name  = Animal trap&lt;br /&gt;
|tile  = ⌂&lt;br /&gt;
|col   = 6:0:0&lt;br /&gt;
|wood  = yes&lt;br /&gt;
|metal = yes&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Trapping]]&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* [[Trapping]]&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;!-- needs more infobox info --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:animal_trap.jpg|thumb|257px|right|Racoon ready.]]An '''animal trap''' is [[furniture]] used to catch live [[vermin]]. They are created at a [[carpenter's workshop]] with 1 log or a [[metalsmith's forge]] (in the Furniture menu) with 1 bar by a dwarf with the [[trapping]] labor enabled. An animal trap can be made from [[wood]] or [[metal]]. Animal traps are unrelated to other [[trap]]s. To capture [[creature]]-sized animals, a [[cage]] is required.&lt;br /&gt;
&lt;br /&gt;
Like cages, animal traps are stored in an animal [[stockpile]]. To set the pile to accept only empty traps, go to its settings and {{k|b}}lock all items, then {{k|j}} to enable empty animal traps.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
To catch vermin on land, order the task &amp;quot;Capture a Live Land Animal&amp;quot; from a [[kennel]] or [[butcher's shop]] ({{k|q}}-{{k|a}}). A trapper will grab an available animal trap and begin to pursue and capture wild vermin. To [[captured live fish|catch vermin in water]], order the task &amp;quot;Capture a Live Fish&amp;quot; from a [[fishery]] ({{k|q}}-{{k|f}}). A [[fisherdwarf]] will then take a trap and capture an aquatic vermin from a [[activity zone#Fishing zone|fishing zone]] (that has available fish to catch). You may want to put the task in high priority so that fisherdwarves will prioritize the task over regular fishing.&lt;br /&gt;
&lt;br /&gt;
Animal traps can also be [[building|built]] on a tile by going to the {{k|b}}uild menu and pressing {{k|m}}. After the trap is placed, it must be baited with [[fish]], [[meat]], or a [[large gem]] (large gems are useless at the moment). Press {{k|q}} and hover over a placed trap to select its bait type. Press {{k|z}} to deselect the bait. When a bait is selected, trapper will automatically go and bait the trap (you cannot remove the bait afterwards). A baited animal trap flashes between the trap and bait symbols. When it successfully captures (or fails to capture) a vermin, the game will pause and make an [[announcement]]. A trap with caught vermin will automatically be slated for removal, and subsequently be hauled back to a stockpile.&lt;br /&gt;
&lt;br /&gt;
Make sure to build the trap at an area with available vermin, otherwise the trap will be unable to capture anything. If the bait is left for too long, it will begin to [[rot]], and the building must be removed to prevent [[miasma]].&lt;br /&gt;
&lt;br /&gt;
The main advantage of building an animal trap over using a kennel or butcher's shop is the ability to specify the location or [[biome]]. It also allows trappers to perform other tasks while the trap is set up. The disadvantage is that built traps require bait to function, and you cannot set baited traps underwater to capture aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
When a vermin is caught, the trap containing the vermin will be brought to an animal stockpile which accepts vermin of that type by a dwarf with the animal [[hauling]] labor enabled. A caught vermin is treated as if it were an item. Marking it for dumping will send it to a nearby [[garbage dump]], and once dumped will disappear back to the wild. Caught vermin are viewable in the animal [[status]] screen. To tame one, go to a kennel and select {{k|t}}. A dwarf with [[animal training]] enabled will take a trap containing an untamed vermin to the kennel and train it with food. After taming it, a dwarf will haul the animal trap containing the now-tamed vermin back to an animal stockpile.&lt;br /&gt;
&lt;br /&gt;
You can remove a vermin from the trap (thus freeing the trap for reuse) by assigning it to an installed [[cage]]. For [[hateable]] vermin, it is recommended to have an installed cage in a far away place to reduce the chance of passing dwarves getting unhappy [[thought]]s.&lt;br /&gt;
&lt;br /&gt;
Vermin with {{token|GNAWER|c}} can break free from wooden animal traps. This does not destroy the trap. The game pauses and makes an announcement whenever this happens; if it occurs too often, it is better off getting rid of wooden traps and replacing them with metal ones.&lt;br /&gt;
&lt;br /&gt;
==Success chance==&lt;br /&gt;
There is a chance that a baited animal trap may be robbed, and the trap will need to be rebaited by a trapper. The [[item quality]] affects the success chance of catching a vermin. To compare, a normal trap has a 50% chance of failing, while masterwork traps will never fail.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Quality !! Success chance&lt;br /&gt;
|-&lt;br /&gt;
| (none) || 50%&lt;br /&gt;
|-&lt;br /&gt;
| -Well-crafted- || 60%&lt;br /&gt;
|-&lt;br /&gt;
| +Finely-crafted+ || 75%&lt;br /&gt;
|-&lt;br /&gt;
| *Superior quality* || 85%&lt;br /&gt;
|-&lt;br /&gt;
| ≡Exceptional≡ || 95%&lt;br /&gt;
|-&lt;br /&gt;
| ☼Masterful☼ || 100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Terrarium]] and aquarium – used to put vermin on display. Aquariums are used to store aquatic vermin.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = emär ïggal&lt;br /&gt;
| elvish  = fela abola&lt;br /&gt;
| goblin  = slulasp stoslo&lt;br /&gt;
| human   = dik losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
	<entry>
		<id>http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=257643</id>
		<title>Werebeast</title>
		<link rel="alternate" type="text/html" href="http://dwarffortresswiki.org/index.php?title=Werebeast&amp;diff=257643"/>
		<updated>2021-03-29T18:34:35Z</updated>

		<summary type="html">&lt;p&gt;Spdx: /* Werebeast military */ does this bug still exist? please revise isolated line as required&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]], to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths).&lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed, and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in.&amp;quot;&amp;lt;br /&amp;gt;''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight since it's more vague and presumably encompasses more things. &lt;br /&gt;
&lt;br /&gt;
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of ''Dwarf Fortress'', a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.&lt;br /&gt;
&lt;br /&gt;
Werebeast transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. &lt;br /&gt;
&lt;br /&gt;
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. They may become caged when they revert, however.&lt;br /&gt;
&lt;br /&gt;
If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying &amp;quot;night sickness&amp;quot; to those who are bitten along with the werebeast curse. &lt;br /&gt;
&lt;br /&gt;
All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in the werewolf myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the fun way]].&lt;br /&gt;
&lt;br /&gt;
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000.&lt;br /&gt;
&lt;br /&gt;
Killed werebeasts are always listed in a unit's or weapon's kill log as a member of their original race, even if the werebeast was dispatched while in animal form.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms.&lt;br /&gt;
&lt;br /&gt;
If the region has at least one type of werebeast, a werebeast may choose to [[ambush|ambush]] your fortress from the surface, revealing itself only once seen. Unlike most other invaders, werebeasts are only announced on their discovery (triggering a message similar to that of a [[megabeast|megabeast]]), allowing them to get much closer to your fortress than most other threats. Local werebeasts will be announced at the moment of their transformation, but unlike invaders will not pause the game and can therefore slip under the radar if the transformation was unexpected or there was numerous other announcements at the time.&lt;br /&gt;
&lt;br /&gt;
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction. &lt;br /&gt;
&lt;br /&gt;
In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation. &lt;br /&gt;
&lt;br /&gt;
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to it's normal form, the game will still announce it's discovery, but instead in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
Occasionally, a werebeast can infiltrate your fortress, as they've visited as part of a passing caravan. They'll only turn upon the changing of the moon phase, and you will not get the warning given when they'd normally appear on the map.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee.&lt;br /&gt;
&lt;br /&gt;
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. Infected creatures will become werebeasts at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. &lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. &lt;br /&gt;
&lt;br /&gt;
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.&lt;br /&gt;
&lt;br /&gt;
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. &lt;br /&gt;
&lt;br /&gt;
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors.&lt;br /&gt;
&lt;br /&gt;
Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door.&lt;br /&gt;
&lt;br /&gt;
Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover.&lt;br /&gt;
&lt;br /&gt;
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either werebeast or [[DF2014:Vampire|vampirism]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*For 30 game hours you are inexhaustible; the perfect time to power-train your combat skills. You can sustain max movement rate, multi-attack with everything you have, block and dodge without exhaustion limits. Though your physical attributes won't increase, the skill gains will make your natural form much stronger than it was.&lt;br /&gt;
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.)&lt;br /&gt;
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.)&lt;br /&gt;
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide.&lt;br /&gt;
*Acquiring the curse directly from a god additionally grants agelessness, which similar to necromancers' agelessness makes you neutral to undead.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Spdx</name></author>
	</entry>
</feed>