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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arrkhal</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Arrkhal"/>
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	<updated>2026-05-31T07:23:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=63417</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=63417"/>
		<updated>2010-02-21T17:17:49Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: rearranging infos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creatures]] with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''unhurt'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; '''lightly wounded'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''moderately wounded'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''broken'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''mangled'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''lopped off'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''Note that &amp;quot;lightly wounded&amp;quot; is '''light''' grey, and &amp;quot;lopped off&amp;quot; is '''dark''' grey - these can sometimes be easy to confuse.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
:''This section is incomplete; much about the [[Combat| combat system]] is unknown.''&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any [[armor]] or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation, or dying of thirst due to Drink actions being interrupted by falling unconscious. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of Intent]].&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing [[weapon]] or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: black; color: white;&amp;quot;&lt;br /&gt;
! Organ !! Function !! &amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; '''lightly'''&amp;lt;/font&amp;gt;/|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''moderately wounded'''&amp;lt;/font&amp;gt; effects !! &amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''broken'''&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''mangled'''&amp;lt;/font&amp;gt; &amp;lt;br /&amp;gt;effects !! &amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''lopped off'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt; effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || &amp;lt;s&amp;gt;Not possible&amp;lt;/s&amp;gt; Possible  from extreme temperature.  Dwarf lives as normal although wound never heals. || Fatal Heavy Bleeding when pierced, death can occur fast. ''Can only be mangled.'' Can only be broken metaphorically. || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival.&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || &amp;lt;s&amp;gt;Not possible&amp;lt;/s&amp;gt; Possible from extreme temperature.  Dwarf lives as normal although wound never heals. || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Visuals || Bleeding, vision is impaired if all eyes are effected. || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently.  If all eyes are removed, the creature is completely blind, and can only &amp;quot;see&amp;quot; what's next to it (other words, 3x3 vision).&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || &amp;lt;s&amp;gt;Not possible&amp;lt;/s&amp;gt; Possible from heat or cold.  Dwarf lives as normal although wound never heals. || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || The entire lower body is severed from the rest of the body or it is completely destroyed.  Instant death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Wounds in Fortress Mode =&lt;br /&gt;
&lt;br /&gt;
Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal. &lt;br /&gt;
&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[Toady]] has stated that beds which are not in any defined [[room]] are considered hospital beds, and dwarves will recover faster when sleeping on them. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} wounded dwarves who rest are automatically labeled as &amp;quot;unconscious&amp;quot;. Unlike the previous versions, this does not prevent the other dwarves from bringing them food and water.&lt;br /&gt;
&lt;br /&gt;
== Wounds and Sparring ==&lt;br /&gt;
&lt;br /&gt;
Any wound, however minor, will prevent a [[military]] dwarf from sparring (interrupting a [[sparring]] session if that's when the wound occured) until and unless it heals.  Military dwarves with inadequate armor and low wrestling and block skills will often be seen sparring for only seconds at a time, before one gets a stubbed toe and runs off to the meeting area, then heals and runs back.&lt;br /&gt;
&lt;br /&gt;
Minor nervous system injuries are one of the leading causes of early retirement in the military, since dwarves with such wounds will consider themselves too badly injured to spar (but not too badly injured to take on a [[dragon]] while unarmed and naked, with no backup; dwarven logic at its finest).  Because of this, an arena can be used to continue the training of brain-damaged dwarves.  Such dwarves can also be used for the [[Fortress Guard]]; or they can be made marksdwarves, as injuries do ''not'' interfere with practice at the shooting range.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
Generally, light or moderate wounds will be healed in a day, a week at most. Broken body parts will take between a few days and some months of bed rest to recover. A mangled part can take years.&lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have an additional chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
====Nervous system====&lt;br /&gt;
Wounds to the nervous system (the neck, brain, or spine) will ''never'' fully heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid; however, they can still serve as a warm body for the [[Guard]], or a particularly ruthless fortress leader may wish to arrange for that dwarf's demise so as to prevent him from forever requiring other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
====Amputations====&lt;br /&gt;
Lopped off limbs and other parts (such as eyes, ears, nose, etc.) can never grow back.  Because these injuries are permanent, they will also prevent sparring in the military.  The game currently{{v|0.28.181.40d}} appears to keep track of whether a severed part is &amp;quot;healed&amp;quot; enough to cease bed rest, but the pain of the injury never goes away.  These &amp;quot;phantom pains&amp;quot; can leave a dwarf permanently incapacitated, or cause him to randomly collapse while going about his business.  Dwarves with extremely high Tougness may be able to function somewhat normally, though they will still suffer from the other consequences of the injury (a missing foot or leg forces them to crawl, a missing eye makes their accuracy with ranged weapons suffer, etc.).&lt;br /&gt;
&lt;br /&gt;
====Improving Healing====&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Toughness also greatly speeds up the healing process, a superdwarvenly tough dwarf can heal yellow injuries in a day. Losing a limb, however, can make even the toughest creatures give in to pain. &lt;br /&gt;
&lt;br /&gt;
Note that if a dwarf with low toughness is bedridden with a permanent wound (such as a mangled lung), you can train that dwarf in [[swimming]] to possibly increase his toughness by flooding the hospital room with 4/7 water, then draining before he drowns.&lt;br /&gt;
&lt;br /&gt;
===Stuck arrows/bolts===&lt;br /&gt;
Arrows and bolts can become stuck in limbs, showing up in the wounded dwarf's inventory.  This does not prevent the wound from healing, and the arrow/bolt will eventually get removed. Like other shot ammo, it will initially be in forbidden state, so to heal the wound you must claim the stuck missile. Marking it for dumping may be faster than waiting for the wounded dwarf to do it themself, but is not necessary.&lt;br /&gt;
&lt;br /&gt;
==un/happy thoughts==&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconsciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot ensure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
= Wounds in Adventure Mode =&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;Meatwall&amp;lt;/strike&amp;gt; friends will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you {{k|T}}ravel away you will retain the blood in your eyes but regain normal vision. A similar effect is observed if you manage to set yourself on fire, although you are also blinded and suffocated by the smoke in this case.&lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Cold || &amp;quot;It is chilled!&amp;quot; || &amp;quot;It is frostbitten!&amp;quot; || &amp;quot;It is cracked by the cold!&amp;quot; || &amp;quot;It is frozen through!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heat || &amp;quot;It is blistered!&amp;quot; || &amp;quot;It is charred!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Arrkhal&amp;diff=63415</id>
		<title>User talk:Arrkhal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Arrkhal&amp;diff=63415"/>
		<updated>2010-02-21T16:49:34Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey.  You recently deleted this passage from the [[Wound]] article during an edit.&lt;br /&gt;
&lt;br /&gt;
 While eyes are not part of the nervous system ''per se'', a dwarf with at least one missing &lt;br /&gt;
 eye will not spar in melee, just as if they had suffered nervous system damage. However, &lt;br /&gt;
 dwarves with at least one eye will still practice archery.&lt;br /&gt;
&lt;br /&gt;
It looks good to me - since you left no notes re your edit (ahem), I was wondering &amp;quot;why?&amp;quot;, and thought I'd ask before simply replacing it.  All good either way, just wondering. --[[User:Albedo|Albedo]] 01:52, 21 February 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It looked like overly specific info, and misunderstanding of the significance of nervous system injuries in particular. Any injury whatsoever will stop a dwarf from sparring until/unless it heals.  Nervous injuries are only significant because they prevent sparring permanently, instead of for a couple seconds or minutes.  Lopped off limbs and gouged out eyes also prevent sparring simply because they're permanent.  So it was sort of like saying &amp;quot;although fingers obviously aren't part of the nervous system, a severed finger will prevent a dwarf from sparring, though he can still practice archery, strangely enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Hm.  It might be a good idea to combine nervous and severing/gouging injuries into a single ''Wounds That Never Heal'' or something section, or just have an entire ''Wounds and Sparring'' section. [[User:Arrkhal|Arrkhal]] 16:49, 21 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Material_token&amp;diff=63313</id>
		<title>40d:Material token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Material_token&amp;diff=63313"/>
		<updated>2010-02-20T22:29:04Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''You may be looking for [[Matgloss tokens]].''&lt;br /&gt;
These tokens are types of materials, used to specify for example what material an item is made of.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Token&lt;br /&gt;
! Information&lt;br /&gt;
|-  &lt;br /&gt;
| 1 || WOOD || Subtypes come from MATGLOSS_WOOD; or USE_RACEGLOSS within creature raws (e.g. ITEMCORPSE)&lt;br /&gt;
|-  &lt;br /&gt;
| 2 || STONE || Subtypes come from MATGLOSS_STONE; or USE_LAVA_STONE (includes MATGLOSS_STONE_GEM.)&lt;br /&gt;
|-  &lt;br /&gt;
| 3 || METAL || Subtypes come from MATGLOSS_METAL&lt;br /&gt;
|-  &lt;br /&gt;
| 4 || BONE || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 5 || IVORY || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 6 || HORN || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 7 || AMBER || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 8 || CORAL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 9 || PEARL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 10 || SHELL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 11 || LEATHER || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 12 || SILK || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 13 || PLANT_ALCOHOL || Subtypes come from MATGLOSS_PLANT&lt;br /&gt;
|-  &lt;br /&gt;
| 14 || GLASS_GREEN || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|- &lt;br /&gt;
| 15 || GLASS_CLEAR || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 16 || GLASS_CRYSTAL || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 17 || SAND || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 18 || COAL || Subtype is either COKE or CHARCOAL&lt;br /&gt;
|-  &lt;br /&gt;
| 19 || POTASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 20 || ASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 21 || PEARLASH || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 22 || LYE || No subtypes use NONE or NO_MATGLOSS&lt;br /&gt;
|-  &lt;br /&gt;
| 23 || RENDERED_FAT || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 24 || SOAP_ANIMAL || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 25 || FAT || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 26 || MUD || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 27 || VOMIT || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 28 || BLOOD_NONSPECIFIC || Subtypes are probably the same as BLOODTYPE{{verify}}. Might also mark the blood as of no specific type, so ''blood spatter'' in contradictory to ''goblin blood spatter''.&lt;br /&gt;
|-  &lt;br /&gt;
| 29 || BLOOD_SPECIFIC || Subtypes come from CREATURE&lt;br /&gt;
|-  &lt;br /&gt;
| 30 || SLIME || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 31 || SALT || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 32 || FILTH_B || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 33 || FILTH_Y || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 34 || UNKNOWN_SUBSTANCE || ???&lt;br /&gt;
|-  &lt;br /&gt;
| 35 || GRIME || ???&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
CREATURE does not appear here in the exe, but has been observed with EXTRACT and CHEESE. PLANT does not appear here, but has been observed with POWDER_MISC, THREAD, and CLOTH. Subtypes come from the appropriate matgloss.&lt;br /&gt;
&lt;br /&gt;
When making reactions that use the PLANT or SEEDS Item Tokens, use the name of the appropriate plant from matgloss_plant.txt as the Material Token, and NO_MATGLOSS for Matgloss Subtype.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
When making reactions that use the REMAINS Item Token, use the name of the appropriate creature from creature_xxx.txt as the Material Token, and NO_MATGLOSS for Matgloss Subtype.&lt;br /&gt;
&lt;br /&gt;
When making reactions that use the BONES Item Tokento create the bones of a specific creature, use the name of the appropriate creature as the Material Token and as the Matgloss Subtype.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=63303</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=63303"/>
		<updated>2010-02-20T18:39:52Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Wounds in Fortress Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creatures]] with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''unhurt'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; '''lightly wounded'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''moderately wounded'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''broken'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''mangled'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''lopped off'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''Note that &amp;quot;lightly wounded&amp;quot; is '''light''' grey, and &amp;quot;lopped off&amp;quot; is '''dark''' grey - these can sometimes be easy to confuse.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
:''This section is incomplete; much about the [[Combat| combat system]] is unknown.''&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any [[armor]] or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation, or dying of thirst due to Drink actions being interrupted by falling unconscious. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of Intent]].&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing [[weapon]] or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: black; color: white;&amp;quot;&lt;br /&gt;
! Organ !! Function !! &amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; '''lightly'''&amp;lt;/font&amp;gt;/|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''moderately wounded'''&amp;lt;/font&amp;gt; effects !! &amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''broken'''&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''mangled'''&amp;lt;/font&amp;gt; &amp;lt;br /&amp;gt;effects !! &amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''lopped off'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt; effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced, death can occur fast. ''Can only be mangled.'' Can only be broken metaphorically. || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival.&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Visuals || Bleeding, vision is impaired if all eyes are effected. || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently.  If all eyes are removed, the creature is completely blind, and can only &amp;quot;see&amp;quot; what's next to it (other words, 3x3 vision).&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || &amp;lt;s&amp;gt;Not possible&amp;lt;/s&amp;gt; Possible from heat.  Dwarf lives as normal although wound never heals. || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || The entire lower body is severed from the rest of the body or it is completely destroyed.  Instant death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Wounds in Fortress Mode =&lt;br /&gt;
&lt;br /&gt;
Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal. &lt;br /&gt;
&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[Toady]] has stated that beds which are not in any defined [[room]] are considered hospital beds, and dwarves will recover faster when sleeping on them. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} wounded dwarves who rest are automatically labeled as &amp;quot;unconscious&amp;quot;. Unlike the previous versions, this does not prevent the other dwarves from bringing them food and water.&lt;br /&gt;
&lt;br /&gt;
Any wound, however minor, will prevent a military dwarf from sparring (interrupting a sparring session if that's when the wound occured) until and unless it heals.  Military dwarves with inadequate armor and low wrestling and block skills will often be seen sparring for only seconds at a time, before one gets a stubbed toe and runs off to the meeting area, then heals and runs back.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
Generally, light or moderate wounds will be healed in a day, a week at most. Broken body parts will take between a few days and some months of bed rest to recover. A mangled part can take years. Severed limbs do not grow back. &lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have an additional chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
====Nervous system====&lt;br /&gt;
Wounds to the nervous system (the neck, brain, or spine) will ''never'' fully heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  However, because these wounds will never heal, the afflicted dwarves will ''never'' spar again, in the current version. Melee dwarves with nervous injuries may still be valulable as a Marksdwarf.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid;; however, they can still serve as a warm body for the [[Guard]], or a particularly ruthless fortress leader may wish to arrange for that dwarf's demise so as to prevent him from forever requiring other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
====Improving Healing====&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Toughness also greatly speeds up the healing process, a superdwarvenly tough dwarf can heal yellow injuries in a day. Losing a limb, however, can make even the toughest creatures give in to pain. &lt;br /&gt;
&lt;br /&gt;
Note that if a dwarf with low toughness is bedridden with a permanent wound (such as a mangled lung), you can train that dwarf in [[swimming]] to possibly increase his toughness by flooding the hospital room with 4/7 water, then draining before he drowns.&lt;br /&gt;
&lt;br /&gt;
===Stuck arrows/bolts===&lt;br /&gt;
Arrows and bolts can become stuck in limbs, showing up in the wounded dwarf's inventory.  This does not prevent the wound from healing, and the arrow/bolt will eventually get removed. Like other shot ammo, it will initially be in forbidden state, so to heal the wound you must claim the stuck missile. Marking it for dumping may be faster than waiting for the wounded dwarf to do it themself, but is not necessary.&lt;br /&gt;
&lt;br /&gt;
==un/happy thoughts==&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconsciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot ensure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
= Wounds in Adventure Mode =&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;Meatwall&amp;lt;/strike&amp;gt; friends will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you {{k|T}}ravel away you will retain the blood in your eyes but regain normal vision. A similar effect is observed if you manage to set yourself on fire, although you are also blinded and suffocated by the smoke in this case.&lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Cold || &amp;quot;It is chilled!&amp;quot; || &amp;quot;It is frostbitten!&amp;quot; || &amp;quot;It is cracked by the cold!&amp;quot; || &amp;quot;It is frozen through!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heat || &amp;quot;It is blistered!&amp;quot; || &amp;quot;It is charred!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=63302</id>
		<title>40d:Wound</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Wound&amp;diff=63302"/>
		<updated>2010-02-20T18:38:30Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Creatures]] with severe '''wounds''' will flash with a yellow or red + icon; see [[status icons]] for a full list of status and injury indicators. A creature's injuries can be seen by pressing {{key|w}} while {{key|v}}iewing creature info in [[Fortress Mode]], or by {{key|l}}ooking at a creature and selecting their letter in [[Adventure Mode]]. Wounds are listed by body part and described by color, as displayed in the following table.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
::{| border=0 cellpadding=0 cellspacing=1 style=&amp;quot;background: black&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffffff&amp;quot;&amp;gt; '''unhurt'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; '''lightly wounded'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''moderately wounded'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''broken'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''mangled'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''lopped off'''&amp;lt;/font&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:''Note that &amp;quot;lightly wounded&amp;quot; is '''light''' grey, and &amp;quot;lopped off&amp;quot; is '''dark''' grey - these can sometimes be easy to confuse.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wounding ==&lt;br /&gt;
&lt;br /&gt;
:''This section is incomplete; much about the [[Combat| combat system]] is unknown.''&lt;br /&gt;
&lt;br /&gt;
If an attack connects, the target will be wounded in some part of the body. The severity of the wound depends on 1) the strength of the attack, 2) the protective value of any [[armor]] or other protection available for that body part, and 3) a (large) random factor. Wounds are cumulative: when an already wounded body part is hit the wound will worsen, even if in adventure mode it produces the same message about the condition of the body part more than once.&lt;br /&gt;
&lt;br /&gt;
The mathematics are at present pure guesswork. However, we do know that armor value does not simply subtract from damage; you can be wounded (usually lightly) by an attack substantially weaker than the protective value of your armor. Armor is vital to survivability, but it can't make you immune. Creature size is also vital; larger creatures hit harder and can endure more base damage.  Attacks, especially piercing attacks with critical boosts (e.g. arrows), can damage vital internal organs located in the area of that body part.&lt;br /&gt;
&lt;br /&gt;
== Effects of wounds ==&lt;br /&gt;
&lt;br /&gt;
When a wound is inflicted, no matter how lightly, it will usually bleed (even if only for one turn). In [[Fortress Mode]], wounded dwarves receive various unhappy [[thoughts]], but also some positive thoughts from the rescue and recovery process (see next section).&lt;br /&gt;
&lt;br /&gt;
A wounded limb or organ becomes less effective. A severe wound to an arm or hand causes held items (weapons, shields) to be dropped from that hand. Wounds to either leg often cause the target to topple over, greatly slowing it down. Pierced lungs make it easier to become Winded. Damaged internal organs often cause the victim to periodically become stunned or unconscious until they heal (which in some cases never happens).&lt;br /&gt;
&lt;br /&gt;
Death from [[Blood|blood]] loss will happen quickly whenever wounds to major internal organs occur, like the heart being pierced or &amp;quot;entrails shooting out through the wound&amp;quot;. In [[Adventure Mode]], a &amp;quot;Mortal Wound&amp;quot; status indicator will appear when this happens to your adventurer. There is no way to avoid this. A pierced lung doesn't always result in bleeding to death, but it may eventually cause suffocation, or dying of thirst due to Drink actions being interrupted by falling unconscious. [[Attributes#Toughness|Toughness]] may be a factor in helping to prevent this.&lt;br /&gt;
&lt;br /&gt;
Other effects of wounding (for most creatures) include pain, which can cause temporary paralysis due to fainting (&amp;quot;giving in to pain&amp;quot;), [[vomit]]ing, and stunning (slowing), especially if the creature is not very Tough.&lt;br /&gt;
&lt;br /&gt;
Stunning seems to also inhibit a dwarf's social skills, such as [[Judge of Intent]].&lt;br /&gt;
&lt;br /&gt;
=== On organs ===&lt;br /&gt;
&lt;br /&gt;
When a creature is attacked with a piercing [[weapon]] or projectile, organs might take damage.  This table shows most major organs, their functions, and what happens when they are damaged.&lt;br /&gt;
&lt;br /&gt;
:{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: black; color: white;&amp;quot;&lt;br /&gt;
! Organ !! Function !! &amp;lt;font color=&amp;quot;#c0c0c0&amp;quot;&amp;gt; '''lightly'''&amp;lt;/font&amp;gt;/|&amp;lt;font color=&amp;quot;#808000&amp;quot;&amp;gt; '''moderately wounded'''&amp;lt;/font&amp;gt; effects !! &amp;lt;font color=&amp;quot;#ffff00&amp;quot;&amp;gt; '''broken'''&amp;lt;/font&amp;gt;/&amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt; '''mangled'''&amp;lt;/font&amp;gt; &amp;lt;br /&amp;gt;effects !! &amp;lt;font color=&amp;quot;#808080&amp;quot;&amp;gt; '''lopped off'''&amp;lt;/font&amp;gt;&amp;lt;br /&amp;gt; effects&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heart || Circulatory Organ || Not possible || Fatal Heavy Bleeding when pierced, death can occur fast. ''Can only be mangled.'' Can only be broken metaphorically. || Not possible&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Brain || Movement || Bleeding, possibly becoming Winded. Usually not fatal || Paralysis. Weapons get dropped, limbs become useless, inability to stand. The only attack possible is 'Push' || Decapitation, or other gory head explosion effects, naturally, cause instant death.&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Throat || Breathing || Bleeding, possibly becoming Winded || Heavy Bleeding and becoming Winded. Lethality depends on Toughness || Fatal Heavy Bleeding and/or suffocation, no chance of survival.&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Lung(s) || Respiratory Organ(s) || Not possible || Heavy Bleeding and becoming Winded. Possible suffocation depending on toughness and number of lungs pierced. ''Can only be mangled.'' || Not possible&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Eye(s) || Visuals || Bleeding, vision is impaired if all eyes are effected. || Not possible || Heavy Bleeding. Possible extreme pain depending on Toughness and number of eyes removed. Destroys accuracy and lessens vision permanently.  If all eyes are removed, the creature is completely blind, and can only &amp;quot;see&amp;quot; what's next to it (other words, 3x3 vision).&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Guts || Not known || &amp;lt;s&amp;gt;Not possible&amp;lt;/s&amp;gt; Possible from heat.  Dwarf lives as normal although wound never heals. || Fatal Heavy Bleeding (on and off) as entrails spill out, extreme pain, and nausea. Can be a slow, painful death. ''Can only be mangled.'' || The entire lower body is severed from the rest of the body or it is completely destroyed.  Instant death.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Wounds in Fortress Mode =&lt;br /&gt;
&lt;br /&gt;
Most '''wounds''' will '''heal''' over time - some almost immediately, some slowly improving over weeks, months or years, and some never fully heal. &lt;br /&gt;
&lt;br /&gt;
Dwarves with yellow or red wounds will attempt to get to a bed to [[rest]], if possible. Civilian dwarves with the [[health care]] labor will drag severely wounded dwarves to a bed and bring them [[food]] and [[bucket]]s of [[water]] as they recover. A severely injured dwarf will stay in bed, and occasionally cancel tasks to rest their injury. [[Toady]] has stated that beds which are not in any defined [[room]] are considered hospital beds, and dwarves will recover faster when sleeping on them. Dwarves with light or moderate (medium grey to brown) wounds do not need to rest.&lt;br /&gt;
&lt;br /&gt;
In the current version{{version|0.28.181.40d}} wounded dwarves who rest are automatically labeled as &amp;quot;unconscious&amp;quot;. Unlike the previous versions, this does not prevent the other dwarves from bringing them food and water.&lt;br /&gt;
&lt;br /&gt;
Any wound, however minor, will prevent a dwarf from sparring (interrupting a sparring session if that's when the wound occured) until and unless it heals.  Military dwarves with inadequate armor and low wrestling and block skills will often be seen sparring for only seconds at a time, before one gets a stubbed toe and runs off to the meeting area, then heals and runs back.&lt;br /&gt;
&lt;br /&gt;
== Healing ==&lt;br /&gt;
Generally, light or moderate wounds will be healed in a day, a week at most. Broken body parts will take between a few days and some months of bed rest to recover. A mangled part can take years. Severed limbs do not grow back. &lt;br /&gt;
&lt;br /&gt;
Yellow or red wounds have an additional chance to heal on [[season]] changes. The likelihood of yellow or red wounds making a recovery is quite variable. Limbs are more likely to eventually heal than internal organs. In some cases, a badly wounded dwarf will not recover at all.&lt;br /&gt;
&lt;br /&gt;
====Nervous system====&lt;br /&gt;
Wounds to the nervous system (the neck, brain, or spine) will ''never'' fully heal.  If these wounds are not too severe the dwarf will be able to continue his daily routine without any problems.  However, because these wounds will never heal, the afflicted dwarves will ''never'' spar again, in the current version. Melee dwarves with nervous injuries may still be valulable as a Marksdwarf.  If a dwarf has yellow or red nervous damage, he will be a permanent invalid;; however, they can still serve as a warm body for the [[Guard]], or a particularly ruthless fortress leader may wish to arrange for that dwarf's demise so as to prevent him from forever requiring other dwarves to bring him food and water.&lt;br /&gt;
&lt;br /&gt;
====Improving Healing====&lt;br /&gt;
Since losing consciousness due to pain can be resisted by dwarves with high Toughness, very Tough dwarves tend to survive injuries more easily. Toughness also greatly speeds up the healing process, a superdwarvenly tough dwarf can heal yellow injuries in a day. Losing a limb, however, can make even the toughest creatures give in to pain. &lt;br /&gt;
&lt;br /&gt;
Note that if a dwarf with low toughness is bedridden with a permanent wound (such as a mangled lung), you can train that dwarf in [[swimming]] to possibly increase his toughness by flooding the hospital room with 4/7 water, then draining before he drowns.&lt;br /&gt;
&lt;br /&gt;
===Stuck arrows/bolts===&lt;br /&gt;
Arrows and bolts can become stuck in limbs, showing up in the wounded dwarf's inventory.  This does not prevent the wound from healing, and the arrow/bolt will eventually get removed. Like other shot ammo, it will initially be in forbidden state, so to heal the wound you must claim the stuck missile. Marking it for dumping may be faster than waiting for the wounded dwarf to do it themself, but is not necessary.&lt;br /&gt;
&lt;br /&gt;
==un/happy thoughts==&lt;br /&gt;
Dwarves have various [[thoughts]] from injury, unconsciousness, and the healing process. Injuries cause unhappy thoughts, but these are offset by happy thoughts from getting rescued, being able to rest and recuperate (i.e. stay in bed), and being given water and food. Check for unhappy patients, as wounded dwarves have been known to go berserk when unhappy thoughts accumulate (see below). If you cannot ensure their happiness, you may have to station armed guards nearby as a precaution, or even lock the wounded dwarf in his bedroom and write him off.&lt;br /&gt;
&lt;br /&gt;
= Wounds in Adventure Mode =&lt;br /&gt;
&lt;br /&gt;
Healing is much simpler in [[Adventure Mode]]; walking one space on the overland map will heal everything but severed limbs, including hunger and thirst. Your &amp;lt;strike&amp;gt;Meatwall&amp;lt;/strike&amp;gt; friends will also be healed, as long as they were reasonably close to you when you left the map. If you leave them bleeding and crawling in the cave below, however, they won't come with you.&lt;br /&gt;
&lt;br /&gt;
In the current version, it is observed that beginning to freeze to death during a cold night will produce blood spatters on every surface of your body and inflict minor wounds to every organ and surface possible. This includes your eyes, limiting your vision to a single square around you. This is almost certainly because of wounds in the eyes, as if you {{k|T}}ravel away you will retain the blood in your eyes but regain normal vision. A similar effect is observed if you manage to set yourself on fire, although you are also blinded and suffocated by the smoke in this case.&lt;br /&gt;
&lt;br /&gt;
==== Descriptions ====&lt;br /&gt;
&lt;br /&gt;
In Adventure Mode, wounds will generate messages when they are inflicted. The following table lists the various messages you'll see when a wound is received. Messages corresponding to immediately fatal blows to the three major body parts (head, upper body, and lower body) are also provided. Most of these messages are displayed for organic beings only, not for skeletal, mechanical, etc. creatures.  &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: grey; color: black;&amp;quot;&lt;br /&gt;
! Damage type !! Lightly wounded !! Moderately wounded !! Broken !! Mangled !! Instantly fatal (head) !! Instantly fatal (upper body) !! Instantly fatal (lower body)&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Pierce || &amp;quot;It is pierced!&amp;quot; || &amp;quot;It is badly pierced!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is pierced through entirely!&amp;quot; || &amp;quot;It is pierced through completely!&amp;quot; || &amp;quot;It is run through!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Bludgeon || &amp;quot;It is bruised!&amp;quot; || &amp;quot;It is battered!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is smashed into the body, an unrecognizable mass!&amp;quot; || &amp;quot;It collapses into a lump of gore!&amp;quot; || &amp;quot;It explodes in gore!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Slash || &amp;quot;It is cut!&amp;quot; || &amp;quot;It is badly gashed!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is split in half from the crown to the chin!&amp;quot; || &amp;quot;It is cloven asunder!&amp;quot; || &amp;quot;It is mostly cut away from the rest of the torso!&amp;quot; &lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Gore || &amp;quot;It is torn!&amp;quot; || &amp;quot;It is badly ripped!&amp;quot; || &amp;quot;It is broken!&amp;quot; || &amp;quot;It is mangled!&amp;quot; || &amp;quot;It is torn apart!&amp;quot; || &amp;quot;It is torn into pieces!&amp;quot; || &amp;quot;It is ripped into loose shreds!&amp;quot;  &lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Burn || &amp;quot;It is singed!&amp;quot; || &amp;quot;It is burned!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;padding: 1px;&amp;quot;&lt;br /&gt;
|| Cold || &amp;quot;It is chilled!&amp;quot; || &amp;quot;It is frostbitten!&amp;quot; || &amp;quot;It is cracked by the cold!&amp;quot; || &amp;quot;It is frozen through!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot; || &amp;quot;It is shattered!&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #eee; padding: 1px;&amp;quot;&lt;br /&gt;
|| Heat || &amp;quot;It is blistered!&amp;quot; || &amp;quot;It is charred!&amp;quot; || &amp;quot;It is cracked by the heat!&amp;quot; || &amp;quot;It is partially incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot; || &amp;quot;It is incinerated!&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If the major body part was &amp;quot;lopped off&amp;quot;, which is different than just having an instantly fatal wound, the message would say &amp;quot;The *Body part* flies off in a bloody arc!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A creature inflicted with a fatal blow will be announced as &amp;quot;struck down&amp;quot; or, if a ranged weapon was used &amp;quot;shot and killed&amp;quot;.  Other death messages include &amp;quot;starved to death&amp;quot;, &amp;quot;drowned&amp;quot;, &amp;quot;fallen into a deep chasm&amp;quot;, &amp;quot;burned to death&amp;quot;, etc.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=63088</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=63088"/>
		<updated>2010-02-14T21:59:22Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Goblins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]).  There must be at least 10 spaces between the Depot and the edge of the map.&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),&lt;br /&gt;
* the items that are in trade wagons or on merchant animals&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a [[cheating|little hint]]: when the merchants have finished unloading, remove the depot...&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] usually requires offerings to be made before his arrival.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently{{v|0.28.181.40d}} no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Trading Advice ===&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside. &lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan each season that they are active, which is once per year for humans, elves, and dwarves.  Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves and goblins will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:EQUIPMENT_WAGON]&lt;br /&gt;
	[NAME:wagon:wagons:wagon]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[EQUIPMENT_WAGON][COMMON_DOMESTIC]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
	[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:WAGON]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[TRADE_CAPACITY:15000]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]] (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (because [[pearlash]] is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidents can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*will arrive every season, four times per year&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=63087</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=63087"/>
		<updated>2010-02-14T21:58:26Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Wagons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]).  There must be at least 10 spaces between the Depot and the edge of the map.&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),&lt;br /&gt;
* the items that are in trade wagons or on merchant animals&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a [[cheating|little hint]]: when the merchants have finished unloading, remove the depot...&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] usually requires offerings to be made before his arrival.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently{{v|0.28.181.40d}} no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Trading Advice ===&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside. &lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan each season that they are active, which is once per year for humans, elves, and dwarves.  Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves and goblins will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:EQUIPMENT_WAGON]&lt;br /&gt;
	[NAME:wagon:wagons:wagon]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[EQUIPMENT_WAGON][COMMON_DOMESTIC]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
	[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:WAGON]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[TRADE_CAPACITY:15000]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]] (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (because [[pearlash]] is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidents can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=63086</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=63086"/>
		<updated>2010-02-14T21:55:59Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Caravans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]).  There must be at least 10 spaces between the Depot and the edge of the map.&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),&lt;br /&gt;
* the items that are in trade wagons or on merchant animals&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a [[cheating|little hint]]: when the merchants have finished unloading, remove the depot...&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] usually requires offerings to be made before his arrival.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently{{v|0.28.181.40d}} no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Trading Advice ===&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside. &lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan each season that they are active, which is once per year for humans, elves, and dwarves.  Caravans will only show up if that race considers the fortress site accessible (as denoted on the embark screen), with the exception of dwarves, who always arrive unless they are extinct.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:EQUIPMENT_WAGON]&lt;br /&gt;
	[NAME:wagon:wagons:wagon]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[EQUIPMENT_WAGON][COMMON_DOMESTIC]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
	[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:WAGON]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[TRADE_CAPACITY:15000]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]] (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (because [[pearlash]] is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidents can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=63085</id>
		<title>40d:Glass</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Glass&amp;diff=63085"/>
		<updated>2010-02-14T21:14:36Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Products */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Glass]] is a [[material]] that items can be made of, like [[stone]] or [[wood]].  But although a material, &amp;quot;glass&amp;quot; as such does not appear in a pre-processed form like other materials can, such as wood logs or mined stones - the game only knows finished products made of glass, and also &amp;quot;raw glass&amp;quot;, which functions like an uncut [[gem]]. &lt;br /&gt;
&lt;br /&gt;
All glass items are manufactured at a [[glass furnace]] or [[magma glass furnace]] by a [[glassmaker]]. There are three sub-types of glass: '''Green''', '''Clear''' and '''Crystal''', each with different colour and value, but all with the same uses.&lt;br /&gt;
&lt;br /&gt;
Green glass can be churned out in massive amounts if produced at a magma furnace, because there are no ingredients other than [[sand]] used and sand sources cannot be depleted. This makes it a valuable resource for construction; it is as valuable as any [[flux]] stone, but can create a [[glass industry#Glass Industry Flowchart|wider variety]] of final products, and some unique, such as [[gem]]s and [[aquarium]]s.  &lt;br /&gt;
&lt;br /&gt;
==Making glass items==&lt;br /&gt;
The raw material components of glass (depending on the sub-type of glass item you are making) are [[sand]], [[pearlash]] and/or rough [[rock crystal]]s.  As neither sand nor rough rock crystals can be imported by [[caravan]]s, the ability to produce glass is determined solely by your embark region.&lt;br /&gt;
&lt;br /&gt;
:*'''Green glass''' goods are manufactured from one [[bag]] of any [[sand]].  &lt;br /&gt;
:*'''Clear glass''' uses both a bag of sand and one [[pearlash]].&lt;br /&gt;
:*'''Crystal glass''' is manufactured from one rough [[rock crystal]] and one [[bar]] of [[pearlash]] - it uses no sand.  &lt;br /&gt;
&lt;br /&gt;
In order to produce glass, sand must first be gathered in bags using the Collect Sand task at any glass furnace.  You must designate a sand-gathering zone from the ({{k|i}})-menu in order for this task to succeed.  Collecting sand requires [[item hauling]], whilst moving sand bags to stockpiles requires [[furniture hauling]].  You will need spare bags in order to collect sand. Note that although Collect Sand does not utilize the furnace itself, or the skills of a glassmaking dwarf, it will block any subsequent tasks at that furnace until it is finished. Therefore when entering mass production, it is more efficient to have extra glass furnaces strictly set to Collect Sand while the main furnaces run true glassmaking jobs - since collecting sand is generally slower than producing a glass item, a ratio of at least 3:1 is recommended.  The &amp;quot;Collect Sand&amp;quot; task consumes no [[fuel]], but is not possible to designate at an un-powered [[magma glass furnace]].&lt;br /&gt;
&lt;br /&gt;
You can import [[bag]]s, but there is currently {{v|0.28.181.40d}} no way to [[trade]] for [[sand]], (filled) sand bags, raw glass or glass items.&lt;br /&gt;
&lt;br /&gt;
See also [[Glass industry]].&lt;br /&gt;
&lt;br /&gt;
==Products==&lt;br /&gt;
Glass can be manufactured into a wide variety of products:  &lt;br /&gt;
&lt;br /&gt;
* Raw glass is handled by the game like a [[gem|rough (uncut) gem]]; thus, raw green glass makes an excellent training material for practicing the [[gem cutting]] skill, especially if you have [[magma]].&lt;br /&gt;
** Due to a bug, it is not possible to cut raw clear glass at a Jeweler's workshop without issuing a work order via your [[manager]]. {{version|0.28.181.40d}}&lt;br /&gt;
* Raw glass is also a frequent request of dwarves undergoing a [[strange mood]] (if you have sand on your map).&lt;br /&gt;
* Glass can be formed into [[block]]s which can then be used for most building purposes.&lt;br /&gt;
* Glass can be used to manufacture a number of [[furniture]] items, including [[armor stand]]s, [[chest|boxes]], [[floodgate]]s, [[hatch cover]]s, [[grate]]s, [[door|portals]], [[statue]]s, [[table]]s, [[throne]]s and [[weapon rack]]s.&lt;br /&gt;
* Glass can be converted into [[trap]] components, such as [[spiked ball]]s or [[giant axe blade]]s.&lt;br /&gt;
* Glass windows can be made at a [[glass furnace]] as an alternative to making windows from gems.&lt;br /&gt;
* [[Cage]]s may be made from glass.  A glass cage is called a terrarium, and is unique among cages in that it may be converted into an [[aquarium]] using an option in the building tasks/prefs menu{{key|q}}{{key|w}}.  Terraria may not be used for justice applications.&lt;br /&gt;
* Glass [[vial]]s are used in some types of plant processing, making extracts, and three clear glass vials are required to build an [[alchemist's laboratory]]. This makes the [[glass industry]] essential before a [[soap industry]] can be established.&lt;br /&gt;
* Glass can be formed into various [[toy]]s and [[instrument]]s (but not actual [[crafts]], except rarely as the product of gem cutting).&lt;br /&gt;
&lt;br /&gt;
Glass items often have unique names:&lt;br /&gt;
* A glass [[chest]] is called a box.&lt;br /&gt;
* A glass [[door]] is called a [[portal]]. &lt;br /&gt;
* A glass [[pipe]] is called a tube.&lt;br /&gt;
* A glass [[cage]] is called a terrarium.&lt;br /&gt;
&lt;br /&gt;
==Material value==&lt;br /&gt;
* Green glass has a value of 2.&lt;br /&gt;
* Clear glass has a value of 5.&lt;br /&gt;
* Crystal glass has a value of 10.&lt;br /&gt;
&lt;br /&gt;
The damage value of green glass weapons is 50%.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
*'''[[Glass Industry]]'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Materials]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=62979</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=62979"/>
		<updated>2010-02-11T17:37:30Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Possible Objects of Affection or Revulsion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Preferences will include:&lt;br /&gt;
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]&lt;br /&gt;
:* one type of [[metal]], or [[adamantine]]&lt;br /&gt;
:* one type of [[gem]]&lt;br /&gt;
&lt;br /&gt;
Preferences may also include:&lt;br /&gt;
:* a specific type of [[wood]]&lt;br /&gt;
:* a type of [[glass]]&lt;br /&gt;
:* a type of [[leather]]&lt;br /&gt;
:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.&lt;br /&gt;
:* a type of [[cloth]] &lt;br /&gt;
:* a color&lt;br /&gt;
:* a design/motif&lt;br /&gt;
:* a [[weapon]] (inc. picks and bolts) &lt;br /&gt;
:* a specific piece of [[armor]] or [[clothing]]&lt;br /&gt;
:* a type of finished goods or craft&lt;br /&gt;
:* a type of [[furniture]] (inc. anvils)&lt;br /&gt;
:* [[trap]] or [[siege weapon]] components&lt;br /&gt;
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)&lt;br /&gt;
:* a type of [[crop]]&lt;br /&gt;
:* one or more favorite [[food]]s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})&lt;br /&gt;
:* one or more favorite [[alcohol|drink]]s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})&lt;br /&gt;
:* detesting a type of [[vermin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}&lt;br /&gt;
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}&lt;br /&gt;
&lt;br /&gt;
Note that it is guaranteed that each of your initial seven dwarfs &amp;quot;likes working outdoors&amp;quot; and &amp;quot;grumbles only mildly at inclement weather&amp;quot;.  [[Immigrant]]s most likely will not have these preferences.&lt;br /&gt;
&lt;br /&gt;
All dwarves &amp;quot;need alcohol to get through the working day&amp;quot; - that's part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
Although preferences are determined when a dwarf is born or otherwise created, some may not be displayed initially.  As a dwarf experiences new things, their preference list may expand as they discover additional likes and dislikes.&lt;br /&gt;
&lt;br /&gt;
== Effect on Skill Use (Crafting) ==&lt;br /&gt;
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.&lt;br /&gt;
&lt;br /&gt;
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.&lt;br /&gt;
&lt;br /&gt;
== Effect on Thoughts and Behavior ==&lt;br /&gt;
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite metal/stone.&lt;br /&gt;
&lt;br /&gt;
Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].&lt;br /&gt;
&lt;br /&gt;
== Effect on Artifacts and Demands ==&lt;br /&gt;
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]].  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor).  &lt;br /&gt;
&lt;br /&gt;
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]).  Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
== Civilian and Military Positions ==&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.  &lt;br /&gt;
&lt;br /&gt;
== Continuing Study ==&lt;br /&gt;
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=62940</id>
		<title>40d:Pregenerated worlds/0.28.181.40d</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.28.181.40d&amp;diff=62940"/>
		<updated>2010-02-10T19:59:53Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: removing one with no seed or other information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Incredibly Resource Rich Starting Location===&lt;br /&gt;
&lt;br /&gt;
Embark on the magma pipe near the center, and enjoy river, pipe, adamantite, plenty of obsidian, flux stone, trees, a lot of gold, and more!&lt;br /&gt;
&lt;br /&gt;
	[SEED:340187300]&lt;br /&gt;
	[HISTORY_SEED:3924664033]&lt;br /&gt;
	[NAME_SEED:186848708]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===CPU-friendly starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3591897044 (generated on WinXP 32 Bit)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 4x4 location selected to contain enough resources to support the needs of a fortress for years without requiring much CPU power. (You can also just select a 3x3 area and still have all the features.)&lt;br /&gt;
&lt;br /&gt;
* The water source is an aquifer, which won't create any CPU load until you tap into it. There is no source of constantly running water on the map (unless you create one, e.g. by draining one aquifer level into the one below).&lt;br /&gt;
* Magma is provided by the magma pool in the top left corner. In my experience, magma pools do not slow the game down as much as magma pipes do.&lt;br /&gt;
* The entire area is totally flat!&lt;br /&gt;
&lt;br /&gt;
[[Image:Cpu_friendly_location.png|800px]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Yes, lots of them.&lt;br /&gt;
* '''Ores''': One vein of limonite and one cluster of magnetite, but both are directly below the aquifer and are thus unusable without significant effort.&lt;br /&gt;
* '''Flux''': There is marble on the left and top borders&lt;br /&gt;
* '''Magma''': There is a magma pool in the top left.&lt;br /&gt;
* '''Fuel''': Bituminous Coal and Lignite from the Siltstone layer, magma, trees&lt;br /&gt;
* '''Water''': The whole map has an aquifer. Dig a staircase near the magma pool to breach it without hassle.&lt;br /&gt;
* '''Sand''': All over the map.&lt;br /&gt;
* '''Does not have''': Brook, River, Underground River/Pond, Adamantine, Cave&lt;br /&gt;
* '''Neighbors''': Dwarves, Goblins, Humans, Elves&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Be careful to avoid a forest fire (fire imps and lots of trees don't mix!), otherwise your whole party of seven might burn up before your first summer!&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Resource rich starting location===&lt;br /&gt;
&lt;br /&gt;
Seed: 3004502376 (generated on MacOS X &amp;amp; on Linux with wine)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
This is a 6x6 area with lots of resources.  Watch out for the canyons, you need to build bridges across them to allow traders and immigrants access to your fortress.  This region is far from flat.  There is an underground magma pipe with its surface on level 141 (level with the river along the top of the region) at the right hand side of the map, just above the centre.&lt;br /&gt;
&lt;br /&gt;
[[Image:ForadanChooseLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Woodland covering most of region&lt;br /&gt;
* '''Ores''': Iron, Copper, Aluminium ores all easily found&lt;br /&gt;
* '''Flux''': Lots of limestone&lt;br /&gt;
* '''Magma''': Underground magma pipe (see above).  Bauxite easily found.&lt;br /&gt;
* '''Fuel''': magma, trees&lt;br /&gt;
* '''Water''': Two rivers&lt;br /&gt;
* '''Sand''': Covering all but the mountainous left edge&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
&lt;br /&gt;
[[category: version 0.28.181.40d]]&lt;br /&gt;
&lt;br /&gt;
===Teyo Anetha (no Goblins)===&lt;br /&gt;
&lt;br /&gt;
Size: Medium,&lt;br /&gt;
Seed: 2422583942,&lt;br /&gt;
History Seed: 173103888,&lt;br /&gt;
Name Seed: 2864375868 &lt;br /&gt;
&lt;br /&gt;
====The Kind Swamps====&lt;br /&gt;
[[Image:Teyo Anetha.gif|thumb|right]]&lt;br /&gt;
You'll get: trees, sand, magma, flux, bauxite, coal, all types of metal ore, [[alligator]]s, [[carp]]s, some other fish and NO goblins. &lt;br /&gt;
&lt;br /&gt;
If you don't mind leaving the mountains and travelling down the rivers through 'The Outrageous Forest' of the elves, you will find here a nice locations with an interesting scenery. The rivers form two natural freshwater lakes, a small waterfall and there is an underground magma pipe to be discovered. The only obstacles are the aquifers and probably the local wildlife.  And the place is called 'The Kind Swamps', too (warm, temperate freshwater swamp, heavily forested, thick vegetation, mirthful).&lt;br /&gt;
&lt;br /&gt;
===Thadar Alu===&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:367433665]&lt;br /&gt;
	[HISTORY_SEED:1729088104]&lt;br /&gt;
	[NAME_SEED:870895962]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:250:50]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:290:305:1600:1600]&lt;br /&gt;
	[RAINFALL:0:100:100:100]&lt;br /&gt;
	[TEMPERATURE:10:90:100:100]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:100:100:0:0]&lt;br /&gt;
	[SAVAGERY:40:100:1600:1600]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:0:0]&lt;br /&gt;
	[PEAK_NUMBER_MIN:0]&lt;br /&gt;
	[OCEAN_EDGE_MIN:0]&lt;br /&gt;
	[VOLCANO_MIN:0]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:50]&lt;br /&gt;
	[RIVER_MINS:800:800]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:5000]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:1]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:25]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:0:0:0]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Good Mix of Resources===&lt;br /&gt;
&lt;br /&gt;
Seed: 1158498054 (generated on WinXP 32 Bit v0.28.181.40d)&lt;br /&gt;
Size: MEDIUM (129x129)&lt;br /&gt;
&lt;br /&gt;
Here's a 5x5 spot with &lt;br /&gt;
&lt;br /&gt;
* Some Trees&lt;br /&gt;
* Iron Ore&lt;br /&gt;
* Bauxite&lt;br /&gt;
* Flux&lt;br /&gt;
* Magma Pipe&lt;br /&gt;
* Chasm (open to the surface)&lt;br /&gt;
* Sand&lt;br /&gt;
* Pit&lt;br /&gt;
* River&lt;br /&gt;
* Gems&lt;br /&gt;
* Temperate weather&lt;br /&gt;
&lt;br /&gt;
[[Image:GoodMixOfResources.png]]&lt;br /&gt;
&lt;br /&gt;
===Good Location===&lt;br /&gt;
&lt;br /&gt;
Generated on WinXP, v0.28.181.40d&lt;br /&gt;
&lt;br /&gt;
Seed: 2814973378, Size: LARGE, Minimum Volcano Number set to 18&lt;br /&gt;
&lt;br /&gt;
[[Image:GoodLocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
An 8x3 area, covering the edge of a mountain range and a woodland plain.  A brook divides the two main biomes, and the map is completely flat East of it.  Surroundings are hot (the murky pools do '''not''' evaporate) and wilderness.  Wide variety of local wildlife, magma creatures are contained until you tap the pipe.  Occasionally world gen can create an underground goblin road running just east of the Magma.  With a larger area you could also include an underground river, a chasm and a pit, although they would all be deep inside the mountain.&lt;br /&gt;
&lt;br /&gt;
* '''Trees''': Decent Tree cover to the East of the brook&lt;br /&gt;
* '''Ores''': Magnetite and Hematite in the Limestone layer, Copper, Gold, Platinum and Aluminum also observed&lt;br /&gt;
* '''Stone''': Limestone, Obsidian and Bauxite&lt;br /&gt;
* '''Soil''': One layer East of the river&lt;br /&gt;
* '''Flux''': Limestone&lt;br /&gt;
* '''Magma''': Magma Pipe, entirely concealed in the mountain, but location is visible from the surface as a circular depression.&lt;br /&gt;
* '''Fuel''': Magma, Bituminous Coal and Lignite, Trees&lt;br /&gt;
* '''Water''': Brook&lt;br /&gt;
* '''Sand''': None, unfortunately&lt;br /&gt;
* '''Neighbors''': Dwarves, Humans, Elves, Goblins&lt;br /&gt;
* '''Adamantine/HFS''': Central, deep down near the edge of the Mountain&lt;br /&gt;
* '''Optional''': Underground river, chasm, pit&lt;br /&gt;
* '''Does not have''': Cave, aquifer, sand&lt;br /&gt;
&lt;br /&gt;
===The Eternal Realms===&lt;br /&gt;
[[Image:The_eternal_realms_worldmap.png|thumb|250px|The Eternal Realms]]&lt;br /&gt;
&lt;br /&gt;
Seed: 4981584, Size: MEDIUM (default)&lt;br /&gt;
&lt;br /&gt;
* Big Sea on the West side&lt;br /&gt;
* Huge Mountain range in NE side; lots of rivers around there too.&lt;br /&gt;
* Forest with two big lakes on the South Side&lt;br /&gt;
* Three Evil Pink Blobs in the foothills.&lt;br /&gt;
&lt;br /&gt;
I haven't used this map in fortress mode yet, but it looks very plentiful.&lt;br /&gt;
&lt;br /&gt;
===The Portentous Realms===&lt;br /&gt;
&lt;br /&gt;
world_gen.txt file:&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:LARGE]&lt;br /&gt;
	[SEED:2637231019]&lt;br /&gt;
	[HISTORY_SEED:3441458273]&lt;br /&gt;
	[NAME_SEED:936820994]&lt;br /&gt;
	[DIM:257:257]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:300:-1]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:1]&lt;br /&gt;
	[ELEVATION:1:400:800:800]&lt;br /&gt;
	[RAINFALL:0:100:400:400]&lt;br /&gt;
	[TEMPERATURE:25:75:400:400]&lt;br /&gt;
	[DRAINAGE:0:100:400:400]&lt;br /&gt;
	[VOLCANISM:0:100:400:400]&lt;br /&gt;
	[SAVAGERY:0:100:400:400]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[EVIL_SQ_COUNTS:100:1000:2000]&lt;br /&gt;
	[PEAK_NUMBER_MIN:50]&lt;br /&gt;
	[OCEAN_EDGE_MIN:2]&lt;br /&gt;
	[VOLCANO_MIN:15]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:DESERT:1032:7:6]&lt;br /&gt;
	[REGION_COUNTS:FOREST:4128:13:12]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:8256:9:9]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:8256:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:8256:13:12]&lt;br /&gt;
	[REGION_COUNTS:HILLS:8256:13:12]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:400:400]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:100]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:200]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:50]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:8256:16512:8256]&lt;br /&gt;
	[RAIN_RANGES:8256:16512:8256]&lt;br /&gt;
	[DRAINAGE_RANGES:8256:16512:8256]&lt;br /&gt;
	[SAVAGERY_RANGES:8256:16512:8256]&lt;br /&gt;
	[VOLCANISM_RANGES:8256:16512:8256]&lt;br /&gt;
}}&lt;br /&gt;
note: I set the world gen to keep going untill 1050&lt;br /&gt;
&lt;br /&gt;
A 6x6 area with the top 6 being woodland and the rest mountainranges&lt;br /&gt;
I will post an image of location when I have the time, ATM you can find it by using search function (HFS, pipe, flux, underground river and pit) &lt;br /&gt;
&lt;br /&gt;
contains:&lt;br /&gt;
* '''Trees''': enough, I've been going for 4 years and still havent managed to use it all&lt;br /&gt;
* '''Ores''': I've found 2 hematite veins, 2 gold veins and 2 copper so far along with some aluminum and lots of tetrahedrite (I havent really started searching yet, but this bodes well)&lt;br /&gt;
* '''Flux''': There is dolomite below the soil in the north&lt;br /&gt;
* '''Magma''': There is a magma pipe mid bottom a few stories down&lt;br /&gt;
* '''Fuel''': magma, trees, havent found any ores yet, but who neeeds it with magma?&lt;br /&gt;
* '''Water''': underground river along west side and a small murky pool in north&lt;br /&gt;
* '''bottomless pit''': southeast a few stories below the surface&lt;br /&gt;
* '''Sand''': north&lt;br /&gt;
* '''creatures''': surface: groundhogs and goats. river: cave crocodiles, giant olm, giant toads, lizardmen, olms, cavefish and snakemen. bottomless pit: Giant Bats, bats, 1 gremlin, cave Swallowmen, antmen and troglodytes,  magma pipe: Magma man and Fire Imps &lt;br /&gt;
* '''Neighbors''': 2 Dwarves, Goblins, Humans, Elves and kobolds&lt;br /&gt;
* '''HFS''': yes... yes indeed (havent found it yet though&lt;br /&gt;
* '''Does not have''': Cave , aquifer and bauxite&lt;br /&gt;
* '''notes''': when finding the pit you will also see alot of gems, and there is even more in close proximity to it. I've barely scratched the surface, but so far it looks like the place is rich on metal and gems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Frekin Sweet map===&lt;br /&gt;
&lt;br /&gt;
I spent a lot of time creating maps and i think i've found the best map &lt;br /&gt;
&lt;br /&gt;
Done on Vertion 0.28.181.40d &lt;br /&gt;
&lt;br /&gt;
how to find: &lt;br /&gt;
Search for:&lt;br /&gt;
* X + Y Dimention = 8&lt;br /&gt;
* Chasm = Yes&lt;br /&gt;
* Flux = Yes&lt;br /&gt;
* Other Features = Yes&lt;br /&gt;
* Magma Pipe = Yes&lt;br /&gt;
* Bottemless pit = Yes &lt;br /&gt;
* Underground River = Yes&lt;br /&gt;
&lt;br /&gt;
Tress: A few&lt;br /&gt;
HFS: YES YES YES&lt;br /&gt;
Bauxite&lt;br /&gt;
i ran reveal through this and had a quick look lots of gems and lots lots more&lt;br /&gt;
&lt;br /&gt;
and how could i forget No Elves &lt;br /&gt;
&lt;br /&gt;
Download Images and Map From Here : [http://dffd.wimbli.com/file.php?id=977]&lt;br /&gt;
&lt;br /&gt;
===Tar Oru, The Land of Forever===&lt;br /&gt;
&lt;br /&gt;
[[Image:taroru.png|thumb|right|550px|(Click for larger view)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Water: Brook flowing south through the center of the map&lt;br /&gt;
* Trees: Heavily forested west of the brook&lt;br /&gt;
* Magma: Magma Pipe southwest at 146, small wedge of obsidian floor cuts into hillside&lt;br /&gt;
* Sand: Spread across several layers, west of brook&lt;br /&gt;
* Metals/Ores: Lots of Magnetite, some shallow Tetrahedrite and Gold, and everything else but Garnierite and Malachite&lt;br /&gt;
* Bauxite: Lots&lt;br /&gt;
* Flux: Several layers of Chalk&lt;br /&gt;
* Fuel: Magma, 1 vein of Bituminous Coal, several veins of Lignite, and lots of Trees&lt;br /&gt;
* Adamantine: Far south, just west of brook&lt;br /&gt;
* Neighbors: Dwarves, Elves, Goblins, Humans&lt;br /&gt;
* Lacks: No chasm, bottomless pit, underground pool, or underground river, though extending the embark region by 1 tile to the right will add both an underground pool and river&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM]&lt;br /&gt;
	[SEED:521965796]&lt;br /&gt;
	[HISTORY_SEED:3966040568]&lt;br /&gt;
	[NAME_SEED:1364425426]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:20]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ecamo Ewè, The Universe of Enchantments===&lt;br /&gt;
Pocket world, 8x4 region (search for Flux, Underground River, Magma Pipe, Bottomless Pit, and Other Features)&lt;br /&gt;
&lt;br /&gt;
* Water: Murky pools on surface, single region-tile underground river (waterfall to chasm)&lt;br /&gt;
* Trees: Heavily forested far west, woodland for the rest&lt;br /&gt;
* Magma: Exposed magma pipe at northwest corner&lt;br /&gt;
* Sand: Plentiful black sand&lt;br /&gt;
* Metals/Ores: All metals but Nickel available, abundant Magnetite&lt;br /&gt;
* Bauxite: Lots&lt;br /&gt;
* Flux: Several layers of Chalk&lt;br /&gt;
* Fuel: Magma, numerous veins of Bituminous Coal and Lignite, trees&lt;br /&gt;
* Adamantine: Center of the region&lt;br /&gt;
* Neighbors: All&lt;br /&gt;
* Chasm: Exposed bottomless pit at northeast corner, inhabited by Giant Cave Spider&lt;br /&gt;
* Climate: Temperate (pools don't evaporate or freeze), windy (40 power), and rainy&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:POCKET]&lt;br /&gt;
	[SEED:3290426200]&lt;br /&gt;
	[HISTORY_SEED:1152219728]&lt;br /&gt;
	[NAME_SEED:119762970]&lt;br /&gt;
	[DIM:17:17]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:30:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:52:52]&lt;br /&gt;
	[RAINFALL:0:100:26:26]&lt;br /&gt;
	[TEMPERATURE:25:75:26:26]&lt;br /&gt;
	[DRAINAGE:0:100:26:26]&lt;br /&gt;
	[VOLCANISM:0:100:26:26]&lt;br /&gt;
	[SAVAGERY:0:100:26:26]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:0:4:8]&lt;br /&gt;
	[EVIL_SQ_COUNTS:0:4:8]&lt;br /&gt;
	[PEAK_NUMBER_MIN:1]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:1]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:DESERT:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:FOREST:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:HILLS:0:0:0]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:1:1]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:1]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:5]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:36:72:36]&lt;br /&gt;
	[RAIN_RANGES:0:0:0]&lt;br /&gt;
	[DRAINAGE_RANGES:0:0:0]&lt;br /&gt;
	[SAVAGERY_RANGES:0:0:0]&lt;br /&gt;
	[VOLCANISM_RANGES:0:0:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Changing the History seed to 1226960750 will result in a formal Goblin War and no Elves.&lt;br /&gt;
&lt;br /&gt;
=== Scamps world ===&lt;br /&gt;
When converting Scamps name you get the number 722677.&lt;br /&gt;
&lt;br /&gt;
I found a location which apparently has every resource I remember at the moment and that I can check in the embarking screen, though you have to select a 7 to 11 rectangele to get everything. The biggest direct height difference is 3-7, 7 is also the highest elevation.&lt;br /&gt;
&lt;br /&gt;
Resources:&lt;br /&gt;
* water (river aboverground and underground, underground pool)&lt;br /&gt;
* magma (pipe and pool)&lt;br /&gt;
* bottomless pit/chasm&lt;br /&gt;
* several heavily forested biomes&lt;br /&gt;
* warm temperature&lt;br /&gt;
* flux (marble)&lt;br /&gt;
* fun stuff&lt;br /&gt;
* sand&lt;br /&gt;
* all types of stone&lt;br /&gt;
&lt;br /&gt;
Not checked, but possible:&lt;br /&gt;
* bauxite&lt;br /&gt;
* silk&lt;br /&gt;
* all precious and rare gems&lt;br /&gt;
&lt;br /&gt;
Use the site finder to get it, but remember that 7 is the height and 11 the width.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wayfarer's area of frekking everything===&lt;br /&gt;
&lt;br /&gt;
This map has nearly everything. It consists of a cliff in east and 3 Mountains on top of it&lt;br /&gt;
*Water: A brook is flowing in the west.&lt;br /&gt;
*Trees: A big forest on top of the cliff&lt;br /&gt;
*Ores: Found a big deposit of magnetite, several hematite veins, lots of gold veins, masses of casserite, native copper and tetrahite. Also some Aluminum clusters&lt;br /&gt;
*Gems: Lots of ornamental and semi-precious gems, some precious ones, too.&lt;br /&gt;
*Underground Pool: there is an underground pool that is very strange: if you dig into the wall of the cliff, you will find a circular room with silt loam cavern floor, but no water. if you cut a channel through it, you'll reveal a pool. Use reveal to find it though. Lots of cave spider webs inside the room as well.&lt;br /&gt;
*Magma: TWO magma pipes, one already revealed at embarking, the second one right next to it.&lt;br /&gt;
*Obsidian: Magma AND several natural obsidian layers&lt;br /&gt;
*Sand: Black, red and normal all over the map&lt;br /&gt;
*Bottomless pit: righ next to the magma pipes, revealed at embark&lt;br /&gt;
*Neighbours: Elves goblins kobolds and humans&lt;br /&gt;
*Stones: Lots of orthoclase and microcline (for those who like it colourful) and some olivine as well. Lots of natural obsidian. Marble (flux), bauxite (in the east very close benath the surface), alunite, granite and diorite.&lt;br /&gt;
ALL in just 6x6!&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|Created in DF v0.28.181.40d16.&lt;br /&gt;
&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
	[TITLE:MEDIUM NEW]&lt;br /&gt;
	[SEED:1836433846]&lt;br /&gt;
	[HISTORY_SEED:1813038558]&lt;br /&gt;
	[NAME_SEED:3953348458]&lt;br /&gt;
	[DIM:129:129]&lt;br /&gt;
	[END_YEAR:1050]&lt;br /&gt;
	[BEAST_END_YEAR:200:80]&lt;br /&gt;
	[REVEAL_ALL_HISTORY:1]&lt;br /&gt;
	[CULL_HISTORICAL_FIGURES:0]&lt;br /&gt;
	[ELEVATION:1:400:401:401]&lt;br /&gt;
	[RAINFALL:0:100:200:200]&lt;br /&gt;
	[TEMPERATURE:25:75:200:200]&lt;br /&gt;
	[DRAINAGE:0:100:200:200]&lt;br /&gt;
	[VOLCANISM:0:100:200:200]&lt;br /&gt;
	[SAVAGERY:0:100:200:200]&lt;br /&gt;
	[ELEVATION_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[RAIN_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[DRAINAGE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[SAVAGERY_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[VOLCANISM_FREQUENCY:1:1:1:1:1:1]&lt;br /&gt;
	[GOOD_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[EVIL_SQ_COUNTS:25:251:503]&lt;br /&gt;
	[PEAK_NUMBER_MIN:12]&lt;br /&gt;
	[OCEAN_EDGE_MIN:1]&lt;br /&gt;
	[VOLCANO_MIN:3]&lt;br /&gt;
	[REGION_COUNTS:SWAMP:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:DESERT:260:1:1]&lt;br /&gt;
	[REGION_COUNTS:FOREST:1040:3:3]&lt;br /&gt;
	[REGION_COUNTS:MOUNTAINS:2080:2:2]&lt;br /&gt;
	[REGION_COUNTS:OCEAN:2080:1:1]&lt;br /&gt;
	[REGION_COUNTS:GLACIER:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:TUNDRA:0:0:0]&lt;br /&gt;
	[REGION_COUNTS:GRASSLAND:2080:3:3]&lt;br /&gt;
	[REGION_COUNTS:HILLS:2080:3:3]&lt;br /&gt;
	[EROSION_CYCLE_COUNT:250]&lt;br /&gt;
	[RIVER_MINS:100:100]&lt;br /&gt;
	[PERIODICALLY_ERODE_EXTREMES:1]&lt;br /&gt;
	[OROGRAPHIC_PRECIPITATION:1]&lt;br /&gt;
	[SUBREGION_MAX:2750]&lt;br /&gt;
	[CAVE_MIN_SIZE:5]&lt;br /&gt;
	[CAVE_MAX_SIZE:25]&lt;br /&gt;
	[MOUNTAIN_CAVE_MIN:25]&lt;br /&gt;
	[NON_MOUNTAIN_CAVE_MIN:50]&lt;br /&gt;
	[ALL_CAVES_VISIBLE:0]&lt;br /&gt;
	[SHOW_EMBARK_RIVER:2]&lt;br /&gt;
	[SHOW_EMBARK_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_POOL:2]&lt;br /&gt;
	[SHOW_EMBARK_M_PIPE:2]&lt;br /&gt;
	[SHOW_EMBARK_CHASM:2]&lt;br /&gt;
	[SHOW_EMBARK_PIT:2]&lt;br /&gt;
	[SHOW_EMBARK_OTHER:2]&lt;br /&gt;
	[SHOW_EMBARK_TUNNEL:2]&lt;br /&gt;
	[TOTAL_CIV_NUMBER:20]&lt;br /&gt;
	[TOTAL_CIV_POPULATION:20000]&lt;br /&gt;
	[PLAYABLE_CIVILIZATION_REQUIRED:1]&lt;br /&gt;
	[ELEVATION_RANGES:2080:4160:2080]&lt;br /&gt;
	[RAIN_RANGES:2080:4160:2080]&lt;br /&gt;
	[DRAINAGE_RANGES:2080:4160:2080]&lt;br /&gt;
	[SAVAGERY_RANGES:2080:4160:2080]&lt;br /&gt;
	[VOLCANISM_RANGES:2080:4160:2080]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62936</id>
		<title>40d:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Calendar&amp;diff=62936"/>
		<updated>2010-02-10T18:44:57Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Ages */ grammarz&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the [[Overall Status]] screen ({{key|z}}). One year has 336 days and consists of twelve month in four seasons, with three months per season. Every month has 28 days. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. New Year's Day and the first day of [[spring]] both fall on the 1st of Granite. New Year's Eve and the last day of [[winter]] both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning when a percentage of megabeasts are dead, currently resulting in the starting years being in the low 200s to mid 300s on average. &lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Granite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Slate]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | [[Felsite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Hematite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Malachite]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | [[Galena]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Limestone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[Sandstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | [[wood|Timber]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Moonstone]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Opal]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | [[Obsidian]]&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Ages ==&lt;br /&gt;
&lt;br /&gt;
Ages are determined by the states of the world during world generation. Some of the known things that influence the ages are: number of [[megabeast]]s alive and dominant [[civilization]]s.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
List of known 'Ages', explanation and their (possible) triggers, the ''italic'' are in-game descriptions:&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Myth'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Legends'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of Heroes'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Those three are most common. Almost every world starts from Age of Myth, goes through Age of Legends and ends with Age of Heroes. Those three are influenced by percentage of alive megabeasts and semimegabeasts. After passing certain (unknown yet) % value, Age of Myth turns to Age of Legends, and Age of Legends turns into Age of Heroes.&amp;lt;br /&amp;gt;&lt;br /&gt;
Killing Megabeasts that visit you in Fortress Mode is known to trigger change of Age. When there are very few Megabeasts/Demons left, breaking into [[glowing pits|a very bad place]] can also trigger an Age change.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Myth was a time when living gods and mighty beasts still held sway.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Legends was a time when powers of the world were fading.''&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Heroes was a time when the last of the powers fought their final battles.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast's name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
-'''Age of (Demon's name)'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Occurs mostly in pocket worlds, where there's one Megabeast/Demon with relative large kill list.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Flarrgh was a time when the dragon Flarrgh was the only great power in the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Megabeast/Demon) and (Megabeast/Demon)''', eg: &amp;quot;'''The Age of Titan and Dragon'''&amp;quot; or &amp;quot;'''The Age of Two Demons'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
Same as above, but with two notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Three Powers'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Even better than above, three notable Megabeasts/Demons.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of (Race name)''', eg: &amp;quot;'''The Age of Dwarves'''&amp;quot;&amp;lt;br /&amp;gt;&lt;br /&gt;
One race becomes dominant in the world, or it's the only race left in the world.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Dwarves was a time when dwarves ruled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''The Golden Age'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Civilizations are expanding, and there are no wars and other things for them to worry about.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Golden Age was a time when various civilized races peopled the world.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Fairy Tales'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Toady One' quote from 2008 devlog:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;quot;I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen.&amp;quot;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Twilight'''&amp;lt;br /&amp;gt;&lt;br /&gt;
There are no wars and other worries, but civilizations are too weak to expand or are crumbling apart.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''&lt;br /&gt;
&lt;br /&gt;
-'''Age of Civilization'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Seems to be triggered when the world is mostly occupied by civilizations and there's no more fanciful creatures around.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Death'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Death is a time when there are ''no civilizations'' left alive. It is respected in Dwarf Mode, so no invaders, merchants, immigrants.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Death was a time after civilization had crumbled completely.''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
-'''Age of Emptiness'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Age of Emptiness is a time when there are no civilized beings left alive.  This is a game state that can be achieved in adventure mode, because everything can be killed in adventure mode. However, the Age of Emptiness is not respected in dwarf mode; things will be re-populated.&amp;lt;br /&amp;gt;&lt;br /&gt;
''The Age of Emptiness was a time when no civilized peoples existed in the world.'&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information taken from [http://www.bay12games.com/forum/index.php?topic=45820.0 this Bay12 forum thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
Information about Age of Death/Emptiness taken from this [http://www.bay12games.com/forum/index.php?topic=46033.0 this research thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
With the changing seasons come different [[weather]] conditions, depending on your [[climate]]. A typical [[temperate]] [[mountain]]side fort will have snow in spring and winter, with warm [[summer]]s and colourful [[autumn]]s. The seasons correspond to growing seasons from the [[farm]] plot {{k|q}} menu, which dictate what can be grown when during the year. See the [[List of crops]].&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of [[trade]]rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; [[elf|elves]] arrive in Spring with [[wood|wooden]] crafts and weapons, cages (often containing exotic [[animals]]), various [[crop|fruits and berries]], and [[rope reed]] cloth items.&lt;br /&gt;
&lt;br /&gt;
[[Human]]s come in Summer with their [[wagon]] bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come. Ensuring the dwarves depart with a good profit will bring the best chance of &amp;lt;s&amp;gt;fresh cannon fodder&amp;lt;/s&amp;gt; new migrants in the year ahead.&lt;br /&gt;
&lt;br /&gt;
A [[goblin]] caravan may arrive during winter if your civilization is at peace with the goblins. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62472</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62472"/>
		<updated>2010-02-05T00:40:45Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Armor materials */ uggggg! More stuff.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== PREPLURAL ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the PREPLURAL token only works with item_armor and item_pants entries, which are also the only unmodded entries that use it. Attempting to use it in an item_helm entry returned the error message, ''Unrecognized Item Definition (Helm) Token: ITEM_HELM_HEADGEAR - PREPLURAL''. The item worked fine after the PREPLURAL tag was removed. Since neither gloves nor boots come in pairs in this game, I feel that it is safe to assume that this token would not work with them either, though I may test this at a later point to be certain. {{version|0.28.181.40d}} --[[User:BunnyMind|BunnyMind]] 08:31, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor materials ==&lt;br /&gt;
&lt;br /&gt;
Here's a summary of my material test results, for how to get races to wear items made from different materials (i.e., randomly generated equipped items, ''not'' caravan contents).&lt;br /&gt;
&lt;br /&gt;
[[Bone]] and [[shell]] are ''never'' used, no matter what.  Even if the race is incapable of either type of farming (and thus have no cloth) and have [USE_ANIMAL_PRODUCTS], an item with only [BARRED] and [SCALED], no [METAL] or [LEATHER], will be made out of plant cloth, and it will randomly pick rope reed or pig tail.&lt;br /&gt;
&lt;br /&gt;
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a &amp;quot;metal&amp;quot; apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear &amp;quot;rope reed wicker armor&amp;quot; which was [HARD] and had no material tokens at all, as well as &amp;quot;birch slatted armor&amp;quot; which had [HARD][METAL].&lt;br /&gt;
&lt;br /&gt;
Note that [METAL_ARMOR_LEVELS] influences whether an item '''can''' be made of metal or not.  If an NPC is not a military profession, they will not wear armor, and thus they '''cannot''' wear metal when [METAL_ARMOR_LEVELS] is present, and the item will be generated as a lesser material for them (mainly caps).&lt;br /&gt;
&lt;br /&gt;
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.&lt;br /&gt;
&lt;br /&gt;
With [SOFT], leather and whatever fabric they have available will be used with equal probability.  If they cannot farm, [SOFT] equipment will always be leather, unless they cannot use leather for it at all (due to the absence of either [LEATHER] or [USE_ANIMAL_PRODUCTS]), in which case it will be a random plant fabric.&lt;br /&gt;
&lt;br /&gt;
If neither [METAL] nor [LEATHER] is present, the item will be made out of a random fabric; if no fabric is available, the game will randomly choose a plant fiber cloth.&lt;br /&gt;
&lt;br /&gt;
So, to sum up how to have items of a desired material generated in NPCs' inventories:&lt;br /&gt;
&lt;br /&gt;
*Bone or shell - You can't.&lt;br /&gt;
*Metal only - Just use [METAL]. For elves, it will be wood instead (specific tokens for that unknown). [SOFT][METAL] items will ''always'' be metal/wood if they can use metal/wood, and will wear with use. You can use any other material tokens you want, and random equipment will still be metal.&lt;br /&gt;
*Leather only - Use [LEATHER], and ''do not'' have [SOFT] or [METAL]. In the entity file, [USE_ANIMAL_PRODUCTS] must be present.&lt;br /&gt;
*Cloth only - No material tokens other than [BARRED] and/or [SCALED] if desired. [HARD] cloth products are quite possible. [HARD][BARRED][SCALED] equipment will be generated as cloth.&lt;br /&gt;
*Either leather or cloth - Use both [LEATHER] and [SOFT], without [METAL].  For a [HARD] item that can be leather or cloth, you will need two seperate items.&lt;br /&gt;
&lt;br /&gt;
Note that this guide only covers generation of equipment on NPCs (guys in towns, caravan guys, diplomats, ambush parties, siegers, thieves, immigrants, etc.).  I suspect that [HARD] affects whether you can make something out of cloth at the clothier's shop, but I need to test that.&lt;br /&gt;
&lt;br /&gt;
I also just noticed that caps have ''both'' [SOFT] and [HARD].  I'm ''guessing'' that [HARD] causes items not to wear (i.e., items with neither [SOFT] nor [HARD] will wear out), and that [SOFT] only makes leather no longer take priority over cloth, but this needs some serious testing.&lt;br /&gt;
&lt;br /&gt;
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62471</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62471"/>
		<updated>2010-02-05T00:32:52Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Armor materials */ ay yi yi, one last thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== PREPLURAL ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the PREPLURAL token only works with item_armor and item_pants entries, which are also the only unmodded entries that use it. Attempting to use it in an item_helm entry returned the error message, ''Unrecognized Item Definition (Helm) Token: ITEM_HELM_HEADGEAR - PREPLURAL''. The item worked fine after the PREPLURAL tag was removed. Since neither gloves nor boots come in pairs in this game, I feel that it is safe to assume that this token would not work with them either, though I may test this at a later point to be certain. {{version|0.28.181.40d}} --[[User:BunnyMind|BunnyMind]] 08:31, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor materials ==&lt;br /&gt;
&lt;br /&gt;
Here's a summary of my material test results, for how to get races to wear items made from different materials (i.e., randomly generated equipped items, ''not'' caravan contents).&lt;br /&gt;
&lt;br /&gt;
[[Bone]] and [[shell]] are ''never'' used, no matter what.  Even if the race is incapable of either type of farming (and thus have no cloth) and have [USE_ANIMAL_PRODUCTS], an item with only [BARRED] and [SCALED], no [METAL] or [LEATHER], will be made out of plant cloth, and it will randomly pick rope reed or pig tail.&lt;br /&gt;
&lt;br /&gt;
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a &amp;quot;metal&amp;quot; apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear &amp;quot;rope reed wicker armor&amp;quot; which was [HARD] and had no material tokens at all, as well as &amp;quot;birch slatted armor&amp;quot; which had [HARD][METAL].&lt;br /&gt;
&lt;br /&gt;
Note that [METAL_ARMOR_LEVELS] influences whether an item '''can''' be made of metal or not.  If an NPC is not a military profession, they will not wear armor, and thus they '''cannot''' wear metal, and the item will be generated as a lesser material for them (mainly caps).&lt;br /&gt;
&lt;br /&gt;
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.&lt;br /&gt;
&lt;br /&gt;
With [SOFT], leather and whatever fabric they have available will be used with equal probability.  If they cannot farm, [SOFT] equipment will always be leather, unless they cannot use leather for it at all (due to the absence of either [LEATHER] or [USE_ANIMAL_PRODUCTS]), in which case it will be a random plant fabric.&lt;br /&gt;
&lt;br /&gt;
If neither [METAL] nor [LEATHER] is present, the item will be made out of a random fabric; if no fabric is available, the game will randomly choose a plant fiber cloth.&lt;br /&gt;
&lt;br /&gt;
So, to sum up how to have items of a desired material generated in NPCs' inventories:&lt;br /&gt;
&lt;br /&gt;
*Bone or shell - You can't.&lt;br /&gt;
*Metal only - Just use [METAL]. For elves, it will be wood instead (specific tokens for that unknown). [SOFT][METAL] items will ''always'' be metal/wood if they can use metal/wood, and will wear with use. You can use any other material tokens you want, and random equipment will still be metal.&lt;br /&gt;
*Leather only - Use [LEATHER], and ''do not'' have [SOFT] or [METAL]. In the entity file, [USE_ANIMAL_PRODUCTS] must be present.&lt;br /&gt;
*Cloth only - No material tokens other than [BARRED] and/or [SCALED] if desired. [HARD] cloth products are quite possible. [HARD][BARRED][SCALED] equipment will be generated as cloth.&lt;br /&gt;
*Either leather or cloth - Use both [LEATHER] and [SOFT], without [METAL].  For a [HARD] item that can be leather or cloth, you will need two seperate items.&lt;br /&gt;
&lt;br /&gt;
Note that this guide only covers generation of equipment on NPCs (guys in towns, caravan guys, diplomats, ambush parties, siegers, thieves, immigrants, etc.).  I suspect that [HARD] affects whether you can make something out of cloth at the clothier's shop, but I need to test that.&lt;br /&gt;
&lt;br /&gt;
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62470</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62470"/>
		<updated>2010-02-05T00:25:49Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Armor materials */ argh, more clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== PREPLURAL ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the PREPLURAL token only works with item_armor and item_pants entries, which are also the only unmodded entries that use it. Attempting to use it in an item_helm entry returned the error message, ''Unrecognized Item Definition (Helm) Token: ITEM_HELM_HEADGEAR - PREPLURAL''. The item worked fine after the PREPLURAL tag was removed. Since neither gloves nor boots come in pairs in this game, I feel that it is safe to assume that this token would not work with them either, though I may test this at a later point to be certain. {{version|0.28.181.40d}} --[[User:BunnyMind|BunnyMind]] 08:31, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor materials ==&lt;br /&gt;
&lt;br /&gt;
Here's a summary of my material test results, for how to get races to wear items made from different materials (i.e., randomly generated equipped items, ''not'' caravan contents).&lt;br /&gt;
&lt;br /&gt;
[[Bone]] and [[shell]] are ''never'' used, no matter what.  Even if the race is incapable of either type of farming (and thus have no cloth) and have [USE_ANIMAL_PRODUCTS], an item with only [BARRED] and [SCALED], no [METAL] or [LEATHER], will be made out of plant cloth, and it will randomly pick rope reed or pig tail.&lt;br /&gt;
&lt;br /&gt;
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a &amp;quot;metal&amp;quot; apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear &amp;quot;rope reed wicker armor&amp;quot; which was [HARD] and had no material tokens at all, as well as &amp;quot;birch slatted armor&amp;quot; which had [HARD][METAL].&lt;br /&gt;
&lt;br /&gt;
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.&lt;br /&gt;
&lt;br /&gt;
With [SOFT], leather and whatever fabric they have available will be used with equal probability.  If they cannot farm, [SOFT] equipment will always be leather, unless they cannot use leather for it at all (due to the absence of either [LEATHER] or [USE_ANIMAL_PRODUCTS]), in which case it will be a random plant fabric.&lt;br /&gt;
&lt;br /&gt;
If neither [METAL] nor [LEATHER] is present, the item will be made out of a random fabric; if no fabric is available, the game will randomly choose a plant fiber cloth.&lt;br /&gt;
&lt;br /&gt;
So, to sum up how to have items of a desired material generated in NPCs' inventories:&lt;br /&gt;
&lt;br /&gt;
*Bone or shell - You can't.&lt;br /&gt;
*Metal - Just use [METAL]. For elves, it will be wood instead (specific tokens for that unknown). [SOFT][METAL] items will ''always'' be metal/wood if they can use metal/wood, and will wear with use. You can use any other material tokens you want, and random equipment will still be metal.&lt;br /&gt;
*Leather only - Use [LEATHER], and ''do not'' have [SOFT] or [METAL]. In the entity file, [USE_ANIMAL_PRODUCTS] must be present.&lt;br /&gt;
*Cloth only - No material tokens other than [BARRED] and/or [SCALED] if desired. [HARD] cloth products are quite possible. [HARD][BARRED][SCALED] equipment will be generated as cloth.&lt;br /&gt;
*Either leather or cloth - Use both [LEATHER] and [SOFT], without [METAL].  For a [HARD] item that can be leather or cloth, you will need two seperate items.&lt;br /&gt;
&lt;br /&gt;
Note that this guide only covers generation of equipment on NPCs (guys in towns, caravan guys, diplomats, ambush parties, siegers, thieves, immigrants, etc.).  I suspect that [HARD] affects whether you can make something out of cloth at the clothier's shop, but I need to test that.&lt;br /&gt;
&lt;br /&gt;
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62469</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62469"/>
		<updated>2010-02-05T00:23:24Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Armor materials */ clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== PREPLURAL ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the PREPLURAL token only works with item_armor and item_pants entries, which are also the only unmodded entries that use it. Attempting to use it in an item_helm entry returned the error message, ''Unrecognized Item Definition (Helm) Token: ITEM_HELM_HEADGEAR - PREPLURAL''. The item worked fine after the PREPLURAL tag was removed. Since neither gloves nor boots come in pairs in this game, I feel that it is safe to assume that this token would not work with them either, though I may test this at a later point to be certain. {{version|0.28.181.40d}} --[[User:BunnyMind|BunnyMind]] 08:31, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor materials ==&lt;br /&gt;
&lt;br /&gt;
Here's a summary of my material test results, for how to get races to wear items made from different materials (i.e., randomly generated equipped items, ''not'' caravan contents).&lt;br /&gt;
&lt;br /&gt;
[[Bone]] and [[shell]] are ''never'' used, no matter what.  Even if the race is incapable of either type of farming (and thus have no cloth) and have [USE_ANIMAL_PRODUCTS], an item with only [BARRED] and [SCALED], no [METAL] or [LEATHER], will be made out of plant cloth, and it will randomly pick rope reed or pig tail.&lt;br /&gt;
&lt;br /&gt;
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a &amp;quot;metal&amp;quot; apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear &amp;quot;rope reed wicker armor&amp;quot; which was [HARD] and had no material tokens at all, as well as &amp;quot;birch slatted armor&amp;quot; which had [HARD][METAL].&lt;br /&gt;
&lt;br /&gt;
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.&lt;br /&gt;
&lt;br /&gt;
With [SOFT], leather and whatever fabric they have available will be used with equal probability.  If they cannot farm, [SOFT] equipment will always be leather, unless they cannot use leather for it at all (due to the absence of either [LEATHER] or [USE_ANIMAL_PRODUCTS]), in which case it will be a random plant fabric.&lt;br /&gt;
&lt;br /&gt;
If neither [METAL] nor [LEATHER] is present, the item will be made out of a random fabric; if no fabric is available, the game will randomly choose a plant fiber cloth.&lt;br /&gt;
&lt;br /&gt;
So, to sum up how to have items of a desired material generated in NPCs' inventories:&lt;br /&gt;
&lt;br /&gt;
*Bone or shell - You can't.&lt;br /&gt;
*Metal - Just use [METAL]. For elves, it will be wood instead (specific tokens for that unknown). [SOFT][METAL] items will ''always'' be metal/wood if they can use metal/wood, and will wear with use.&lt;br /&gt;
*Leather only - Use [LEATHER], and ''do not'' have [SOFT] or [METAL]. In the entity file, [USE_ANIMAL_PRODUCTS] must be present.&lt;br /&gt;
*Cloth only - No material tokens other than [BARRED] and/or [SCALED] if desired. [HARD] cloth products are quite possible. [HARD][BARRED][SCALED] equipment will be generated as cloth.&lt;br /&gt;
*Either leather or cloth - Use both [LEATHER] and [SOFT], without [METAL].  For a [HARD] item that can be leather or cloth, you will need two seperate items.&lt;br /&gt;
&lt;br /&gt;
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62468</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62468"/>
		<updated>2010-02-05T00:22:17Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Armor materials */ formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== PREPLURAL ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the PREPLURAL token only works with item_armor and item_pants entries, which are also the only unmodded entries that use it. Attempting to use it in an item_helm entry returned the error message, ''Unrecognized Item Definition (Helm) Token: ITEM_HELM_HEADGEAR - PREPLURAL''. The item worked fine after the PREPLURAL tag was removed. Since neither gloves nor boots come in pairs in this game, I feel that it is safe to assume that this token would not work with them either, though I may test this at a later point to be certain. {{version|0.28.181.40d}} --[[User:BunnyMind|BunnyMind]] 08:31, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor materials ==&lt;br /&gt;
&lt;br /&gt;
Here's a summary of my material test results, for how to get races to wear items made from different materials (i.e., randomly generated equipped items, ''not'' caravan contents).&lt;br /&gt;
&lt;br /&gt;
[[Bone]] and [[shell]] are ''never'' used, no matter what.  Even if the race is incapable of either type of farming (and thus have no cloth) and have [USE_ANIMAL_PRODUCTS], an item with only [BARRED] and [SCALED], no [METAL] or [LEATHER], will be made out of plant cloth, and it will randomly pick rope reed or pig tail.&lt;br /&gt;
&lt;br /&gt;
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a &amp;quot;metal&amp;quot; apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear &amp;quot;rope reed wicker armor&amp;quot; which was [HARD] and had no material tokens at all, as well as &amp;quot;birch slatted armor&amp;quot; which had [HARD][METAL].&lt;br /&gt;
&lt;br /&gt;
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.&lt;br /&gt;
&lt;br /&gt;
With [SOFT], leather and whatever fabric they have available will be used with equal probability.  If they cannot farm, [SOFT] equipment will always be leather, unless they cannot use leather for it at all (due to the absence of either [LEATHER] or [USE_ANIMAL_PRODUCTS]), in which case it will be a random plant fabric.&lt;br /&gt;
&lt;br /&gt;
If neither [METAL] nor [LEATHER] is present, the item will be made out of a random fabric; if no fabric is available, the game will randomly choose a plant fiber cloth.&lt;br /&gt;
&lt;br /&gt;
So, to sum up how to have items of a desired material generated in NPCs' inventories:&lt;br /&gt;
&lt;br /&gt;
*Bone or shell - You can't.&lt;br /&gt;
*Metal - Just use [METAL]. For elves, it will be wood instead (specific tokens for that unknown). [SOFT][METAL] items will ''always'' be metal/wood if they can use metal/wood, and will wear with use.&lt;br /&gt;
*Leather only - Use [LEATHER], and ''do not'' have [SOFT]. In the entity file, [USE_ANIMAL_PRODUCTS] must be present.&lt;br /&gt;
*Cloth only - No material tokens other than [BARRED] and/or [SCALED] if desired. [HARD] cloth products are quite possible. [HARD][BARRED][SCALED] equipment will be generated as cloth.&lt;br /&gt;
*Either leather or cloth - Use both [LEATHER] and [SOFT].  For a [HARD] item that can be leather or cloth, you will need two seperate items.&lt;br /&gt;
&lt;br /&gt;
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62466</id>
		<title>40d Talk:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Armor_token&amp;diff=62466"/>
		<updated>2010-02-05T00:19:54Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Armor materials */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i think the SOFT and HARD tokkens are if the item can be worn out with the x-X-XX tags, i often saw this on clothes with the soft tokken, but never on one with the hard ones.&lt;br /&gt;
--[[User:Rhenaya|Rhenaya]] 09:48, 4 October 2008 (EDT)&lt;br /&gt;
:I'm pretty sure HARD means elves can make it from wood, while SOFT means it can be made from &amp;quot;soft&amp;quot; materials (read:  cloth).  All clothing level items will decay when worn, regardless of the material.  I say this because I remember giving dwarves &amp;quot;hard hats&amp;quot; once upon a time (basically just a renamed copy of ordinary helmets, made only from metal, but with no ARMORLEVEL tag.  Their iron hard hats decayed just like pig tail caps do.  --[[User:EarthquakeDamage|EarthquakeDamage]] 00:17, 22 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
My guts are telling me, that SHAPED tag affects if the item produced by narrow or large race will be narrow or large. --[[User:Dorten|Dorten]] 02:38, 24 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
This is what I've inferred from the default raw files in DF:&lt;br /&gt;
Some things are clearly clothing, whether they be made of cloth or leather. They always rot, and are worn by people who aren't in the military. Examples:&lt;br /&gt;
* Armor: platemail, chainmail, leather&lt;br /&gt;
* Pants: greaves, leggings&lt;br /&gt;
* Helm: helm&lt;br /&gt;
* Gloves: gauntlet&lt;br /&gt;
* Shoes: high boot, low boot.&lt;br /&gt;
&lt;br /&gt;
Some things are clearly armor, also whether they be made of leather or metal. They never rot. They are worn only by drafted people. Examples:&lt;br /&gt;
* Armor: shirt&lt;br /&gt;
* Pants: pants&lt;br /&gt;
* Helm: hood&lt;br /&gt;
* Gloves: gloves, mittens&lt;br /&gt;
* Shoes: shoes&lt;br /&gt;
&lt;br /&gt;
Other things are either clothing, when made of cloth or leather, or armor when made of metal. These IMO show us which tags are important for armor and/or wear &amp;amp; tear. Only the cap appears to do this, so I think this is important... these are the tags for the &amp;quot;cap&amp;quot;, and what I think each does (which sometimes differs from this wiki page):&lt;br /&gt;
&lt;br /&gt;
(I've removed tags that are mostly text or a number, such as material use and weight)&lt;br /&gt;
* [METAL_ARMOR_LEVELS]&lt;br /&gt;
* [LAYER:OVER]&lt;br /&gt;
* [SOFT]&lt;br /&gt;
* [LEATHER]&lt;br /&gt;
* [HARD]&lt;br /&gt;
* [METAL]&lt;br /&gt;
What determines if this is armor or not? I don't think it's the SOFT or HARD tags. SOFT apparently only means this can be crafted from cloth. HARD is maybe used for some formula but it's probably not very important, and it can coexist with SOFT. Note the lack of an ARMORLEVEL tag, that means this is normally civilian clothing. The METAL_ARMOR_LEVELS raises the effective ARMORLEVEL to 1, so this becomes part of a leather &amp;quot;set&amp;quot; (so a metal cap is &amp;quot;leather&amp;quot; for equipping purposes). The LAYER tag is used to mix and match many clothes, I think, so you can wear UNDER, with OVER and then COVER on top: I also think that once this becomes ARMOR, the layer stops mattering - unless dwarves use multiple layers of armor which I believe they don't? They however will take civilian clothes off if they're using up valuable armor layers when drafted.&lt;br /&gt;
&lt;br /&gt;
So in conclusion, only the ARMORLEVEL determines who will wear it (soldiers vs civilians), and if it will rot. METAL_ARMOR_LEVELS generally is used to separate one armor type from another: for instance, high boots are always armor, but if made of leather, they're leather armor, and if made of metal, they're chain armor. However, in this rare case, it changes the ARMORLEVEL from nil to 1, making metal Caps unwearable by civilians plus not rotting. SOFT, HARD have nothing to do with this.&lt;br /&gt;
[[User:Sergius|Sergius]] 13:56, 3 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== PREPLURAL ==&lt;br /&gt;
&lt;br /&gt;
Apparently, the PREPLURAL token only works with item_armor and item_pants entries, which are also the only unmodded entries that use it. Attempting to use it in an item_helm entry returned the error message, ''Unrecognized Item Definition (Helm) Token: ITEM_HELM_HEADGEAR - PREPLURAL''. The item worked fine after the PREPLURAL tag was removed. Since neither gloves nor boots come in pairs in this game, I feel that it is safe to assume that this token would not work with them either, though I may test this at a later point to be certain. {{version|0.28.181.40d}} --[[User:BunnyMind|BunnyMind]] 08:31, 5 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Armor materials ==&lt;br /&gt;
&lt;br /&gt;
Here's a summary of my material test results, for how to get races to wear items made from different materials (i.e., randomly generated equipped items, ''not'' caravan contents).&lt;br /&gt;
&lt;br /&gt;
[[Bone]] and [[shell]] are ''never'' used, no matter what.  Even if the race is incapable of either type of farming (and thus have no cloth) and have [USE_ANIMAL_PRODUCTS], an item with only [BARRED] and [SCALED], no [METAL] or [LEATHER], will be made out of plant cloth, and it will randomly pick rope reed or pig tail.&lt;br /&gt;
&lt;br /&gt;
[METAL] overrides [LEATHER] and cloth.  Any item, [HARD] or [SOFT], which can be made of metal, ''will'' be made of metal.  For the Elves, it's the [METAL] tag which determines what can and can't be made of wood; they consider wood to be a &amp;quot;metal&amp;quot; apparently.  I don't know which entity token is responsible for that behavior, but I successfully got them to wear &amp;quot;rope reed wicker armor&amp;quot; which was [HARD] and had no material tokens at all, as well as &amp;quot;birch slatted armor&amp;quot; which had [HARD][METAL].&lt;br /&gt;
&lt;br /&gt;
In the absence of [SOFT], [LEATHER] overrides cloth.  A [HARD] item, or one with neither [SOFT] nor [HARD], which has the [LEATHER] token but lacks [METAL], will ''always'' be made of leather, as long as the equipping race has leather available (i.e., as long as they have [USE_ANIMAL_PRODUCTS]).  If they cannot use leather, they'll use cloth.&lt;br /&gt;
&lt;br /&gt;
With [SOFT], leather and whatever fabric they have available will be used with equal probability.  If they cannot farm, [SOFT] equipment will always be leather, unless they cannot use leather for it at all (due to the absence of either [LEATHER] or [USE_ANIMAL_PRODUCTS]), in which case it will be a random plant fabric.&lt;br /&gt;
&lt;br /&gt;
If neither [METAL] nor [LEATHER] is present, the item will be made out of a random fabric; if no fabric is available, the game will randomly choose a plant fiber cloth.&lt;br /&gt;
&lt;br /&gt;
So, to sum up how to have items of a desired material generated in NPCs' inventories:&lt;br /&gt;
&lt;br /&gt;
Bone or shell - You can't.&lt;br /&gt;
Metal - Just use [METAL]. For elves, it will be wood instead (specific tokens for that unknown). [SOFT][METAL] items will ''always'' be metal/wood if they can use metal/wood, and will wear with use.&lt;br /&gt;
Leather only - Use [LEATHER], and ''do not'' have [SOFT]. In the entity file, [USE_ANIMAL_PRODUCTS] must be present.&lt;br /&gt;
Cloth only - No material tokens other than [BARRED] and/or [SCALED] if desired. [HARD] cloth products are quite possible. [HARD][BARRED][SCALED] equipment will be generated as cloth.&lt;br /&gt;
Either leather or cloth - Use both [LEATHER] and [SOFT].  For a [HARD] item that can be leather or cloth, you will need two seperate items.&lt;br /&gt;
&lt;br /&gt;
--[[User:Arrkhal|Arrkhal]] 00:19, 5 February 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor_token&amp;diff=62465</id>
		<title>40d:Armor token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor_token&amp;diff=62465"/>
		<updated>2010-02-04T23:59:43Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: tested thoroughly, see talk for details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[tokens]] for all types of armor on all slots, including shields. Usage column gives information on where use of the token might be restricted to.  See the [[Talk:Armor_Tokens|talk]] page for details on how material tokens influence randomly generated equipped items.&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| ARMORLEVEL&lt;br /&gt;
|&lt;br /&gt;
omitted - clothing&amp;lt;br&amp;gt;&lt;br /&gt;
1 - leather&amp;lt;br&amp;gt;&lt;br /&gt;
2 - chain&amp;lt;br&amp;gt;&lt;br /&gt;
3 - plate&lt;br /&gt;
| All&lt;br /&gt;
| What category this item falls under. Lack of this tag makes this item clothes level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BARRED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Can be crafted out of bone. Randomly generated equipped armor will never be made out of bone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKCHANCE&lt;br /&gt;
| value&lt;br /&gt;
| item_shield&lt;br /&gt;
| Tag only present for shields. Affects the block chance of the shield.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOCKPOWER&lt;br /&gt;
| value&lt;br /&gt;
|&lt;br /&gt;
item_helm&amp;lt;br&amp;gt;&lt;br /&gt;
item_gloves&amp;lt;br&amp;gt;&lt;br /&gt;
item_shield&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&amp;lt;br&amp;gt;&lt;br /&gt;
item_shoes&lt;br /&gt;
| How much damage the item blocks when that body part is struck.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAIN_METAL&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Metal versions of this item will have &amp;quot;chain&amp;quot; added between the material and item name. Not a valid token for some armor slots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COVERAGE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| Coverage influences how often contaminants get through clothes and temperature effects&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HARD&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item does not [[wear]] when worn.  Opposite of [SOFT].  No tag defaults to [HARD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_&amp;lt;name1&amp;gt;:&amp;lt;name2&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
Name 1 - ARMOR, HELM, SHOES, PANTS, GLOVES&amp;lt;br&amp;gt;&lt;br /&gt;
Name 2 - Anything&lt;br /&gt;
| All&lt;br /&gt;
| First name is required to define the item as wearable on that body part. The second can be anything you want to call it. [ITEM_ARMOR:ITEM_ARMOR_PLATEMAIL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER&lt;br /&gt;
| UNDER, OVER, ARMOR, COVER&lt;br /&gt;
| All&lt;br /&gt;
| How this item is layered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| What the size of this item in question is, when it is put on. See [[Armor]] for more on item sizes and layering.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_PERMIT&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| The maximum number of items allowed on that body slot. If the body slot's layer value is over this, no more of this item can be put on. See [[Armor]] for more on item sizes and layering.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LBSTEP&lt;br /&gt;
| value or MAX&lt;br /&gt;
|&lt;br /&gt;
item_armor&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&lt;br /&gt;
| How many steps down the armor protects. Torso armor has this at 1, most leg armor has this at MAX.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can be made from leather. Randomly generated equipped armor with [LEATHER] will not be made of cloth, unless [SOFT] is also present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAINBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| item_armor&lt;br /&gt;
| Only used when defining chest slot armor. Affects the item's primary block value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_SIZE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| How much material is needed to make the item. Most important with bars. The number of bars required to make the item is the value divided by three.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL_PLACEHOLDER&lt;br /&gt;
| &amp;lt;phrase&amp;gt;&lt;br /&gt;
| item_armor&lt;br /&gt;
| This sets a word to be used in-game instead of a material type, currently only appears on leather armor e.g. steel full plate becomes &amp;lt;phrase&amp;gt; full plate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can be made with metal. Randomly generated equipped armor will always be made out of metal whenever possible.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ARMOR_LEVELS&lt;br /&gt;
| &lt;br /&gt;
|&lt;br /&gt;
| Metal versions of this item count as one ARMORLEVEL higher. Only present in helms, caps, low boots, and high boots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| All&lt;br /&gt;
| What this item will be called ingame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREPLURAL&lt;br /&gt;
| &amp;lt;phrase&amp;gt; of&lt;br /&gt;
|&lt;br /&gt;
item_armor&amp;lt;br&amp;gt;&lt;br /&gt;
item_pants&lt;br /&gt;
| Changes the plural form of this item to &amp;quot;&amp;lt;phrase of&amp;gt; item&amp;quot;. Primarily pertains to the stock screens. Example, &amp;quot;suits of&amp;quot; platemail, &amp;quot;pairs of&amp;quot; trousers, etc. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SCALED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Can be crafted from shell. Randomly generated equipped armor will never be made of shell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SECONDBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| item_armor&lt;br /&gt;
| Tag only present for chest armors. Affects secondary block value, that is, the block value for parts protected only thanks to UB/LBSTEP rather than by being the main part(like the torso)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHAPED&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Only one shaped piece of clothing can be worn on a single body slot at a time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOFT&lt;br /&gt;
| &lt;br /&gt;
| All&lt;br /&gt;
| Item can [[wear]] when worn.  Opposite of [HARD]. Randomly generated equipped armor will have an equal probability of being made of leather or cloth, when this token is present and [METAL] is absent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UBSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| item_armor&lt;br /&gt;
| How many steps up away from upper body the armor protects. Only present on torso armor. Coats/shirts/cloaks have it at MAX; Plate/chain/leather armors and togas/dresses/robes have it at 1; Tunics/capes/vests have it at 0&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPSTEP&lt;br /&gt;
| value, MAX&lt;br /&gt;
| All&lt;br /&gt;
| Item protects body parts a step up from where it is. Example, bucklers with an upstep of one, protect the lower arm, but should also protect the upper arm. Unknown what MAX does. Chausses have an upstep of this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| Value multiplier of the item. It will be multiplied by item quality and material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEIGHT&lt;br /&gt;
| value&lt;br /&gt;
| All&lt;br /&gt;
| How much the item weighs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=62463</id>
		<title>40d:World generation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:World_generation&amp;diff=62463"/>
		<updated>2010-02-04T23:17:59Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* World creation options */ tested. It defaults to the 2nd set in the file.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''For information on advanced parameters, see [[Advanced World Generation]].''&lt;br /&gt;
&lt;br /&gt;
To begin playing Dwarf Fortress, you must first '''create a world''' to play in. When you enter the world creation screen, you are presented with a screen full of options:&lt;br /&gt;
&lt;br /&gt;
== World creation options ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen_advanced.png | none | frame | 500px | Opening world generation screen.]]&lt;br /&gt;
&lt;br /&gt;
Once you choose &amp;quot;Design New World With Parameters&amp;quot; you will be brought to the parameters screen. (Choosing &amp;quot;Create New World Now! instantly creates a new world with the parameters which are listed second in the world_gen.txt file). Pushing {{k|Enter}} will start creating a world using the default (or selected) parameters. At the upper left hand corner, you will notice several settings. Here is a quick overview:&lt;br /&gt;
&lt;br /&gt;
* '''[[#Title|Title]]''' - Where the title of your parameter type will be displayed&lt;br /&gt;
* '''[[#Seed|Seed]]''' - A random or predetermined number to be used in the process of world creation.&lt;br /&gt;
* '''Dimensions''' - The size of your world&lt;br /&gt;
* '''Random Name''' - The name of your world. In this example, the world's name will be generated randomly.&lt;br /&gt;
&lt;br /&gt;
=== Title ===&lt;br /&gt;
&lt;br /&gt;
This is just a name for your world generation template. Once you have multiple templates, you can [[#Parameter selection|select]] the template you wish to use using the arrow keys or the numeric keypad.&lt;br /&gt;
&lt;br /&gt;
* To edit the name of your parameter template, press the {{k|t}} key.&lt;br /&gt;
&lt;br /&gt;
=== Seed ===&lt;br /&gt;
&lt;br /&gt;
Generating [http://www.random.org/ a true random number] is an impossible task for a computer. Typically, a pseudo-random number generator uses a specially selected mathematical sequence to create what appears to be a random number. By feeding the same seed as another player directly into the generator, a player starts world generation at the same point in the sequence, which theoretically should result in an identical world for both players. ''(Click the following link for more information on [http://en.wikipedia.org/wiki/Random_seed random seeds.])''&lt;br /&gt;
&lt;br /&gt;
* To use a random seed, press the {{K|S}} key. To use a specific seed, press the {{k|s}} key.&lt;br /&gt;
&lt;br /&gt;
=== Name ===&lt;br /&gt;
&lt;br /&gt;
This is where the name for your world will be displayed.  You can enter a name or choose to have one randomly generated.&lt;br /&gt;
&lt;br /&gt;
* To change the name of your world press the {{k|n}} key, and type in a name. &lt;br /&gt;
* To have the game select a name for your world press the {{K|N}} key.&lt;br /&gt;
&lt;br /&gt;
=== Parameter selection ===&lt;br /&gt;
&lt;br /&gt;
On the right hand side of the screen will be a list for all of your saved parameter templates. By default, there are five parameter sets labeled '''&amp;lt;tt&amp;gt;LARGE&amp;lt;/tt&amp;gt;''', '''&amp;lt;tt&amp;gt;MEDIUM&amp;lt;/tt&amp;gt;''','''&amp;lt;tt&amp;gt;SMALL&amp;lt;/tt&amp;gt;''','''&amp;lt;tt&amp;gt;SMALLER&amp;lt;/tt&amp;gt;''', and '''&amp;lt;tt&amp;gt;POCKET&amp;lt;/tt&amp;gt;'''.  Smaller worlds are generated more quickly, but have less civilizations and less chance of generating an [[embarkment]] site with the combination of features you'd like.  You can change the world size to something other than a square using the keys {{k|i}}, {{k|u}}, {{k|p}}, and {{k|o}}.  Note that only available world widths/heights are 17, 33, 65, 129, and 257; even directly editing the &amp;lt;tt&amp;gt;world_gen.txt&amp;lt;/tt&amp;gt; file will not let you use other sizes than these.&lt;br /&gt;
&lt;br /&gt;
You can select which parameter set you would like to use for world creation using the arrow keys ( {{K|&amp;amp;uarr;}}  and {{K|&amp;amp;darr;}} ) and the page-up-/page down keys, or the numeric keypad ( {{k|8}} {{k|2}} {{k|9}} {{k|3}} ). &lt;br /&gt;
&lt;br /&gt;
* To save your current settings as a parameter set, press {{K|F6}}. &lt;br /&gt;
* To reset the parameters to the default settings, press {{K|F1}}. &lt;br /&gt;
* To create a new set of parameters, press {{k|a}}. To delete the current set of parameters, press {{k|d}}. To copy the current set of parameters, press {{k|c}}.&lt;br /&gt;
&lt;br /&gt;
=== Options ===&lt;br /&gt;
&lt;br /&gt;
{| border = 1&lt;br /&gt;
|- bgcolor=lightgrey&lt;br /&gt;
! Key !! Function !! Description&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|a}}&amp;lt;/center&amp;gt; || New parameter set || Create a new parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|d}}&amp;lt;/center&amp;gt; || Delete parameter set || Delete the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|c}}&amp;lt;/center&amp;gt; || Copy parameter set || Creates a copy of the currently selected parameter set&lt;br /&gt;
|-&lt;br /&gt;
| {{K|&amp;amp;uarr;}} {{K|&amp;amp;darr;}} {{K|PgUp}} {{K|PgDown}} ({{k|8}} {{k|2}} {{k|9}} {{k|3}}) || Navigate the parameter sets || {{k|8}} and {{k|2}} &amp;amp;rarr; move up and down &lt;br /&gt;
{{k|9}} and {{k|3}} &amp;amp;rarr; page up and down&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|t}}&amp;lt;/center&amp;gt; || Enter title || Edits the name of your parameter set&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|N}}&amp;lt;/center&amp;gt; || Use random name || Sets your world to generate a random name upon creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|n}}&amp;lt;/center&amp;gt; || Enter custom name || Prompts the user to input a name for their world&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|S}}&amp;lt;/center&amp;gt; || Use random seed || Uses a random seed to generate a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{k|s}}&amp;lt;/center&amp;gt; || Enter custom seed || Prompts the user to input a custom seed for world creation&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F1}}&amp;lt;/center&amp;gt; || Load world parameters || Resets the world parameters to their default values&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|F6}}&amp;lt;/center&amp;gt; || Save world parameters || Saves the world parameters under the current [[#Title | title]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;center&amp;gt;{{K|e}}&amp;lt;/center&amp;gt; || Enter advanced parameters || Lets you edit advanced options for generating the world&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World generation ==&lt;br /&gt;
&lt;br /&gt;
When you are ready to create your world, push {{k|Enter}}. You may be prompted to save your parameters if you have changed them from the default. The generator then begins to generate a world based on fractal algorithms. The process of creating a world can be very time-consuming, as any invalid maps are thrown out upon detection. Do not be surprised if it generates over a hundred separate worlds before creating one that is acceptable. Generating a world with advanced parameters that are very far from the default can cause many worlds to be generated and rejected for not meeting the requirements.&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen advanced progress.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Worldgen_advanced_finished.png | none | frame | 400px | World creation screenshot.]]&lt;br /&gt;
&lt;br /&gt;
When the world is created, you will be given the option to export the map to a graphic file by pressing {{k|p}}. This will create a '''large''' BMP format [[CP437|ASCII]] graphic of the created world. You can run the compress_bitmaps.bat batch file that comes included with the game (as of 33g) in the main dwarf fortress folder to convert the bitmap files to about 90% smaller .png files.&lt;br /&gt;
&lt;br /&gt;
[[Image: | none | frame | 400px | Example exported map image.]]&lt;br /&gt;
&lt;br /&gt;
When you are finished, press {{k|Enter}} or {{k|Space}} to return to the title screen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Batch processing ===&lt;br /&gt;
&lt;br /&gt;
==== In Windows ====&lt;br /&gt;
&lt;br /&gt;
You can use this example to use the [[command line]] to create many worlds at once, without all the hassle. Copy the following code and save it as a batch (.BAT) file. This file will create 7 regions using random names and random seeds. It will also automatically output the parameters and an ASCII and detailed map for each of your worlds.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high dwarfort -gen %%i RANDOM MEDIUM&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' ''If you are using a version of Dwarf Fortress that includes a space in the .exe name, use the following command to achieve the same results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
for /L %%i in (1,1,7) do start /wait /high &amp;quot;&amp;quot; &amp;quot;dwarf fortress&amp;quot; -gen %%i RANDOM MEDIUM&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' ''If you are typing this into a command prompt rather than making a batch file use %i rather %%i''&lt;br /&gt;
&lt;br /&gt;
==== In Linux ====&lt;br /&gt;
&lt;br /&gt;
Copy the following code into a file, and then make sure it can be executed by doing the [http://en.wikipedia.org/wiki/Unix_shell shell] command &amp;lt;tt&amp;gt;chmod +x filename&amp;lt;/tt&amp;gt;.  It should be placed in the same directory as &amp;lt;tt&amp;gt;dwarfort.exe&amp;lt;/tt&amp;gt;, and also be run in that directory.&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' ''Make sure you don't already have region 1-7 in your save directory.''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#!/bin/sh&lt;br /&gt;
&lt;br /&gt;
for i in `seq 1 7`; do&lt;br /&gt;
    ./df -gen $i RANDOM MEDIUM&lt;br /&gt;
done&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can also type (or copy-and-paste) this file into a interactive shell (if you use [http://en.wikipedia.org/wiki/Bash Bash]).  If you type it in by hand, you can leave out the line with &amp;lt;tt&amp;gt;#!&amp;lt;/tt&amp;gt; and the following blank line, since they won't do anything.&lt;br /&gt;
&lt;br /&gt;
=== How World Generation Works ===&lt;br /&gt;
&lt;br /&gt;
You may be curious about what's happening behind the scenes while your world is being generated, these are the steps the program goes through:&lt;br /&gt;
&lt;br /&gt;
:'''Note:''' ''Information on this list is largely taken from the [http://www.gamasutra.com/view/feature/3549/interview_the_making_of_dwarf_.php?page=7 10 page interview] of [[Toady]] at Gamasutra''&lt;br /&gt;
# '''Preparing Elevation/Setting Temperature:''' Fractal maps are generated, laying out basic information about the world:&lt;br /&gt;
#* Four main maps, used to generate biomes:&lt;br /&gt;
#** Elevation: A process called Midpoint Displacement is used to plot out the lay of the land.&lt;br /&gt;
#** Temperature: The temperature map is biased according to latitude and elevation.&lt;br /&gt;
#** Rainfall: Later in the simulation, this map is biased according to factors such as [http://en.wikipedia.org/wiki/Rain_shadow rain shadow].&lt;br /&gt;
#** Drainage: This tells how quickly [[water]] drains from an area.&lt;br /&gt;
#* Four others:&lt;br /&gt;
#** Vegetation: How dense the vegetation is in an area. This is later edited during history generation as [[civilization]]s log away at forests.&lt;br /&gt;
#** Salinity: Differentiates saltwater/freshwater [[marsh]]es and other such things. Areas below a certain elevation (oceans) automatically get a salinity of 100.&lt;br /&gt;
#** Savagery: How dangerous wildlife is in an area.&lt;br /&gt;
#** Good/Evil: This affects the type of wildlife in an area.&lt;br /&gt;
# '''Creating Biomes:''' Biomes are created based on elevation, temperature, rainfall, and drainage (for instance, if rainfall is &amp;gt;=66/100 and drainage is less than 50, then an area is a swamp).&lt;br /&gt;
# '''Running Rivers:''' Now erosion and the creation of [[river]]s are simulated. &lt;br /&gt;
#* To quote [[Toady]]:  &amp;quot;It picks out the bases of the mountains (mountains are all squares above a given elevation), then it runs temporary river paths out from there, preferring the lowest elevation and digging away at a square if it can't find a lower one, until it get to the ocean or gets stuck. This is the phase where you see the mountain being worn away during world creation. I have it intentionally center on a mountain at that point so you can watch. ... This will generally leave some good channels to the ocean, so it runs the real rivers after this.&amp;quot;&lt;br /&gt;
# '''Forming Lakes:''' Lakes are created and rivers are finalized.&lt;br /&gt;
#* River loops created by the previous step are fixed.&lt;br /&gt;
#* Flow amounts are calculated to determine which rivers are tributaries.&lt;br /&gt;
#* Rivers are also named during this step.&lt;br /&gt;
# '''Forming Regions:''' Now the generator looks at the major [[biome]] that occupies each square, and forms [[regions]], or connected areas on the map that contain the same major biome type. Each region gets its own name via the [[Random Name Generator]].&lt;br /&gt;
# '''Growing Vegetation:''' Vegetation populations are calculated for each area.&lt;br /&gt;
# '''Verifying Terrain:''' At this time, the world is probably checked for consistency.&lt;br /&gt;
# '''Recounting Legends:''' The history of the world is simulated up to the end year or until the 'Percentage Beasts Dead for Stoppage'-parameter is met.&lt;br /&gt;
# '''Finalization:''' World generation variables are reviewed and finalized.&lt;br /&gt;
# '''Upon Exit:''' All world information is exported to a &amp;quot;region&amp;quot; folder in 'data/save/'&lt;br /&gt;
&lt;br /&gt;
====Rejects====&lt;br /&gt;
&lt;br /&gt;
Rejects can occur at any step up to terrain verification. They are the result of certain world variables going outside of ideal conditions, and result in the currently generating world being &amp;quot;tossed out&amp;quot; and another rolled up. &lt;br /&gt;
&lt;br /&gt;
The number of potential rejects is arbitrary, so if you are using a slow computer, or simply don't want to wait through world generation, you can download one of the [[Pregenerated Worlds]]. However, some find watching their world unfold to be a worthwhile experience. Also note that as Dwarf Fortress rises in versions, world generation will most likely become more interesting, particularly once overland armies are implemented.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=61987</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=61987"/>
		<updated>2010-01-30T04:29:59Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Behavior */ tested. [DIPLOMAT] has no effect on trade negotiations, but [MERCHANT_NOBILITY] does.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.  (&amp;lt;s&amp;gt;Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values&amp;lt;/s&amp;gt;.  Tested in 40d, [NO_GENDER] civs at least are not placed at all.  Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its origenal individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring stones in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Causes members to use wooden armor, shields, and weapons, as elves do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. &lt;br /&gt;
Unknown if the tag does anything as of version 40d.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader of the civ this profession, uses tileset professions. &lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. &lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.  Currently{{v|0.28.181.40d}} this only amounts to a noble visiting and complementing your fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.  This token also appears to cause trade negotiations to take place.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Will always use the cheapest metal available to them for weapons and armor; usually copper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=61495</id>
		<title>40d:Item value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Item_value&amp;diff=61495"/>
		<updated>2010-01-24T21:12:05Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Items with material but without quality */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Value''' is determined by the base value of the object with multipliers for the material it is made out of, the [[quality]] of its creation, and any [[decoration]]s on it.&lt;br /&gt;
&lt;br /&gt;
The '''final value''' of an item multiplies the '''base value''' of the form of the object (a stone, a statue) by the '''material multiplier''' (granite, gold), and by the '''quality modifier''' (fine, masterful) if any, and then adding any final value for '''decorations'''.&lt;br /&gt;
&lt;br /&gt;
[[Room]]s also have a &amp;quot;value&amp;quot; which determines their [[Room#Specific_room_quality_grades|quality]], which is the sum of the objects placed within their designated area plus the [[material]]s that surround it plus improvements (such as [[engraving]]) to those materials.  See [[room]] for a more complete discussion of these values, and [[How do I increase the value of a room]] for a complete list of options.&lt;br /&gt;
&lt;br /&gt;
==Base values of items==&lt;br /&gt;
The base value of an item is found from what the item '''is''', not what it is made out of. For example, a wood block uses the base value for a block, not the one for 'wooden'. A wood log uses the base value for raw material.&lt;br /&gt;
&lt;br /&gt;
===Items with neither material nor quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Gutter cruor]], [[Prickle berry wine]], [[Seed]], [[Sewer brew]], [[Swamp whiskey]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|2||[[Dwarven ale]], [[Dwarven beer]], [[Dwarven rum]], [[Dwarven wine]], [[Fisher berry wine]], [[Longland beer]], [[River spirits]], [[Strawberry wine]], [[Tuber beer]]&lt;br /&gt;
|-&lt;br /&gt;
|3||[[Whip wine]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|5||[[Lye]], [[Quarry bush leaves|Quarry bush leaf]], [[Sand]], [[Sunshine]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Redroot dye]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|20||[[Extracts|Cave spider venom]], [[Milk|Cow's milk]], [[Dimple dye]], [[Dwarven sugar]], [[Dwarven syrup]], [[Dwarven wheat flour]], [[Emerald dye]], [[Longland flour]], [[Milk|One-humped camel's milk]], [[Extracts|Phantom spider venom]], [[Sliver dye]], [[Milk|Two-humped camel's milk]]&lt;br /&gt;
|-&lt;br /&gt;
|25||[[Whip vine flour]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|30||[[Cheese|Cow cheese]], [[Cheese|One-humped camel's cheese]], [[Cheese|Two-humped camel's cheese]]&lt;br /&gt;
|-&lt;br /&gt;
|50||[[Dwarven milk]], [[Mog juice]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|100||[[Cheese|Dwarven cheese]], [[Extracts|Giant cave spider venom]], [[Extracts|Giant desert scorpion venom]], [[Golden salve]], [[Gnomeblight]], [[Extracts|Liquid fire]], [[Extracts|Snakeman venom]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The values of tame animals (and pets) are listed [[Tame|here]].&lt;br /&gt;
&lt;br /&gt;
===Items with material but without quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|0||[[Severed body part|Body part]], [[Bone]], [[Chunk]], [[Corpse]], [[Fat]], [[Skin|Hide]] (raw), [[Shell]], [[Skull]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|1||[[Vermin]] (untamed), [[Tallow]]&lt;br /&gt;
|-&lt;br /&gt;
|2||[[Fish]] (including raw), [[Meat]], [[Plant]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|3||[[Gem]] (rough), [[Log]], [[Ore]], [[Stone]] (both economic and non-economic)&lt;br /&gt;
|-&lt;br /&gt;
|5||[[Bar]], [[Block]], [[Gem]] (cut), [[Leather]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|6||[[Thread]]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Coin]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Soap]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items with both material and quality===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Items&lt;br /&gt;
|-&lt;br /&gt;
|1||[[Arrow]], [[Blowdart]], [[Bolt]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|7||[[Cloth]][4]&lt;br /&gt;
|-&lt;br /&gt;
|10||[[Animal Trap]], [[Buckler]], [[Cage]], [[Cap]] (metal, leather or cloth), [[Decoration]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, Finished good&amp;lt;sup&amp;gt;[2][4]&amp;lt;/sup&amp;gt;, [[Furniture]]&amp;lt;sup&amp;gt;[3]&amp;lt;/sup&amp;gt;, [[Prepared meal]], [[Trap component]], [[Weapon]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|15||[[Boot]], [[Gauntlet]], [[Helm]], [[Leggings]], [[Shield]], [[Shoe]]&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;, [[Clothing|Sock]]&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|20||[[Ballista arrow]], [[Armor|Leather armor]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|25||[[Statue]], [[Window]]&lt;br /&gt;
|-&lt;br /&gt;
|30||[[Ballista part]], [[Catapult part]], [[Greaves]], [[Mechanism]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|60||[[Chain mail]]&lt;br /&gt;
|-&lt;br /&gt;
|100||[[Anvil]], [[Plate mail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[1] Decorations include &amp;quot;It is decorated with &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is encircled with bands of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is adorned with hanging rings of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;This object menaces with spikes of &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;On this object is an image of &amp;lt;description&amp;gt; in &amp;lt;material&amp;gt;&amp;quot;, &amp;quot;It is studded with &amp;lt;metal&amp;gt;&amp;quot;. See also the section about decorations.&lt;br /&gt;
&lt;br /&gt;
[2] Except for armor, shoes, and socks. [[Crafts|Amulet]], [[Backpack]], [[Crafts|Bracelet]], [[Restraint|Chain]], [[Clothing]], [[Crafts|Crown]], [[Goblet|Cup]], [[Instrument|Drum]], [[Crafts|Earring]], [[Vial|Flask]], [[Instrument|Flute]], [[Gem]] (large), [[Goblet]], [[Instrument|Harp]], [[Crafts|Idol]], [[Toy|Mini-forge]], [[Goblet|Mug]], [[Instrument|Piccolo]], [[Toy|Puzzlebox]], [[Quiver]], [[Crafts|Ring]], [[Restraint|Rope]], [[Crafts|Scepter]], [[Totem|Skull Totem]], [[Toy|Toy axe]], [[Toy|Toy boat]], [[Toy|Toy hammer]], [[Instrument|Trumpet]], [[Vial]], [[Waterskin]]&lt;br /&gt;
&lt;br /&gt;
[3] Except for anvil, ballista part, catapult part, mechanism, statue, and window.&lt;br /&gt;
&lt;br /&gt;
[4] Cloth items get a free decoration made of the same material. Goods made out of cloth get the following built in as decorations: the cloth (with quality mod), the thread (without quality), and the dye (with quality).&lt;br /&gt;
&lt;br /&gt;
==Material multipliers==&lt;br /&gt;
The material multiplier of an item is found from what it is made out of. For example, a wood block uses the same multiplier as a log or chest -  that for wood. Oddly, burned wood is no longer considered wooden, but has other modifiers.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Stone]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Stone&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Bismuthinite]], [[Bituminous coal]], [[Lignite]], [[Stone|Common stone]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Cassiterite]], [[Copper nuggets]], [[Garnierite]], [[Malachite]], [[Sphalerite]], [[Calcite]], [[Chalk]], [[Dolomite]], [[Limestone]], [[Marble]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||[[Tetrahedrite]], [[Obsidian]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Galena]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||[[Hematite]], [[Limonite]], [[Magnetite]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Horn silver]], [[Silver nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||[[Gold nuggets]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Native aluminum]], [[Platinum nuggets]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x250||[[Raw adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Gem]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Gem&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||[[Banded agate]], [[Dendritic agate]], [[Fire agate]], [[Fortification agate]], [[Lace agate]], [[Moss agate]], [[Plume agate]], [[Tube agate]], [[Bloodstone]], [[Carnelian]], [[Gray chalcedony]], [[White chalcedony]], [[Chrysocolla]], [[Chrysoprase]], [[Rock crystal]], [[Citrine]], [[Tiger iron]], [[Blue jade]], [[Lavender jade]], [[Pink jade]], [[White jade]], [[Brown jasper]], [[Yellow jasper]], [[Lapis lazuli]], [[Moonstone]], [[Morion]], [[Onyx]], [[Prase]], [[Pyrite]], [[Milk quartz]], [[Sard]], [[Sardonyx]], [[Schorl]], [[Sunstone]], [[Tigereye]], [[Turquoise]], [[Variscite]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Aventurine]], [[Picture jasper]], [[Rose quartz]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x10||[[Amber opal]], [[Bone opal]], [[Cherry opal]], [[Gold opal]], [[Jasper opal]], [[Milk opal]], [[Moss opal]], [[Onyx opal]], [[Pineapple opal]], [[Pipe opal]], [[Prase opal]], [[Resin opal]], [[Shell opal]], [[Wax opal]], [[Wood opal]], [[Clear tourmaline]]&lt;br /&gt;
|-&lt;br /&gt;
|x15||[[Melanite]], [[Fire opal]], [[Jelly opal]], [[Pink tourmaline]], [[Red tourmaline]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||[[Alexandrite]], [[Almandine]], [[Amethyst]], [[Aquamarine]], [[Golden beryl]], [[Honey yellow beryl]], [[Red beryl]], [[Chrysoberyl]], [[Cat's eye]], [[Clear garnet]], [[Pink garnet]], [[Goshenite]], [[Cinnamon grossular]], [[Red grossular]], [[Yellow grossular]], [[Heliodor]], [[Green jade]], [[Kunzite]], [[Morganite]], [[Bandfire opal]], [[Claro opal]], [[Crystal opal]], [[Harlequin opal]], [[Levin opal]], [[Pinfire opal]], [[Precious fire opal]], [[Red flash opal]], [[White opal]], [[Peridot]], [[Black pyrope]], [[Red pyrope]], [[Rhodolite]], [[Rubicelle]], [[Violet spessartine]], [[Yellow spessartine]], [[Purple spinel]], [[Red spinel]], [[Tanzanite]], [[Topazolite]], [[Topaz]], [[Green tourmaline]], [[Black zircon]], [[Brown zircon]], [[Green zircon]], [[Red zircon]], [[Yellow zircon]]&lt;br /&gt;
|-&lt;br /&gt;
|x25||[[Indigo tourmaline]], [[Clear zircon]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x30||[[Demantoid]], [[Light yellow diamond]], [[Blue garnet]], [[Black opal]], [[Tsavorite]]&lt;br /&gt;
|-&lt;br /&gt;
|x40||[[Faint yellow diamond]], [[Emerald]], [[Ruby]], [[Sapphire]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x60||[[Black diamond]], [[Blue diamond]], [[Clear diamond]], [[Green diamond]], [[Red diamond]], [[Yellow diamond]], [[Star ruby]], [[Star sapphire]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Metal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Metal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x2||[[Bismuth]], [[Copper]], [[Lead]], [[Nickel]], [[Tin]], [[Zinc]]&lt;br /&gt;
|-&lt;br /&gt;
|x3||[[Lay pewter]], [[Nickel silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x4||[[Trifle pewter]]&lt;br /&gt;
|-&lt;br /&gt;
|x5||[[Bronze]], [[Fine pewter]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x6||[[Billon]], [[Bismuth bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x7||[[Brass]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x8||[[Sterling silver]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Iron]], [[Pig iron]], [[Silver]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x11||[[Black bronze]]&lt;br /&gt;
|-&lt;br /&gt;
|x20||[[Electrum]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x23||[[Rose gold]]&lt;br /&gt;
|-&lt;br /&gt;
|x30||[[Gold]], [[Steel]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x40||[[Aluminum]], [[Platinum]]&lt;br /&gt;
|-&lt;br /&gt;
|x300||[[Adamantine]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Animal]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Animal&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Antman]], [[Batman]], [[Bilou]], [[Black-crested gibbon]], [[Black-handed gibbon]], [[Bonobo]], [[Cat]], [[Cave Swallowman]], [[Chimpanzee]], [[Cyclops]], [[Dark gnome]], [[Deer]], [[Dog]], [[Donkey]], [[Dwarf]], [[Elf]], [[Ettin]], [[Fox]], [[Frogman]], [[Gazelle]], [[Giant]], [[Goblin]], [[Gorilla]], [[Gray gibbon]], [[Gremlin]], [[Groundhog]], [[Harpy]], [[Hoary marmot]], [[Horse]], [[Human]], [[Kobold]], [[Lizardman]], [[Mandrill]], [[Minotaur]], [[Mountain gnome]], [[Mountain goat]], [[Mule]], [[Olmman]], [[Orangutan]], [[Phantom spider]], [[Pileated gibbon]], [[Raccoon]], [[Ratman]], [[Rhesus macaque]], [[Siamang]], [[Silvery gibbon]], [[Snakeman]], [[Titan]], [[Troglodyte]], [[White-browed gibbon]], [[White-handed gibbon]], [[Wizard]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Beak dog]], [[Cow]], [[Elk]], [[Foul blendec]], [[Giant mole]], [[Giant rat]], [[Grimeling]], [[Ice wolf]], [[Large rat]], [[Muskox]], [[Naked mole dog]], [[One-humped camel]], [[Satyr]], [[Two-humped camel]], [[Warthog]], [[Wolf]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||All large oceanic creatures ([[Walrus]], [[Whale]], sharks, oceanic fish), [[Black bear]], [[Carp]], [[Cheetah]], [[Cougar]], [[Elephant]], [[Giant cheetah]], [[Giant jaguar]], [[Giant leopard]], [[Giant lion]], [[Giant tiger]], [[Grizzly bear]], [[Hippo]], [[Jaguar]], [[Leechman]], [[Leopard]], [[Lion]], [[Longnose gar]], [[Pike (fish)|Pike]], [[Polar bear]], [[Sea monster]], [[Sea serpent]], [[Slugman]], [[Snailman]], [[Strangler]], [[Tiger]], [[Tigerfish]], [[Tigerman]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Alligator]], [[Nightwing]], [[Saltwater crocodile]], [[Werewolf]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Cave crocodile]], [[Giant bat]], [[Giant cave swallow]], [[Giant eagle]], [[Giant olm]], [[Giant toad]], [[Purring maggot]]&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Blizzard man]], [[Fire imp]], [[Giant cave spider]], [[Giant desert scorpion]], [[Ogre]], [[Sasquatch]], [[Troll]], [[Unicorn]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x20||[[Frog demon]], [[Tentacle demon]]&lt;br /&gt;
|-&lt;br /&gt;
|x50||[[Demon]], [[Dragon]], [[Hydra]], [[Merperson]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|[[Plant]]s&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Plant&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Hide root]], [[Muck root]], [[Prickle berry]], [[Rat weed]], [[Sliver barb]], [[Sun berry]], [[Whip vine]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Blade weed]], [[Bloated tuber]], [[Cave wheat]], [[Dimple cup]], [[Fisher berry]], [[Longland grass]], [[Pig tail]], [[Plump helmet]], [[Quarry bush]], [[Rope reed]], [[Sweet pod]], [[Wild strawberry]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Kobold bulb]], [[Valley herb]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;collapsible collapsed&amp;quot; style=&amp;quot;width:80%; border-spacing: 1&amp;quot;&lt;br /&gt;
|- style=background-color:#ccf&lt;br /&gt;
! colspan=2|Miscellaneous&lt;br /&gt;
|- style=text-align:left&lt;br /&gt;
! style=padding-right:1em|Multiplier&lt;br /&gt;
! Material&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x1||[[Ash]], [[Wood]]&lt;br /&gt;
|-&lt;br /&gt;
|x2||[[Charcoal]], [[Coke]], [[Green glass]], [[Thread|Silk thread]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x3||[[Potash]]&lt;br /&gt;
|-&lt;br /&gt;
|x4||[[Pearlash]]&lt;br /&gt;
|- style=&amp;quot;background-color: #EEE&amp;quot;&lt;br /&gt;
|x5||[[Clear glass]], [[Soap]]&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|x10||[[Crystal glass]]&lt;br /&gt;
|-&lt;br /&gt;
|||&amp;lt;sup&amp;gt;[1]The value of objects made from these materials is also multiplied by the value of their source animal.&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Quality ==&lt;br /&gt;
Item value is further increased by applying the [[Quality|quality]] modifier.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! style=&amp;quot;padding-right: 35px;&amp;quot; | '''Designation''' || style=&amp;quot;text-align: left;&amp;quot; | '''Description''' || style=&amp;quot;padding-right: 20px; padding-left: 15px; text-align: center;&amp;quot; | '''Value &amp;lt;br&amp;gt;Modifier''' || &lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;nbsp;Item Name || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;mdash;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;1&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| -Item Name- || Well-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;2&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| +Item Name+ || Finely-crafted || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;3&amp;amp;nbsp; ||&lt;br /&gt;
|-&lt;br /&gt;
| *Item Name* || Superior quality || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;4&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item Name≡ || Exceptional || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;5&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item Name☼ || Masterful || style=&amp;quot;text-align: center;&amp;quot; | &amp;amp;times;12&amp;amp;nbsp; || &lt;br /&gt;
|-&lt;br /&gt;
| Unique Name || Artifact || style=&amp;quot;text-align:center;&amp;quot; | &amp;amp;times;120&amp;amp;nbsp; ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Decorations==&lt;br /&gt;
&lt;br /&gt;
Your [[craftsdwarf|craftsdwarves]] can add [[decoration|decorations]] to your objects. This increases their value. The base value of a decoration is 10. This is multiplied with the material the decoration is made of and the [[quality]] of the decoration, and added to the value of the item. For example, a [[gold]] stud would be worth 10 (base value for the decoration) times 30 (material multiplier for gold) =300☼. A finely crafted gold stud would be 3*10*30=900☼.&lt;br /&gt;
&lt;br /&gt;
Engravings are decorations with the standard material modifiers.&lt;br /&gt;
&lt;br /&gt;
Note that some races have additional modifiers that cause them to prefer certain types of decorations over others. For example, Dwarves prefer encircled bands and menacing spikes over hanging rings, while Elves perceive menacing spikes as completely worthless.&lt;br /&gt;
&lt;br /&gt;
== Dyeing ==&lt;br /&gt;
Value gained by [[dye]]ing is added, like that of decorations. Only [[thread]], [[cloth]] and its products can be dyed. For details see [[Dye]].&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
===Basic examples===&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Base Object&lt;br /&gt;
!&lt;br /&gt;
! Material&lt;br /&gt;
!&lt;br /&gt;
! [[Quality]]&lt;br /&gt;
!&lt;br /&gt;
! Final Value&lt;br /&gt;
|-&lt;br /&gt;
|[[Anvil]] ||(100)||[[Steel]] ||(x30)||+Item+ ||(x3)||9000☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Door]] ||(10)||[[Obsidian]] ||(x3)||None ||(x1)||30☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Block]] ||(5)||[[Wood]] ||(x1)||None ||(x1)||5☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Lead]] ||(x2)||-Item- ||(x2)||40☼&lt;br /&gt;
|-&lt;br /&gt;
|[[Goblet]] ||(10)||[[Aluminum]]||(x40)||☼Item☼ ||(x12)||4800☼&lt;br /&gt;
|}&lt;br /&gt;
===+«+Pig tail shoe+»+===&lt;br /&gt;
{{Gametext|This is a finely-crafted Pig tail shoe. It is made from well-crafted Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye. On the item is a finely-designed image of squares in Pig tail by Urvad Zonilash. It is made from superior quality Pig tail cloth. The thread is midnight blue, finely colored with Dimple dye.}}&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Base item&lt;br /&gt;
!Material&lt;br /&gt;
!Quality&lt;br /&gt;
!Subtotal&lt;br /&gt;
|-&lt;br /&gt;
|15 (shoe)||x2 (pig tail)||x3 (fine quality)||= 90&lt;br /&gt;
|-&lt;br /&gt;
|10 (cloth decoration)||x2 (pig tail)||x2 (well-crafted quality)||= 40&lt;br /&gt;
|-&lt;br /&gt;
|10 (thread decoration)||x2 (pig tail)||||= 20&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|10 (image decoration)||x2 (pig tail)||x3 (fine quality)||= 60&lt;br /&gt;
|-&lt;br /&gt;
|20 (dimple dye)||||x3 (fine quality)||= 60&lt;br /&gt;
|}&lt;br /&gt;
'''Total:''' 330☼&lt;br /&gt;
&lt;br /&gt;
[[Category:Items|*Value]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=61186</id>
		<title>40d:Matgloss token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Matgloss_token&amp;diff=61186"/>
		<updated>2010-01-19T15:40:47Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: bad spell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Preliminary information on tokens used in the material description files, stored at raw/objects/matgloss_*.txt in the default distribution.&lt;br /&gt;
&lt;br /&gt;
These files begin with the filename as the other raws do, then [OBJECT:MATGLOSS]. Individual entries begin with [MATGLOSS_METAL:ID], [MATGLOSS_PLANT:ID], [MATGLOSS_STONE:ID], or [MATGLOSS_WOOD:ID].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==General tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| NAME &lt;br /&gt;
| The name of the material&lt;br /&gt;
|-&lt;br /&gt;
| ADJ &lt;br /&gt;
| The adjective applied to objects made of the item&lt;br /&gt;
|-&lt;br /&gt;
| COLOR &lt;br /&gt;
| The [[color]] of the material. Note that the background is not always used (i.e. bars, stones)&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_COLOR &lt;br /&gt;
| The [[color]] of raw stones and gems.&lt;br /&gt;
|-&lt;br /&gt;
| VALUE &lt;br /&gt;
| The value multiplier of the material. Not wood?&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| The [http://en.wikipedia.org/wiki/Specific_heat_capacity specific heat] of the material, in units of J/kg·K. Only on metal and stone?&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT &lt;br /&gt;
| See [[temperature scale]].&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_DENSITY &lt;br /&gt;
| Density in kg/m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| DEEP &lt;br /&gt;
| [[glowing pit|Hidden fun stuff]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Metal-specific tokens ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token !! Description&lt;br /&gt;
|-&lt;br /&gt;
| TILE &lt;br /&gt;
| the tile (character or 437 ordinal) for the material while still in the ground (trees, plants, rough walls)&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| Can be made into a melee weapon, excluding picks.&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON_RANGED&lt;br /&gt;
| Can be made into a ranged weapon, like a crossbow.&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| Can be made into a pick.&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| Can be made into bolts.&lt;br /&gt;
|-&lt;br /&gt;
| ANVIL&lt;br /&gt;
| Can be made into anvils.&lt;br /&gt;
|-&lt;br /&gt;
| ANY_USE&lt;br /&gt;
| Can be made into miscellaneous items like mechanisms.&lt;br /&gt;
|-&lt;br /&gt;
| BRITTLE&lt;br /&gt;
| Makes it impossible to create anything but bars of that type of metal.&lt;br /&gt;
|-&lt;br /&gt;
| DAMAGE_PERC, BLOCK_PERC&lt;br /&gt;
| Weapons and armors' effectiveness respectively. Relative to Iron.&lt;br /&gt;
|-&lt;br /&gt;
| WAFERS&lt;br /&gt;
| Wafers are produced instead of bars. Requires triple the amount normally to create items. Required for metal cloth?{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wood-specific tokens ==&lt;br /&gt;
Some of these are also on plants.&lt;br /&gt;
* AUTUMNCOLOR - changes color with the seasons&lt;br /&gt;
* WET, DRY - Same as [[Plant tokens|for plants]]&lt;br /&gt;
* SAPLING - Young trees are called saplings instead of e.g. &amp;quot;young tower-cap&amp;quot;&lt;br /&gt;
* BIOME&lt;br /&gt;
* PREFSTRING&lt;br /&gt;
&lt;br /&gt;
== Plant-specific tokens ==&lt;br /&gt;
See [[Plant tokens]].&lt;br /&gt;
== Stone-specific tokens ==&lt;br /&gt;
* STONE_NAME - Loose stones are called this, e.g. for &amp;quot;nuggets&amp;quot; vs native metal&lt;br /&gt;
* [METAL_ORE:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - automatically creates a smelter reaction requiring fuel and one stone to make one bar.&lt;br /&gt;
** Multiple METAL_ORE tokens mean that there is a percentage chance of each metal - c.f. [[tetrahedrite]] or [[galena]]. Adding multiples instances of the same ore tag will result in a corresponding increase in bars formed at the smelter. Percentages greater than 100 do not result in additional bars at the smelter.&lt;br /&gt;
* [THREAD_METAL:&amp;lt;metal&amp;gt;:&amp;lt;percentage&amp;gt;] - allows strand extraction at craftsdwarf's workshop.&lt;br /&gt;
* ITEM_SYMBOL: Loose stones use this tile. Used to make [[bituminous coal]] show up as ☼ and ores as *.&lt;br /&gt;
* LAVA - lines the magma pipe; formed with water + magma&lt;br /&gt;
* SHARP - can be made into CAN_STONE weapons&lt;br /&gt;
* GLASS - [[rock crystal]].&lt;br /&gt;
* [GEM:singular:plural] - the stone drops gems, instead of loose stones. The plural can be STP, which seems to be short for &amp;quot;standard plural&amp;quot;, i.e. just add an S after the singular.&lt;br /&gt;
&lt;br /&gt;
===Layer types===&lt;br /&gt;
Note: Soils are considered to be a subtype of stone in the raws.&lt;br /&gt;
&lt;br /&gt;
A stone material can be tagged with one of:&lt;br /&gt;
*[SEDIMENTARY]&lt;br /&gt;
*[IGNEOUS_INTRUSIVE]&lt;br /&gt;
*[IGNEOUS_EXTRUSIVE]&lt;br /&gt;
*[METAMORPHIC]&lt;br /&gt;
*[SOIL]&lt;br /&gt;
*[SOIL_OCEAN]&lt;br /&gt;
&lt;br /&gt;
Additionally these can occur:&lt;br /&gt;
*[SEDIMENTARY_OCEAN_SHALLOW]&lt;br /&gt;
*[SEDIMENTARY_OCEAN_DEEP]&lt;br /&gt;
*[SOIL_SAND] - can be made into glass&lt;br /&gt;
*[AQUIFER] - aquifers can be in these layers&lt;br /&gt;
&lt;br /&gt;
Layer tags are not mutually exclusive with ENVIRONMENT tags.&lt;br /&gt;
&lt;br /&gt;
===ENVIROMENT and ENVIRONMENT_SPEC===&lt;br /&gt;
&lt;br /&gt;
Format:&lt;br /&gt;
*[ENVIRONMENT:&amp;lt;class&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
** class may also be ALL_STONE, IGNEOUS_ALL, ALLUVIAL.&lt;br /&gt;
*[ENVIRONMENT_SPEC:&amp;lt;id&amp;gt;:&amp;lt;inclusion type&amp;gt;:&amp;lt;frequency&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The inclusion type can be CLUSTER, CLUSTER_SMALL, CLUSTER_ONE, or VEIN. CLUSTERs are large ovoids that occupy their entire local map tile if present. CLUSTER_SMALL inclusions are blobs of 3-9 tiles; CLUSTER_ONE inclusions are single tiles; and VEINs are large streaks.&lt;br /&gt;
&lt;br /&gt;
If no CLUSTER is present, then zero to two VEINs as well as roughly five to seven other clusters will be present in the local map tile.&lt;br /&gt;
&lt;br /&gt;
Anecdotal evidence suggests that each z-layer will tend to reuse the same type of inclusions, leading to multiple clusters of the same type of opal rather than several different types.&lt;br /&gt;
&lt;br /&gt;
== Tokens not found in the raws ==&lt;br /&gt;
These do not appear in any shipped raw file. Some are documented in &amp;quot;file changes.txt&amp;quot;, while others were found solely [[string dump|in the EXE]]. For the latter, we can only speculate as to their syntax and meaning.&lt;br /&gt;
&lt;br /&gt;
* LIQUID_DENSITY&lt;br /&gt;
* BUILD_COLOR&lt;br /&gt;
* TILE_COLOR&lt;br /&gt;
* DROWN_LEVEL:(0-7) - water level at which shrubs die&lt;br /&gt;
* SAPLING_DROWN_LEVEL:(0-7) - water level at which saplings die&lt;br /&gt;
* TREE_DROWN_LEVEL:(0-7) - water level at which trees die (irrelevant)&lt;br /&gt;
* SAPLING_TILE:chr, SAPLING_COLOR:fore:back:bright - appearance of tree saplings&lt;br /&gt;
* DEAD_SAPLING_TILE:chr, DEAD_SAPLING_COLOR:fore:back:bright - appearance of dead tree saplings&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=60832</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=60832"/>
		<updated>2010-01-12T03:31:20Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Behavior */ I've had adventurers impaled on spikes by elves and humans, too, despite them lacking this token, and even in cases where I wasn't their enemy (died fighting a wild animal near town)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.  (&amp;lt;s&amp;gt;Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values&amp;lt;/s&amp;gt;.  Tested in 40d, [NO_GENDER] civs at least are not placed at all.  Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its origenal individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring stones in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Causes members to use wooden armor, shields, and weapons, as elves do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. &lt;br /&gt;
Unknown if the tag does anything as of version 40d.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader of the civ this profession, uses tileset professions. &lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. &lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Will always use the cheapest metal available to them for weapons and armor; usually copper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=60774</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=60774"/>
		<updated>2010-01-10T17:04:55Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* L */ whoops, more testing is needed it seems.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's bones to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.&lt;br /&gt;
See [[Building destroyer]] for full discussion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| Removed in version 0.28.181.39a - in prior versions, if a creature had this tag, it could only be slaughtered (that is, dragged to a [[Butcher's Shop]]), and if it died of any other cause, the corpse could not be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's cheese to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal and eat edible items from you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (apparently the highest [[value]] it can find). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the drink to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Region#Surroundings]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
* ? (always 50 or 100)&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| The extract gotten from the creature can be made into cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's extract to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature can see regardless of whether it has working eyes.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
| pretty worthless now. It was very important in the 2-dimensional DF.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| As of the current version{{version|0.28.181.40d}}, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. &amp;quot;High frequency means you get more when the number is high, so 100 would be the most common.  If you don't enter a number, it uses 50.&amp;quot;&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's silk to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down.&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of [[glowing pit|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Clothing width, similar to NARROW. If you have STOUT humans they will have &amp;quot;stout&amp;quot; inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
| Without it, leather items made from skin of this creature are stupidly heavy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_MICRO&lt;br /&gt;
|&lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| X_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of profession X.  &lt;br /&gt;
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
From the [[string dump]](v40d), permissible tags seem to be:&lt;br /&gt;
 &lt;br /&gt;
CRAFTSMAN_NAME, FISHERMAN_NAME&lt;br /&gt;
&lt;br /&gt;
HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,&lt;br /&gt;
&lt;br /&gt;
SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH&lt;br /&gt;
or SPECIALATTACK_ &amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack.  Not mutually exclusive with _WITH&lt;br /&gt;
or SPECIALATTACK_ &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to farther experiment with the max value)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
&amp;lt;small&amp;gt;! It seems to only make the target creature bleed/heavy bleed. farther testing&amp;lt;/small&amp;gt;  [HUGO_THE_DWARF]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=60773</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=60773"/>
		<updated>2010-01-10T16:51:48Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* L */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.  This includes sentient creatures, but creature [[tokens]] should not be confused with [[Entity_tokens|entity tokens]].&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's bones to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like.  Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands.&lt;br /&gt;
See [[Building destroyer]] for full discussion.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| Removed in version 0.28.181.39a - in prior versions, if a creature had this tag, it could only be slaughtered (that is, dragged to a [[Butcher's Shop]]), and if it died of any other cause, the corpse could not be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's cheese to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature's skin is tanned, it becomes [[chitin]] instead of leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VEPERTINE and MATUTINAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being [[fishery|cleaned]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal and eat edible items from you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (apparently the highest [[value]] it can find). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;'' Also increases experience gain during adventure mode.&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes fire in a cone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the drink to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Region#Surroundings]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| Determines that something can be extracted from the creature, what it's called, and what [[color]] it is. Note, it appears that the extraction process is hard-coded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
* ? (always 50 or 100)&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
In the future, the last number may be used to determine effectiveness or time to cure, however, as of 40d antidotes have no function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* fg (foreground color)&lt;br /&gt;
* bg (background color)&lt;br /&gt;
* br (color brightness)&lt;br /&gt;
| The extract gotten from the creature can be made into cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's extract to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature can see regardless of whether it has working eyes.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
| &lt;br /&gt;
| pretty worthless now. It was very important in the 2-dimensional DF.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female. Note that a civilization created using an all-female creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| As of the current version{{version|0.28.181.40d}}, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100]. &amp;quot;High frequency means you get more when the number is high, so 100 would be the most common.  If you don't enter a number, it uses 50.&amp;quot;&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Item Tokens|WOOD]]:NO_SUBTYPE:[[Material tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work. May turn up with merchants as a trade good.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma. Not used anymore in the 3D version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;  Strangely, a civilization made of creatures with this token will not have capital cities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all. Tropical animals have this at 100. Tundra creatures, 200 or 300; humans 10, dwarves 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's leather to heat up or cool down. Also affects severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature attract local wildlife in large numbers.  May have more effects when magic is implemented.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male. Note that a civilization created using an all-male creature will quickly die out, as they don't have breeding couples, unless you give them a very high [MAXAGE] and [CHILD] age as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted. Currently only works with siegers. The same AI bug that causes issues with [FLIER] PC races in fortress mode causes worse issues with flying mounts, though when unmounted the creature will fly just fine. [SWIMS_INNATE] may or may not have similar issues on mounts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature. Note that a civilization created using a genderless creature will have no population, as they don't have breeding couples.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PACK_ANIMAL&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature's silk to heat up or cool down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast. Creatures with a size larger than 10 will prevent [[bridge]]s from raising or retracting and will cause a [[Dwarven Atom Smasher]] to deconstruct.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|specific heat capacity]]&lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down.&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt to use when insulting the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH_MALE&lt;br /&gt;
| filename&lt;br /&gt;
| Used in place of [SPEECH] for humans; perhaps sets the speech.txt to use for males only? Humans don't have a corresponding [SPEECH_FEMALE] token, though, which only occurs in the [[string dump]].&lt;br /&gt;
[SPEECH_MALE:human_male.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
| [[sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of [[glowing pit|hidden fun stuff]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Clothing width, similar to NARROW. If you have STOUT humans they will have &amp;quot;stout&amp;quot; inventory prefixes. Perhaps also: Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
| Without it, leather items made from skin of this creature are stupidly heavy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected or chance of injection?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_MICRO&lt;br /&gt;
|&lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.  ''However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers.  This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal.'' (speculation by [[User:Flippantelf|Flippantelf]] 04:45, 15 June 2009 (UTC))&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_ROTTER&lt;br /&gt;
|&lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| X_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of profession X.  &lt;br /&gt;
ex:  [CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
From the [[string dump]](v40d), permissible tags seem to be:&lt;br /&gt;
 &lt;br /&gt;
CRAFTSMAN_NAME, FISHERMAN_NAME&lt;br /&gt;
&lt;br /&gt;
HAMMERMAN_NAME, SPEARMAN_NAME, CROSSBOWMAN_NAME, AXEMAN_NAME,&lt;br /&gt;
&lt;br /&gt;
SWORDSMAN_NAME, MACEMAN_NAME, PIKEMAN_NAME, BOWMAN_NAME&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. Not mutually exclusive with _CANLATCH&lt;br /&gt;
or SPECIALATTACK_ &amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack.  Not mutually exclusive with _WITH&lt;br /&gt;
or SPECIALATTACK_ &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack. 50:100 is potency. This is an average extract if it's a poison it will take time to affect the target, then wears off some time after full effect, a slow poison would be 1:100, 100:100 is instant or very fast working poison (haven't tried 0 yet, going to farther experiment with the max value)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn? / Effectiveness?)&lt;br /&gt;
&amp;lt;small&amp;gt;! It seems to only make the target creature bleed/heavy bleed. farther testing&amp;lt;/small&amp;gt;  [HUGO_THE_DWARF]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fluffy_wambler&amp;diff=60768</id>
		<title>40d:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fluffy_wambler&amp;diff=60768"/>
		<updated>2010-01-10T15:46:11Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: How about no. Game_Data is for actual original game data, not poorly formatted jokes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''fluffy wambler''' is an incredibly cute [[vermin]] loved for its gentleness and stumble bumbling, with a tendancy to gnaw at dwarven foods.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WAMBLER_FLUFFY]&lt;br /&gt;
	[NAME:fluffy wambler:fluffy wamblers:fluffy wambler]&lt;br /&gt;
	[TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[VERMIN_EATER][PENETRATEPOWER:1][FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][GOOD][PET_EXOTIC][NATURAL]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[GNAWER:gnawed]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:warm heart]&lt;br /&gt;
	[PREFSTRING:gentle nature]&lt;br /&gt;
	[PREFSTRING:stumble bumbling]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:150]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Vermin]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=60732</id>
		<title>40d:Starting build design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=60732"/>
		<updated>2010-01-09T23:08:43Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: hm, line breaks not working&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.&lt;br /&gt;
&lt;br /&gt;
See [[starting builds]] for a general discussion of this topic.&lt;br /&gt;
&lt;br /&gt;
==A basic build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* 2 miner/X (digging stone can be slow - this gets you into the ground asap)&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
== Metalbashing/Glassworking ==&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal but large coal seams or a forest will also suffice.  A site with sedimentary and flux should mean nearly unlimited steel.  Any site with [[sand]] (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal [[personality]].&lt;br /&gt;
* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.   Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
'''Core Items''' (all starts)&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s. 11 give 2 barrels.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (fast start)&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (slow start)&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;moderate start&amp;quot; would split the differences.&lt;br /&gt;
&lt;br /&gt;
== Everyone Mines ==&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
==Do it yourself ==&lt;br /&gt;
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  Read the [[Make your own weapons]] article for more info and possible variations.&lt;br /&gt;
&lt;br /&gt;
The skill mix leans toward military and metal bashing, but has room for something else.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, &amp;amp; 5 more points in any military skills - your Leader, Outdoors, Security&lt;br /&gt;
* Miner 5/Siege Engineer 5&lt;br /&gt;
* Mason 5/Stone Crafter 5 &lt;br /&gt;
* Armorsmith 5/Cook 5 &lt;br /&gt;
* Mechanic 5/Brewer 5&lt;br /&gt;
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)&lt;br /&gt;
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)&lt;br /&gt;
&lt;br /&gt;
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.&lt;br /&gt;
&lt;br /&gt;
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce. &lt;br /&gt;
&lt;br /&gt;
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
* Tools: &lt;br /&gt;
:* Anvil&lt;br /&gt;
:*  1 copper pick (to get digging with no delay)&lt;br /&gt;
* Alcohol:&lt;br /&gt;
:*16 alcohol A (4 barrels) &lt;br /&gt;
:* 16 alcohol B (4 barrels) &lt;br /&gt;
:* 11 alcohol C (3 barrels) &lt;br /&gt;
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)&lt;br /&gt;
* Seeds: &lt;br /&gt;
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)&lt;br /&gt;
:*  6 Quarry bush seeds (the best food producer)&lt;br /&gt;
:*  3 x 3 crop seeds for the rest (enough to get started, they'll multiply after season one)&lt;br /&gt;
:*  2 Dimple cup seeds (not a food crop, just enough to get started)&lt;br /&gt;
* Food:&lt;br /&gt;
:* 11 Plump helmets (2 barrels)&lt;br /&gt;
:* 11 Turtle (2 barrels)&lt;br /&gt;
:*  2 Cave lobster (for rare shells)&lt;br /&gt;
:*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)&lt;br /&gt;
* Raw Materials:&lt;br /&gt;
:*  4 wood (plus 3 from wagon, enough to get started)&lt;br /&gt;
:*  4 [[bauxite]] stone&lt;br /&gt;
:*  8 [[bituminous coal]]&lt;br /&gt;
:*  1 [[copper]] ore (copper nuggets or malachite)&lt;br /&gt;
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)&lt;br /&gt;
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])&lt;br /&gt;
:*  2 [[bismuthinite]] ore (to make [[bismuth bronze]])&lt;br /&gt;
:*  3 [[galena]] ore (for silver potential)&lt;br /&gt;
:*  2 [[sphalerite]] ore (for zinc, to make brass)&lt;br /&gt;
* Misc:&lt;br /&gt;
:*  3 cheap leather (to be made into bags)&lt;br /&gt;
:*  1 cheap leather bag (for immediate use)&lt;br /&gt;
* Animals:&lt;br /&gt;
:*  4 dogs (outdoor dwarf will train)&lt;br /&gt;
:*  2 cats (for breeding, to produce leather, bones, meat)&lt;br /&gt;
&lt;br /&gt;
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.&lt;br /&gt;
&lt;br /&gt;
It's possible that &amp;quot;too many&amp;quot; cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.&lt;br /&gt;
&lt;br /&gt;
On a low-wood map, a few more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.  &lt;br /&gt;
&lt;br /&gt;
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)&lt;br /&gt;
&lt;br /&gt;
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) &amp;amp; lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods &amp;amp; mandates.&lt;br /&gt;
&lt;br /&gt;
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.&lt;br /&gt;
&lt;br /&gt;
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.&lt;br /&gt;
&lt;br /&gt;
==Chopping wood is dangerous!==&lt;br /&gt;
This can be adapted to most any other build.  Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.&lt;br /&gt;
&lt;br /&gt;
==(War)dogs as (early) military==&lt;br /&gt;
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs &amp;quot;for their loyalty&amp;quot;, to give them an additional happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==A Generalist Build==&lt;br /&gt;
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free &amp;quot;slots&amp;quot; to buy to max proficiency, this can form the backbone of a build for nearly any playing style.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each dwarf receives 5 points to each of their 2 primary skills, except for the Broker.&lt;br /&gt;
*Dwarf 1 - Miner/Stone Crafter&lt;br /&gt;
:This guy will be your mining foreman while establishing a fortress, and will reach legendary soon enough to not waste too much ore, gems, etc.  5 points into Stone Crafter may seem like a waste given how common the material is, but a Proficient Stone Crafter will create items over 3 times as valuable, on average, as a no-skill one.  On more difficult maps, tripling the stuff you get from the first caravan may be the difference between starvation and glory.  If you're trying to get a metal industry up fast, quality crafts will make trading for an anvil much easier.&lt;br /&gt;
*Dwarf 2 - Carpenter/Mechanic&lt;br /&gt;
:Beds, beds, beds!  A skilled carpenter will make higher quality beds faster than a no-skill one.  Decent quality beds can go a long way towards keeping your starting 7 and early immigrants from tantruming.  Once the fortress is established, he will also make quality mechanisms for traps and constructions.  Carpentry and Mechanics are both relatively low priority jobs most of the time, so this dwarf should also often be available for hauling and odd jobs.&lt;br /&gt;
*Dwarves 3 and 4 - Mason/Other&lt;br /&gt;
:Rock furniture is quite important in most forts, and once again, high quality means happy dwarves.  Possible pairings for these two are:&lt;br /&gt;
:*Siege Engineer - If you'll be using siege engines at all, starting with the skill is much less painful than training it up from scratch.&lt;br /&gt;
:*Bowyer - Wood and bone crossbows tend to be very useful in the early game, whether for traps or for arming marksdwarves.  There's absolutely no benefit to using metal crossbows over bone or wood ones in weapon traps, so high quality bone/wood bows can easily be a staple for traps, through the entire game.&lt;br /&gt;
:*Weaponsmith - Weapons are (obviously) important for defense, whether they're placed in traps, or in the hands of military dwarves.  They're also half-decent trade items.&lt;br /&gt;
:*Armorsmith - If you'll be relying on a military at all, metal armor is a must.  Otherwise, not necessary.&lt;br /&gt;
:*Crafting skills - These dwarves could also turn out large quantities of valuable trade goods.  Metalsmithing, Metal Crafting, and Gem Cutting are difficult and expensive to train up.  Leatherworker and Clothier use common and cheap materials, and can produce decent value goods.&lt;br /&gt;
:*Cooking or Brewing - Easy to train, but high quality comestibles help keep your dwarves happy.&lt;br /&gt;
*Dwarves 5 and 6 - Grower/Other&lt;br /&gt;
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.&lt;br /&gt;
*Dwarf 7 - Broker&lt;br /&gt;
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*7 copper picks&lt;br /&gt;
:A pick for everyone can make early excavations much faster, with your Proficient Miner leading the way.&lt;br /&gt;
*0 to 2 steel battleaxes&lt;br /&gt;
:Depending on how much early wood cutting you plan on doing.  If there are no trees, the points can probably be better spent elsewhere (such as on more wood).&lt;br /&gt;
*Wood&lt;br /&gt;
:Even if you'll be on a heavily forested map, starting with wood will save time, as unskilled wood cutting is rather slow, and skipping early cutting allows all 7 dwarves to dig.  At only 3 units per log, why not put your leftover points here?  If your embark site has no trees, buy as much wood as you can afford.&lt;br /&gt;
*1-2 cages&lt;br /&gt;
:You cannot cage animals too early, if you don't want to be up to your ears in puppies and kittens.&lt;br /&gt;
*1-2 ropes&lt;br /&gt;
:For tying guard animals near your fortress entrance.  Kobold thieves can begin showing up quite early.&lt;br /&gt;
*2 or more dogs and/or war dogs&lt;br /&gt;
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.&lt;br /&gt;
*1-2 cats&lt;br /&gt;
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==A Military Build==&lt;br /&gt;
Embarking on a dangerous area and anticipate needing a military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves free to fight full-time.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarves receive 5 points to each of their skills, unless otherwise noted.&lt;br /&gt;
*Dwarf 1 - Miner/Mason&lt;br /&gt;
:This guy digs holes, makes rocks, and turns the rocks into useful things.  Very dwarfy.&lt;br /&gt;
*Dwarf 2 - Carpenter/Grower&lt;br /&gt;
:When he's not making beds for the barracks, he's tilling the fields.&lt;br /&gt;
*Dwarf 3 - Broker/Leatherworker&lt;br /&gt;
:Leatherworker is vital in the early game, as your dwarves will be dependent on leather armor for quite awhile.  Later on, he can make and sell leather crafts.  For broker skills, 1 point into Judge of Intent and 2 each to Appraisal and Intimidator should be fine.&lt;br /&gt;
*Dwarf 4 - Weaponsmith/Armorsmith&lt;br /&gt;
:Early on, put him to work as a wood cutter, miner, or hauler.  He'll be worth his weight in adamantine once you acquire an anvil and metal.  You could also use him as an unskilled mechanic initially, to help reinforce your fort's defenses.&lt;br /&gt;
*Dwarves 5, 6, and 7 - Soldiers.&lt;br /&gt;
:Other than weapon skills, Shield User and Armor User are very important, and relatively slow to train.  Wrestler can be trained fairly easily by sparring, but is very important in combat.  One Weapon skill should be maxed, with the rest of the points going into a mixture of Shield User, Armor User, and Wrestler, depending on your priorities.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*1 to 4 copper picks&lt;br /&gt;
*3 steel weapons, depending on your soldiers' weapon skills&lt;br /&gt;
:This should usually include at least one axe, so that you can chop wood.&lt;br /&gt;
*Wood&lt;br /&gt;
:Logs are cheap, and buying some wood at the start means your steel battleaxe can stay in the hands of a soldier, rather than a civilian Wood Cutter.  If you're embarking on a map with no trees, you don't really have a choice.&lt;br /&gt;
*2 Ropes (optional)&lt;br /&gt;
:Guard animals may or may not be needed, when you start with military dwarves.&lt;br /&gt;
*As many dogs and war dogs as you can afford&lt;br /&gt;
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.&lt;br /&gt;
*0 to 1 cat&lt;br /&gt;
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==Cheap meats to start with==&lt;br /&gt;
&lt;br /&gt;
To have a saved profile always start with 1 of every available meat which costs 2 bucks each to take advantage of the free barrels, edit the following into the profile in .\data\init\embark_profiles.txt&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:FISH:NONE:TURTLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CAT:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DOG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DONKEY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:HORSE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MULE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:BONOBO:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:CHIMPANZEE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:DEER:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:FOX:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GAZELLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BILOU:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_CRESTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_HANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_GRAY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_PILEATED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SIAMANG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SILVERY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GORILLA:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MACAQUE_RHESUS:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MANDRILL:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:MEAT:NONE:RACCOON:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BROWN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_YELLOW:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CHAR:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CLOWNFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_FLOUNDER:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GLASSEYE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GUPPY:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAGFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAKE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HERRING:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_KNIFEFISH_BANDED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LAMPREY_BROOK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LOACH_CLOWN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LUNGFISH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MACKEREL:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MOLLY_SAILFIN:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PERCH:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PUFFER_WHITE_SPOTTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RATFISH_SPOTTED:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY_BAT:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY THORNBACK:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SALMON:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SEAHORSE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SHAD:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Challenge Builds==&lt;br /&gt;
If you want a challenge try some [[Challenges]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=60731</id>
		<title>40d:Starting build design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=60731"/>
		<updated>2010-01-09T23:07:06Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: cheap meat for the barrel exploit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.&lt;br /&gt;
&lt;br /&gt;
See [[starting builds]] for a general discussion of this topic.&lt;br /&gt;
&lt;br /&gt;
==A basic build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* 2 miner/X (digging stone can be slow - this gets you into the ground asap)&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
== Metalbashing/Glassworking ==&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal but large coal seams or a forest will also suffice.  A site with sedimentary and flux should mean nearly unlimited steel.  Any site with [[sand]] (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal [[personality]].&lt;br /&gt;
* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.   Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
'''Core Items''' (all starts)&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s. 11 give 2 barrels.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (fast start)&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (slow start)&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;moderate start&amp;quot; would split the differences.&lt;br /&gt;
&lt;br /&gt;
== Everyone Mines ==&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
==Do it yourself ==&lt;br /&gt;
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  Read the [[Make your own weapons]] article for more info and possible variations.&lt;br /&gt;
&lt;br /&gt;
The skill mix leans toward military and metal bashing, but has room for something else.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, &amp;amp; 5 more points in any military skills - your Leader, Outdoors, Security&lt;br /&gt;
* Miner 5/Siege Engineer 5&lt;br /&gt;
* Mason 5/Stone Crafter 5 &lt;br /&gt;
* Armorsmith 5/Cook 5 &lt;br /&gt;
* Mechanic 5/Brewer 5&lt;br /&gt;
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)&lt;br /&gt;
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)&lt;br /&gt;
&lt;br /&gt;
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.&lt;br /&gt;
&lt;br /&gt;
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce. &lt;br /&gt;
&lt;br /&gt;
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
* Tools: &lt;br /&gt;
:* Anvil&lt;br /&gt;
:*  1 copper pick (to get digging with no delay)&lt;br /&gt;
* Alcohol:&lt;br /&gt;
:*16 alcohol A (4 barrels) &lt;br /&gt;
:* 16 alcohol B (4 barrels) &lt;br /&gt;
:* 11 alcohol C (3 barrels) &lt;br /&gt;
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)&lt;br /&gt;
* Seeds: &lt;br /&gt;
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)&lt;br /&gt;
:*  6 Quarry bush seeds (the best food producer)&lt;br /&gt;
:*  3 x 3 crop seeds for the rest (enough to get started, they'll multiply after season one)&lt;br /&gt;
:*  2 Dimple cup seeds (not a food crop, just enough to get started)&lt;br /&gt;
* Food:&lt;br /&gt;
:* 11 Plump helmets (2 barrels)&lt;br /&gt;
:* 11 Turtle (2 barrels)&lt;br /&gt;
:*  2 Cave lobster (for rare shells)&lt;br /&gt;
:*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)&lt;br /&gt;
* Raw Materials:&lt;br /&gt;
:*  4 wood (plus 3 from wagon, enough to get started)&lt;br /&gt;
:*  4 [[bauxite]] stone&lt;br /&gt;
:*  8 [[bituminous coal]]&lt;br /&gt;
:*  1 [[copper]] ore (copper nuggets or malachite)&lt;br /&gt;
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)&lt;br /&gt;
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])&lt;br /&gt;
:*  2 [[bismuthinite]] ore (to make [[bismuth bronze]])&lt;br /&gt;
:*  3 [[galena]] ore (for silver potential)&lt;br /&gt;
:*  2 [[sphalerite]] ore (for zinc, to make brass)&lt;br /&gt;
* Misc:&lt;br /&gt;
:*  3 cheap leather (to be made into bags)&lt;br /&gt;
:*  1 cheap leather bag (for immediate use)&lt;br /&gt;
* Animals:&lt;br /&gt;
:*  4 dogs (outdoor dwarf will train)&lt;br /&gt;
:*  2 cats (for breeding, to produce leather, bones, meat)&lt;br /&gt;
&lt;br /&gt;
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.&lt;br /&gt;
&lt;br /&gt;
It's possible that &amp;quot;too many&amp;quot; cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.&lt;br /&gt;
&lt;br /&gt;
On a low-wood map, a few more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.  &lt;br /&gt;
&lt;br /&gt;
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)&lt;br /&gt;
&lt;br /&gt;
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) &amp;amp; lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods &amp;amp; mandates.&lt;br /&gt;
&lt;br /&gt;
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.&lt;br /&gt;
&lt;br /&gt;
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.&lt;br /&gt;
&lt;br /&gt;
==Chopping wood is dangerous!==&lt;br /&gt;
This can be adapted to most any other build.  Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.&lt;br /&gt;
&lt;br /&gt;
==(War)dogs as (early) military==&lt;br /&gt;
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs &amp;quot;for their loyalty&amp;quot;, to give them an additional happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==A Generalist Build==&lt;br /&gt;
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free &amp;quot;slots&amp;quot; to buy to max proficiency, this can form the backbone of a build for nearly any playing style.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each dwarf receives 5 points to each of their 2 primary skills, except for the Broker.&lt;br /&gt;
*Dwarf 1 - Miner/Stone Crafter&lt;br /&gt;
:This guy will be your mining foreman while establishing a fortress, and will reach legendary soon enough to not waste too much ore, gems, etc.  5 points into Stone Crafter may seem like a waste given how common the material is, but a Proficient Stone Crafter will create items over 3 times as valuable, on average, as a no-skill one.  On more difficult maps, tripling the stuff you get from the first caravan may be the difference between starvation and glory.  If you're trying to get a metal industry up fast, quality crafts will make trading for an anvil much easier.&lt;br /&gt;
*Dwarf 2 - Carpenter/Mechanic&lt;br /&gt;
:Beds, beds, beds!  A skilled carpenter will make higher quality beds faster than a no-skill one.  Decent quality beds can go a long way towards keeping your starting 7 and early immigrants from tantruming.  Once the fortress is established, he will also make quality mechanisms for traps and constructions.  Carpentry and Mechanics are both relatively low priority jobs most of the time, so this dwarf should also often be available for hauling and odd jobs.&lt;br /&gt;
*Dwarves 3 and 4 - Mason/Other&lt;br /&gt;
:Rock furniture is quite important in most forts, and once again, high quality means happy dwarves.  Possible pairings for these two are:&lt;br /&gt;
:*Siege Engineer - If you'll be using siege engines at all, starting with the skill is much less painful than training it up from scratch.&lt;br /&gt;
:*Bowyer - Wood and bone crossbows tend to be very useful in the early game, whether for traps or for arming marksdwarves.  There's absolutely no benefit to using metal crossbows over bone or wood ones in weapon traps, so high quality bone/wood bows can easily be a staple for traps, through the entire game.&lt;br /&gt;
:*Weaponsmith - Weapons are (obviously) important for defense, whether they're placed in traps, or in the hands of military dwarves.  They're also half-decent trade items.&lt;br /&gt;
:*Armorsmith - If you'll be relying on a military at all, metal armor is a must.  Otherwise, not necessary.&lt;br /&gt;
:*Crafting skills - These dwarves could also turn out large quantities of valuable trade goods.  Metalsmithing, Metal Crafting, and Gem Cutting are difficult and expensive to train up.  Leatherworker and Clothier use common and cheap materials, and can produce decent value goods.&lt;br /&gt;
:*Cooking or Brewing - Easy to train, but high quality comestibles help keep your dwarves happy.&lt;br /&gt;
*Dwarves 5 and 6 - Grower/Other&lt;br /&gt;
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.&lt;br /&gt;
*Dwarf 7 - Broker&lt;br /&gt;
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*7 copper picks&lt;br /&gt;
:A pick for everyone can make early excavations much faster, with your Proficient Miner leading the way.&lt;br /&gt;
*0 to 2 steel battleaxes&lt;br /&gt;
:Depending on how much early wood cutting you plan on doing.  If there are no trees, the points can probably be better spent elsewhere (such as on more wood).&lt;br /&gt;
*Wood&lt;br /&gt;
:Even if you'll be on a heavily forested map, starting with wood will save time, as unskilled wood cutting is rather slow, and skipping early cutting allows all 7 dwarves to dig.  At only 3 units per log, why not put your leftover points here?  If your embark site has no trees, buy as much wood as you can afford.&lt;br /&gt;
*1-2 cages&lt;br /&gt;
:You cannot cage animals too early, if you don't want to be up to your ears in puppies and kittens.&lt;br /&gt;
*1-2 ropes&lt;br /&gt;
:For tying guard animals near your fortress entrance.  Kobold thieves can begin showing up quite early.&lt;br /&gt;
*2 or more dogs and/or war dogs&lt;br /&gt;
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.&lt;br /&gt;
*1-2 cats&lt;br /&gt;
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==A Military Build==&lt;br /&gt;
Embarking on a dangerous area and anticipate needing a military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves free to fight full-time.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarves receive 5 points to each of their skills, unless otherwise noted.&lt;br /&gt;
*Dwarf 1 - Miner/Mason&lt;br /&gt;
:This guy digs holes, makes rocks, and turns the rocks into useful things.  Very dwarfy.&lt;br /&gt;
*Dwarf 2 - Carpenter/Grower&lt;br /&gt;
:When he's not making beds for the barracks, he's tilling the fields.&lt;br /&gt;
*Dwarf 3 - Broker/Leatherworker&lt;br /&gt;
:Leatherworker is vital in the early game, as your dwarves will be dependent on leather armor for quite awhile.  Later on, he can make and sell leather crafts.  For broker skills, 1 point into Judge of Intent and 2 each to Appraisal and Intimidator should be fine.&lt;br /&gt;
*Dwarf 4 - Weaponsmith/Armorsmith&lt;br /&gt;
:Early on, put him to work as a wood cutter, miner, or hauler.  He'll be worth his weight in adamantine once you acquire an anvil and metal.  You could also use him as an unskilled mechanic initially, to help reinforce your fort's defenses.&lt;br /&gt;
*Dwarves 5, 6, and 7 - Soldiers.&lt;br /&gt;
:Other than weapon skills, Shield User and Armor User are very important, and relatively slow to train.  Wrestler can be trained fairly easily by sparring, but is very important in combat.  One Weapon skill should be maxed, with the rest of the points going into a mixture of Shield User, Armor User, and Wrestler, depending on your priorities.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*1 to 4 copper picks&lt;br /&gt;
*3 steel weapons, depending on your soldiers' weapon skills&lt;br /&gt;
:This should usually include at least one axe, so that you can chop wood.&lt;br /&gt;
*Wood&lt;br /&gt;
:Logs are cheap, and buying some wood at the start means your steel battleaxe can stay in the hands of a soldier, rather than a civilian Wood Cutter.  If you're embarking on a map with no trees, you don't really have a choice.&lt;br /&gt;
*2 Ropes (optional)&lt;br /&gt;
:Guard animals may or may not be needed, when you start with military dwarves.&lt;br /&gt;
*As many dogs and war dogs as you can afford&lt;br /&gt;
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.&lt;br /&gt;
*0 to 1 cat&lt;br /&gt;
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==Cheap meats to start with==&lt;br /&gt;
&lt;br /&gt;
To have a saved profile always start with 1 of every available meat which costs 2 bucks each to take advantage of the free barrels, edit the following into the profile in .\data\init\embark_profiles.txt&lt;br /&gt;
&lt;br /&gt;
[ITEM:1:FISH:NONE:TURTLE:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:CAT:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:DOG:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:DONKEY:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:HORSE:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:MULE:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:BONOBO:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:CHIMPANZEE:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:DEER:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:FOX:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GAZELLE:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BILOU:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_CRESTED:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_BLACK_HANDED:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_GRAY:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_PILEATED:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SIAMANG:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_SILVERY:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_BROWED:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GIBBON_WHITE_HANDED:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GOAT_MOUNTAIN:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GORILLA:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:GROUNDHOG:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:MACAQUE_RHESUS:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:MANDRILL:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:MARMOT_HOARY:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:ORANGUTAN:NONE]&lt;br /&gt;
[ITEM:1:MEAT:NONE:RACCOON:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_ANCHOVY:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BLACK:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_BROWN:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_BULLHEAD_YELLOW:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CHAR:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_CLOWNFISH:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_FLOUNDER:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GLASSEYE:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_GUPPY:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAGFISH:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HAKE:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_HERRING:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_KNIFEFISH_BANDED:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LAMPREY_BROOK:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LOACH_CLOWN:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_LUNGFISH:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MACKEREL:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_MOLLY_SAILFIN:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PERCH:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_PUFFER_WHITE_SPOTTED:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RATFISH_SPOTTED:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY_BAT:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_RAY THORNBACK:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SALMON:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SEAHORSE:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SHAD:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_SOLE:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_RAINBOW:NONE]&lt;br /&gt;
[ITEM:1:FISH:NONE:FISH_TROUT_STEELHEAD:NONE]&lt;br /&gt;
&lt;br /&gt;
==Challenge Builds==&lt;br /&gt;
If you want a challenge try some [[Challenges]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=60693</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=60693"/>
		<updated>2010-01-08T21:01:00Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: Tested, MERCHANT_BODYGUARDS alone caused a race to bring wagons instead of just animals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.  (&amp;lt;s&amp;gt;Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values&amp;lt;/s&amp;gt;.  Tested in 40d, [NO_GENDER] civs at least are not placed at all.  Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its origenal individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring stones in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Causes members to use wooden armor, shields, and weapons, as elves do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. &lt;br /&gt;
Unknown if the tag does anything as of version 40d.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader of the civ this profession, uses tileset professions. &lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. &lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Will always use the cheapest metal available to them for weapons and armor; usually copper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=60621</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=60621"/>
		<updated>2010-01-07T04:26:34Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: Tested and confirmed; changing iron's modvalue to 1 makes kobolds use it instead of copper, but they won't use the cheapest metal if the PERC is over 100 or if it lacks WEAPON/ARMOR.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These [[tokens]] define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not have any population.  (&amp;lt;s&amp;gt;Possible exception is if they have very high [DAMBLOCK] and [MAXAGE] values&amp;lt;/s&amp;gt;.  Tested in 40d, [NO_GENDER] civs at least are not placed at all.  Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ.  Non-reproducing civs can be created by giving the creatures a high [MAXAGE] and a '''HIGHER''' [CHILD] or [BABY] age.  Because the children never grow up, the civ is limited to its origenal individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more advanced metals.&lt;br /&gt;
This also allows them to use stronger metals, such as steel. Currently only dwarves have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more stones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more types of wood.  Also causes members to use wooden armor, shields, and weapons, as elves do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to have a preference for one or more gems.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDEAD_CANDIDATE&lt;br /&gt;
|&lt;br /&gt;
| In previous versions, this also allowed ruins to be automatically populated by undead versions of that species. &lt;br /&gt;
Unknown if the tag does anything as of version 40d.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to have a military leader.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_HAVE_MILITARY_SITE_LEADER&lt;br /&gt;
|&lt;br /&gt;
| Allow the entity to have military minor leaders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the leader of the civ this profession, uses tileset professions. &lt;br /&gt;
[LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE_LEADER_TYPE&lt;br /&gt;
| [[Profession tokens|profession]]&lt;br /&gt;
| Makes the minor leaders this profession, uses tileset professions.&lt;br /&gt;
[SITE_LEADER_TYPE:MASTER_THIEF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAYOR&lt;br /&gt;
|&lt;br /&gt;
| Settlements have a mayor.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. &lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you, also allows trade negotiations for the next year's caravan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENTITY_GROUPING&lt;br /&gt;
| alignment (obsolete)&lt;br /&gt;
| FRIENDLY, EVIL, or NUISANCE&lt;br /&gt;
[ENTITY_GROUPING:FRIENDLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Determines if inside farms will be generated for civ towns, and determines if the player can build farms underground in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Determines if outside farms will be generated for civ towns, and determines of the player can build outdoor farms in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MINOR_METAL&lt;br /&gt;
|&lt;br /&gt;
| Will always use the cheapest metal available to them for weapons and armor; usually copper.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOW_SKILL&lt;br /&gt;
|&lt;br /&gt;
| No longer used.  Formerly used to keep kobolds under control. [v0.28.181.39f]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=60570</id>
		<title>Planepacked</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Planepacked&amp;diff=60570"/>
		<updated>2010-01-05T13:44:50Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: Undo revision 60568 by 90.211.205.144 (Talk) bad grammar.  Not good.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
'''Planepacked''' is a [[Limestone]] [[Statue]], now known as the most epic [[artifact]] ever created by dwarvenkind, without cheating or exploiting. Since nothing remotely similar has ever been reported, Planepacked is certainly some sort of bug, or some unintended result of modding [[goblin]]s to be twelve times stronger.  However, it is still considered &amp;quot;official&amp;quot; by those who care about such things.&lt;br /&gt;
&lt;br /&gt;
==Possible explanation suggested==&lt;br /&gt;
A recent [http://www.bay12games.com/forum/index.php?topic=43208.0 bug report] may have narrowed in on the cause of Planepacked.  An outdoor workshop claimed by a moody dwarf when dwarves are not allowed outside (soldiers allowed or not does not seem to matter) will continue gathering materials for his artifact, without ever crossing any off his &amp;quot;list.&amp;quot;  He will only gather materials from inside locations, and will do so until no more of that item remain.  If dwarves are allowed outside he will complete his current item and move on to the next.  It is unclear if forbidding the outdoors causes him to collect more of the initial item, or more of the new item.  Due to the plentiful nature of stone and the frequency of moods involving stone items, its no surprise that Planepacked was made out of stone. Evidence for this theory may be found in this [[{{TALKPAGENAME}}#Explanation research migrated from main page|discussion]].&lt;br /&gt;
&lt;br /&gt;
At this time, it may be considered an exploit to allow the moody dwarf to continue to gather materials by not allowing citizens outside, thus forcing the artifact to have more items than normally possible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= The Statue=&lt;br /&gt;
The statue itself contains an ungodly amount of items built into it, and contains what would appear to be the entire history of the world in which it was created. It also includes 73 images of itself, leading one to believe that either the designs engraved upon it are minutely fractal, or that where Planepacked stands the universe folds. It also most likely contains several pictures of toads, and squares, but strangely, no cheese.&lt;br /&gt;
&lt;br /&gt;
== Materials ==&lt;br /&gt;
&lt;br /&gt;
* [[Limestone]]&lt;br /&gt;
* [[Gypsum]]&lt;br /&gt;
* [[Native platinum]]&lt;br /&gt;
* [[Magnetite]]&lt;br /&gt;
* [[Limonite]]&lt;br /&gt;
* [[Malachite]]&lt;br /&gt;
* [[Pig iron]]&lt;br /&gt;
* [[Cave lobster]] [[shell]]&lt;br /&gt;
* [[Dog]] [[leather]]&lt;br /&gt;
* [[Native gold]]&lt;br /&gt;
* [[Oak]]&lt;br /&gt;
* [[Orthoclase]] &lt;br /&gt;
* [[Steel]] &lt;br /&gt;
* [[Brown jasper]]&lt;br /&gt;
&lt;br /&gt;
See external links for a complete list of materials and item detail.&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
Planepacked is worth an amazing 3,105,600☼, an extremely high amount in relation to its standard materials.&lt;br /&gt;
&lt;br /&gt;
== Creation ==&lt;br /&gt;
According to its owner, creation took over a year to gather all of the materials, and then the standard amount of time to make the item. Why the [[dwarf]] didn't go [[insane]] in the middle of collecting items is unknown, but may have to do with the fact that all the items he needed were there, just not at the [[workshop]] yet.&lt;br /&gt;
&lt;br /&gt;
On October 11, 2009 another player experienced a similar artifact named Broiledprinces. It is currently believed that such an artifact is triggered by having a dwarf claim an above-ground workshop while the dwarves are all ordered inside via the orders menu. The feat has since been repeated.&lt;br /&gt;
&lt;br /&gt;
==The Description==&lt;br /&gt;
&lt;br /&gt;
This is a [[Limestone]] [[statue]].  All craftsdwarfship is of the highest quality.  It is encrusted with [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]], [[Limonite]] and [[Malachite]], studded with [[Pig iron]], decorated with [[cave lobster]] [[shell]] and [[dog]] [[leather]] and encircled with bands of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Native gold]], [[Malachite]], [[Limonite]] and [[Oak]].  This object is adorned with hanging rings of [[Limestone]], [[Gypsum]], [[Native platinum]], [[Magnetite]] and [[Limonite]] and menaces with [[decoration|spikes]] of [[Limestone]], [[Gypsum]], [[Magnetite]], [[Limonite]], [[Malachite]], [[Orthoclase]], [[Steel]] and [[Brown jasper]].  On the item is an  image of Dimpledflags the [[Iron]] [[hatch cover]] in [[Limestone]]. &lt;br /&gt;
  &lt;br /&gt;
On the item is an  image of Ngokang Haterampart the [[goblin]] and [[dwarves]] in [[Limestone]].  Ngokang Haterampart is  surrounded by the [[dwarves]].  The artwork relates to the rise of the [[goblin]] Ngokang Haterampart as an enemy of The Arrow of Tournaments in the late summer of 204.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mistem Puretown the dwarf and Crazethin the grimeling in Limestone.  Crazethin is  striking down Mistem Puretown.  The artwork relates to the killing of the dwarf Mistem Puretown by the grimeling Crazethin in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of diamonds in Limestone.  On the item is an  image of buckets in Limestone.  On the item is an  image of shining suns in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of toads in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of a shortfin mako shark in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Imush Towerurged the dwarf and Aslot Spideryurges the goblin in Limestone.  Aslot Spideryurges is  shooting Imush Towerurged.  The artwork relates to the shooting of the dwarf Imush Towerurged by the goblin Aslot Spideryurges in Ravenlabors in the midsummer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a Oak in Limestone.  On the item is an  image of a shining sun in Limestone.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of a purring maggot in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
On the item is an  image of a Longland grass in Limestone.  On the item is an  image of a Tower-cap in Limestone.  On the item is an  image of thick crescents in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a diamond in Limestone.  On the item is an  image of a wave in Limestone.  On the item is an  image of two Oaks in Limestone.  On the item is an  image of sweet pods in Limestone.  On the item is an  image of a toad in Gypsum.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of three Oaks in Limestone.  On the item is an  image of Dimpledflags the Iron hatch cover in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Gypsum.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Ago Menacetrap the goblin and Alath Helmedabbey the Imperial Spring of Drills the dwarf in Limestone.  Alath Helmedabbey the Imperial Spring of Drills is  striking down Ago Menacetrap.  The artwork relates to the killing of the goblin Ago Menacetrap by the dwarf Alath Helmedabbey the Imperial Spring of Drills in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Gypsum.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of squares in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Gypsum.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Drufuchakin the kobold and Datan Treatydawned the dwarf in Gypsum.  Datan Treatydawned is  striking down Drufuchakin.  The artwork relates to the killing of the kobold Drufuchakin by the dwarf Datan Treatydawned in Ravenlabors in the early winter of 206 during The Fourth Attempted Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two toads in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a thick crescent in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of Planepacked the Limestone statue in Gypsum.  On the item is an  image of a rope reed in Gypsum.  On the item is an  image of two full moons in Gypsum.  On the item is an  image of circles in Limestone.   &lt;br /&gt;
On the item is an  image of Aslot Spideryurges the goblin and dwarves in Limestone.  Aslot Spideryurges is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Aslot Spideryurges as an enemy of The Arrow of Tournaments in the midsummer of 204.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of mountains in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Crazethin the grimeling and Kadol Basementhushed the dwarf in Limestone.  Kadol Basementhushed is  striking down Crazethin.  The artwork relates to the killing of the grimeling Crazethin by the dwarf Kadol Basementhushed in Ravenlabors in the late autumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Tun Racewheel the dwarf in Limestone.  Tun Racewheel is  laboring.  The artwork relates to the settling of the dwarf Tun Racewheelin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of two Maples in Limestone.  On the item is an  image of diamonds in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of two Larchs in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a sweet pod in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of mountains in Limestone.  On the item is an  image of hidden moons in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of Cilob Racetrade the dwarf in Limestone.  Cilob Racetrade is  laboring.  The artwork relates to the settling of the dwarf Cilob Racetradein  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of mountains in Limestone.  On the item is an  image of a Longland grass in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin and dwarves in Limestone.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  surrounded by the dwarves.  The artwork relates to the rise of the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty as an enemy of The Arrow of Tournaments in the early summer of 204.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of cages in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of four mountains in Limestone.  On the item is an  image of a plump helmet in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of waves in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thin cross in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two toads in Limestone.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limestone.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a toad in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a cloud in Limestone.  On the item is an  image of a barrel in Limestone.  On the item is an  image of two narrow crescents in Limestone.  On the item is an  image of narrow crescents in Limestone.  On the item is an  image of a barrel in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Limestone.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of Cani Lustrousduties the human and Atu Seduceshameful the goblin in Limestone.  Cani Lustrousduties is  making a plaintive gesture.  Atu Seduceshameful is  striking a menacing pose.  The artwork relates to the mortal wounding of the human Cani Lustrousduties by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Atu Seduceshameful the goblin and `Hammermaker' Lettership the Flute of Bands the dwarf in Limestone.  `Hammermaker' Lettership the Flute of Bands is  striking down Atu Seduceshameful.  The artwork relates to the killing of the goblin Atu Seduceshameful by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early autumn of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of two circles in Limestone.   &lt;br /&gt;
On the item is an  image of Sigun Whippedbridges the dwarf and dwarves in Limestone.  Sigun Whippedbridges is  surrounded by the dwarves.  The artwork relates to the appointment of the dwarf Sigun Whippedbridges as the outpost liaison for The Arrow of Tournaments in 171.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a Oak in Limestone.  On the item is an  image of toads in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Ilral Roughnesstraded the dwarf and Dostngosp Stinkthief the goblin in Limestone.  Ilral Roughnesstraded is  making a plaintive gesture.  Dostngosp Stinkthief is  laughing.  The artwork relates to the mortal wounding of the dwarf Ilral Roughnesstraded by the goblin Dostngosp Stinkthief in Ravenlabors in the late autumn of 203 during The Third Attempted Abduction at Ravenlabors.   &lt;br /&gt;
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On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of crescent moons in Limestone.  On the item is an  image of a dwarf in Limestone.  On the item is an  image of two Oaks in Limestone.   &lt;br /&gt;
On the item is an  image of Ilral Channeledhalls the dwarf and Ago Menacetrap the goblin in Limestone.  Ago Menacetrap is  striking down Ilral Channeledhalls.  The artwork relates to the killing of the dwarf Ilral Channeledhalls by the goblin Ago Menacetrap in Ravenlabors in the late autumn of 205 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of narrow crescents in Limestone.  On the item is an  image of wild strawberries in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of two half moons in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Alders in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202. On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of a Longland grass in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of  the muskox and Atu Seduceshameful the goblin in Limestone.  Atu Seduceshameful is  striking down .  The artwork relates to the killing of the muskox  by the goblin Atu Seduceshameful in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of waves in Limestone.  On the item is an  image of a narrow crescent in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of a wave in Limestone.   &lt;br /&gt;
On the item is an  image of Morul Loverorbs the dwarf and Dissolvedchains the Conjurer of Riddling the cave lobster shell mask in Limestone.  Morul Loverorbs is  raising Dissolvedchains the Conjurer of Riddling.  The artwork relates to the creation of Dissolvedchains the Conjurer of Riddling in Ravenlabors by the dwarf Morul Loverorbs in the midwinter of 204.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limestone.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of a common skate in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of three-pointed stars in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a shining sun in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Limonite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Limestone.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Dishmab Floorcleans the dwarf and dwarves in Magnetite.  Dishmab Floorcleans is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Dishmab Floorcleans as an enemy of The Arrow of Tournaments in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of shining suns in Malachite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Alder in Limonite.  On the item is an  image of a cave wheat in Limonite.  On the item is an  image of a Tower-cap in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a dwarf in Magnetite.  On the item is an  image of a blazing sun in Magnetite.  On the item is an  image of a diamond in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a shining sun in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of two toads in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of half moons in Limonite.  On the item is an  image of waves in Limestone.   &lt;br /&gt;
On the item is an  image of Thlulugrayber the kobold and a Steel chain mail in Limonite.  Thlulugrayber is  raising the Steel chain mail.  The artwork relates to the theft of a Steel chain mail from Ravenlabors by the kobold Thlulugrayber in the early summer of 205 during The Fifth Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a circle in Limonite.  On the item is an  image of a cloud in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of wild strawberries in Magnetite.  On the item is an  image of blazing suns in Magnetite.  On the item is an  image of a narrow crescent in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a mountain in Limonite.  On the item is an  image of narrow crescents in Limonite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Limonite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of three-pointed stars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a crescent moon in Magnetite.  On the item is an  image of dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limestone.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of dwarves in Limonite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a blade weed in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of clouds in Magnetite.  On the item is an  image of a thick crescent in Limonite.  On the item is an  image of toads in Limestone.  On the item is an  image of a sasquatch in Magnetite.  On the item is an  image of cougars in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.   &lt;br /&gt;
On the item is an  image of dwarves in Limestone.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a Ash in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of three dwarves in Magnetite.   &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Malachite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Meng Treatychant the dwarf in Magnetite.  Meng Treatychant is  laboring.  The artwork relates to the settling of the dwarf Meng Treatychantin  Ravenlabors in the midspring of 203.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
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On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
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On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a four-pointed star in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a diamond in Magnetite.   &lt;br /&gt;
On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of a wild strawberry in Magnetite.  On the item is an  image of a bucket in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limestone.  On the item is an  image of prickle berries in Limestone.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Tangledgold the donkey in Limonite.  Tangledgold is  striking down .  The artwork relates to the killing of the donkey  by the donkey Tangledgold in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of pig tails in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
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On the item is an  image of Fikod Pickbolted the dwarf and Dishmab Floorcleans the dwarf in Limonite.  Fikod Pickbolted is  making a plaintive gesture.  Dishmab Floorcleans is  laughing.  The artwork relates to the mortal wounding of the dwarf Fikod Pickbolted by the dwarf Dishmab Floorcleans in Ravenlabors in the early autumn of 206.   &lt;br /&gt;
On the item is an  image of clouds in Magnetite.  On the item is an  image of two elk in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of dimple cups in Magnetite.  On the item is an  image of clouds in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a Ash in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of a mountain in Magnetite.  On the item is an  image of four Tower-caps in Magnetite.  On the item is an  image of dwarves in Limonite.  On the item is an  image of a Larch in Magnetite.  On the item is an  image of a Alder in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of two waves in Magnetite.  On the item is an  image of thick crescents in Magnetite.   &lt;br /&gt;
On the item is an  image of Kilidilruldin the kobold and a giant cave spider silk sock in Magnetite.  Kilidilruldin is  raising the giant cave spider silk sock.  The artwork relates to the theft of a giant cave spider silk sock from Ravenlabors by the kobold Kilidilruldin in the early summer of 204 during The Third Theft at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.  On the item is an  image of two toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a full moon in Magnetite.   &lt;br /&gt;
On the item is an  image of Kulet Floorportent the dwarf and Ngerxung Bridgehate the goblin in Limonite.  Ngerxung Bridgehate is  striking down Kulet Floorportent.  The artwork relates to the killing of the dwarf Kulet Floorportent by the goblin Ngerxung Bridgehate in Ravenlabors in the late spring of 205 during The Fifth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of four-pointed stars in Limonite.   &lt;br /&gt;
On the item is an  image of Tekkud Clutchrough the dwarf and Ngerxung Menaceriddled the Magical Tomes of Disloyalty the goblin in Magnetite.  Ngerxung Menaceriddled the Magical Tomes of Disloyalty is  striking down Tekkud Clutchrough.  The artwork relates to the killing of the dwarf Tekkud Clutchrough by the goblin Ngerxung Menaceriddled the Magical Tomes of Disloyalty in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of a barrel in Limonite.  On the item is an  image of raccoons in Magnetite.  On the item is an  image of a hidden moon in Limonite.  On the item is an  image of bloated tubers in Limonite.  On the item is an  image of toads in Magnetite.  On the item is an  image of diamonds in Magnetite.  On the item is an  image of a toad in Magnetite.   &lt;br /&gt;
On the item is an  image of Stleelbis the kobold and `Hammermaker' Lettership the Flute of Bands the dwarf in Limonite.  `Hammermaker' Lettership the Flute of Bands is  striking down Stleelbis.  The artwork relates to the killing of the kobold Stleelbis by the dwarf `Hammermaker' Lettership the Flute of Bands in Ravenlabors in the early winter of 204 during The Theft of Crevicepaddled at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Oaks in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Limonite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of plump helmets in Limonite.  On the item is an  image of tall crosses in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Guardedattic by The Mechanism of Heating of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of  the donkey and Snang Belchprofane the goblin in Limonite.  Snang Belchprofane is  shooting .  The artwork relates to the shooting of the donkey  by the goblin Snang Belchprofane in Ravenlabors in the late summer of 206 during The Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of Rith Frostrope the dwarf in Magnetite.  Rith Frostrope is  laboring.  The artwork relates to the settling of the dwarf Rith Frostropein  Ravenlabors in the midautumn of 203.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Whipworshipped the dwarf in Magnetite.  Kol Whipworshipped is  laboring.  The artwork relates to the settling of the dwarf Kol Whipworshippedin  Ravenlabors in the midspring of 205.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Magnetite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Tower-caps in Magnetite.  On the item is an  image of shining suns in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Pulledstalk the alligator and dwarves in Limonite.  Pulledstalk is  surrounded by the dwarves.  The artwork relates to the rise of the alligator Pulledstalk as an enemy of The Arrow of Tournaments in 173.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a bluefin tuna in Limonite.  On the item is an  image of two toads in Limonite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of diamonds in Magnetite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of circles in Limonite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of mountains in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a tall cross in Magnetite.  On the item is an  image of a thin cross in Magnetite.  On the item is an  image of barrels in Magnetite.  On the item is an  image of circles in Magnetite.  On the item is an  image of a Longland grass in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Limonite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a toad in Magnetite.  On the item is an  image of squares in Magnetite.  On the item is an  image of wizards in Magnetite.  On the item is an  image of toads in Magnetite.   &lt;br /&gt;
On the item is an  image of Dangleburst the grimeling and dwarves in Limonite.  Dangleburst is  surrounded by the dwarves.  The artwork relates to the rise of the grimeling Dangleburst as an enemy of The Arrow of Tournaments in 130.   &lt;br /&gt;
On the item is an  image of a satyr in Magnetite.   &lt;br /&gt;
On the item is an  image of Zulban Staticcloistered the dwarf and Zolak Doomedrelic the goblin in Magnetite.  Zolak Doomedrelic is  striking down Zulban Staticcloistered.  The artwork relates to the killing of the dwarf Zulban Staticcloistered by the goblin Zolak Doomedrelic in Ravenlabors in the early summer of 204 during The Fourth Attempted Abduction at Ravenlabors.   &lt;br /&gt;
On the item is an  image of mountains in Magnetite.  On the item is an  image of Highwoods in Malachite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two barrels in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of toads in Magnetite.  On the item is an  image of Mafol Handletone the dwarf in Magnetite.  On the item is an  image of broad crosses in Limonite.   &lt;br /&gt;
On the item is an  image of Mafol Handletone the dwarf and dwarves in Magnetite.  Mafol Handletone is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Mafol Handletone to leadership of The Arrow of Tournaments in 155.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Libash Wirepunch the dwarf and Kumil Steamywheeled the dwarf in Magnetite.  Kumil Steamywheeled is  striking down Libash Wirepunch.  The artwork relates to the killing of the dwarf Libash Wirepunch by the dwarf Kumil Steamywheeled in Ravenlabors in the late autumn of 206.   &lt;br /&gt;
On the item is an  image of a thin cross in Limonite.  On the item is an  image of a circle in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.   &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of a thick crescent in Magnetite.  On the item is an  image of diamonds in Limonite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of a barrel in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in Limonite.  On the item is an  image of a toad in Magnetite.  On the item is an  image of a ballista arrow in Magnetite.   &lt;br /&gt;
On the item is an  image of Kol Plaitpainted the dwarf and dwarves in Magnetite.  Kol Plaitpainted is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Kol Plaitpainted to leadership of The Arrow of Tournaments in 1.   &lt;br /&gt;
On the item is an  image of a wave in Magnetite.  On the item is an  image of waves in Limonite.   &lt;br /&gt;
On the item is an  image of Sigun Frostsalves the dwarf and dwarves in Magnetite.  Sigun Frostsalves is  surrounded by the dwarves.  The artwork relates to the rise of the dwarf Sigun Frostsalves as an enemy of The Arrow of Tournaments in the late autumn of 206.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Limonite.  The dwarves are  traveling.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of Atis Brandtools the dwarf and dwarves in Limonite.  Atis Brandtools is  surrounded by the dwarves.  The artwork relates to the ascension of the dwarf Atis Brandtools to leadership of The Arrow of Tournaments in 17.   &lt;br /&gt;
 &lt;br /&gt;
On the item is an  image of dwarves in Magnetite.  The dwarves are  laboring.  The artwork relates to the foundation of Ravenlabors by The Sabres of Authoring of The Arrow of Tournaments in the early spring of 202.   &lt;br /&gt;
On the item is an  image of circles in Limonite.  On the item is an  image of three prickle berries in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of Planepacked the Limestone statue in Magnetite.  On the item is an  image of two clouds in Limonite.  On the item is an  image of flasks in Magnetite.   &lt;br /&gt;
On the item is an  image of Planepacked the Limestone statue in cave lobster shell.&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=28232.0 Thread about Planepacked on Bay12Games forum]&lt;br /&gt;
* [http://bartabox.banquise.net/df/planepacked.txt Total list of materials and artwork detail]&lt;br /&gt;
* [http://www.bay12games.com/forum/index.php?topic=43214.15 Thread about BroiledPrinces (another quantum artifact), in which the mechanism of creation is discovered. On Bay12Games forum]&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
[[Category:Furniture]]&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:[IMG]http://i191.photobucket.com/albums/z200/tyranitar23/Planepacked.jpg[/IMG]|Artist's Rendition of Planepacked.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&amp;diff=60561</id>
		<title>40d Talk:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&amp;diff=60561"/>
		<updated>2010-01-05T03:32:27Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Clutter of Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where to put them==&lt;br /&gt;
Do I build these on a stockpile, or is the stockpile &amp;quot;next to&amp;quot; where I want to &amp;quot;inter&amp;quot; dwarves?[[User:GarrieIrons|GarrieIrons]] 20:48, 5 January 2008 (EST)&lt;br /&gt;
:You build them wherever you want to put your dead. I'm not too sure what stockpile you're talking about. If you have the coffin built prior to dwarven-death, the bloke that has to haul the departed should put them directly into the coffin. I could be wrong, but I personally haven't seen a dwarf moved from graveyard &amp;quot;stockpile&amp;quot; to a coffin, and believe that if a place of burial isn't available upon death, that they won't be buried, simply hauled. I could easily be wrong on this, but that's what my experience showed me, the one time I had a dead dwarf in a graveyard that hadn't started rotting when a coffin was newly built. --[[User:N9103|Edward]] 03:17, 6 January 2008 (EST)&lt;br /&gt;
::I believe he referring to the graveyard stockpile where dead things will be dumped if the do not have use of a coffin. Also note that coffins must be built underground(or in a room?).--[[User:Mhyder|Mhyder]] 12:09, 10 May 2008 (EDT)&lt;br /&gt;
::I had a dwarf hauled from the graveyard to a coffin just fine (40d) [[User:Edenicholas|Edenicholas]] 22:50, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deceased ==&lt;br /&gt;
&lt;br /&gt;
OK, so I can build a Tomb and asign it to ''live citizens''.&lt;br /&gt;
&lt;br /&gt;
What about my poor dead woodcutter sitting outside in the dead animal repository... how do I get him appropriately '''interred'''?[[User:GarrieIrons|GarrieIrons]] 20:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Open up the {{k|q}} menu and press the key for 'use for burial', {{k|r}} I believe. The 'make tomb' option is just  to make the stuck-up nobles happy about their burial arrangements. --[[User:Valdemar|Valdemar]] 21:11, 5 January 2008 (EST)&lt;br /&gt;
:: When said stuck-up noble is dead, deconstruct and dump the stuck-up coffin.--[[User:Aykavil|Aykavil]] 05:59, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allow Citizens ==&lt;br /&gt;
So I know that if you &amp;quot;q&amp;quot; over the built burial receptacle, you can &amp;quot;Allow Pets&amp;quot; and &amp;quot;Allow Citizens&amp;quot;. I understand if you don't want pets beside your dwarves, but what is the &amp;quot;allow citizens&amp;quot; option used for? Turning it off does not seem to affect the ability to bury my dwarves. --[[User:Langdon|Langdon]] 02:43, 25 April 2008 (EDT)&lt;br /&gt;
::Neither of these options forbids citizens. The allow pets one will allow a pet or a citizen to be buried there. [[User:Rkyeun|Rkyeun]] 14:20, 9 May 2008 (EDT)&lt;br /&gt;
:::I'm guessing that if you turned off allow citizens the coffin could also have outsiders interred. [[User:HeWhoIsPale|HeWhoIsPale]] 08:32, 14 October 2008 (EDT)&lt;br /&gt;
::::I'm getting invading goblin-raised dwarves (with goblin names) interred in my caskets. Maybe it's any dwarf belonging to a civ, not just fortress residents. Goblins just get thrown on the rubbish pile. After we kill them, of course. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:12, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
Bonus [[fun|points]] for placing coffins in the wine cellar. [http://fr.wikipedia.org/wiki/Chevaliers_de_la_table_ronde_%28chanson_populaire%29 Si je meurs je veux qu'on m'enterre dans une cave où y a du bon vin] --[[User:Aykavil|Aykavil]] 05:59, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You reminded me of that funny episode of the Simpsons where Bart is kidnapped in France and forced to make wine by some thugs. On another note, what does that song mean anyway? --[[User:AlexFili|AlexFili]] 07:18, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: This song would be one of the most popular french drinking song. An approximate translation of some selected lyrics follows.&lt;br /&gt;
:::&amp;quot;[[champion|Knights]] of the round [[table]], let's drink and taste our [[brew]]&lt;br /&gt;
:::...&lt;br /&gt;
:::If I die, I want to be buried in a [[food stockpile|cellar]] where there is some [[masterpiece|masterpiece]] [[alcohol|wine]]&lt;br /&gt;
:::Both feet against the [[wall]], and my [[skull|head]] placed under the [[floodgate|spigot]]&lt;br /&gt;
:::On my [[tomb]] I want [[engraving|engraved]] ''Here lies the [[king]] of [[dwarf|drinkers]]''&amp;quot;&lt;br /&gt;
::--[[User:Aykavil|Aykavil]] 08:12, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burial at Sea ==&lt;br /&gt;
Dwarves will get unhappy if their friends and loved ones are left to rot, and so the best thing to do it to summarily dump all corpses into the magma for a proper burial at sea. You can still build coffins for the dead and place them, relations won't grieve for a properly disposed of corpse, and the coffins will be marked with the names of the dearly departed who have gone to rejoin the one true heart of the mountains. [[User:Rkyeun|Rkyeun]] 22:04, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clutter of Clothing ==&lt;br /&gt;
My dwarves plaster the vicinity around a dwarfs' coffin with their clothing for no apparent reason.  Why do they bring it there, and why do they leave it there? --[[User:Corona688|Corona688]] 00:32, 2 November 2008 (EDT)&lt;br /&gt;
: I did notice that after [[Unfortunate accident|accidentally]] killing a noble, his rooms were reclaimed, but since he still owned a Tomb all his clothing and owned goods were moved to the Tomb by the cleanup crew. Is this what you're talking about? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:09, 13 February 2009 (EST)&lt;br /&gt;
::Better late than never.  Dwarves do not really seem to distinguish between different types of held rooms.  Discounting containers (i.e., if the dwarf owns no chests or cabinet) they're just as likely to scatter things around an owned tomb, office, dining room, zoo, etc., as they are around their bedroom.  One time, a record keeper decided to reserve his &amp;quot;meager office&amp;quot; in the dining room by leaving his pants on the chair.  Giving each and every dwarf a personal chest and cabinet will usually all but eliminate that sort of thing.  At least until the economy kicks in, and they start acquiring all kinds of garbage.  And if you minted coins, you're screwed.  So if a dwarf brings stuff to his ''own'' tomb, that's why.  --[[User:Arrkhal|Arrkhal]] 03:31, 5 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Means of Death ==&lt;br /&gt;
Is there a happiness penalty (or at least, a different one than usual) if a dwarf dies of old age? --[[User:Loyal|Loyal]] 15:28, 4 January 2010 (EST)&lt;br /&gt;
:Yes - in my earliest successful fort, the King died of old age, and the Queen Consort &amp;quot;lost a spouse to tragedy lately&amp;quot;. --[[User:Quietust|Quietust]] 22:31, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&amp;diff=60560</id>
		<title>40d Talk:Coffin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Coffin&amp;diff=60560"/>
		<updated>2010-01-05T03:31:10Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Clutter of Clothing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Where to put them==&lt;br /&gt;
Do I build these on a stockpile, or is the stockpile &amp;quot;next to&amp;quot; where I want to &amp;quot;inter&amp;quot; dwarves?[[User:GarrieIrons|GarrieIrons]] 20:48, 5 January 2008 (EST)&lt;br /&gt;
:You build them wherever you want to put your dead. I'm not too sure what stockpile you're talking about. If you have the coffin built prior to dwarven-death, the bloke that has to haul the departed should put them directly into the coffin. I could be wrong, but I personally haven't seen a dwarf moved from graveyard &amp;quot;stockpile&amp;quot; to a coffin, and believe that if a place of burial isn't available upon death, that they won't be buried, simply hauled. I could easily be wrong on this, but that's what my experience showed me, the one time I had a dead dwarf in a graveyard that hadn't started rotting when a coffin was newly built. --[[User:N9103|Edward]] 03:17, 6 January 2008 (EST)&lt;br /&gt;
::I believe he referring to the graveyard stockpile where dead things will be dumped if the do not have use of a coffin. Also note that coffins must be built underground(or in a room?).--[[User:Mhyder|Mhyder]] 12:09, 10 May 2008 (EDT)&lt;br /&gt;
::I had a dwarf hauled from the graveyard to a coffin just fine (40d) [[User:Edenicholas|Edenicholas]] 22:50, 13 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Deceased ==&lt;br /&gt;
&lt;br /&gt;
OK, so I can build a Tomb and asign it to ''live citizens''.&lt;br /&gt;
&lt;br /&gt;
What about my poor dead woodcutter sitting outside in the dead animal repository... how do I get him appropriately '''interred'''?[[User:GarrieIrons|GarrieIrons]] 20:55, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Open up the {{k|q}} menu and press the key for 'use for burial', {{k|r}} I believe. The 'make tomb' option is just  to make the stuck-up nobles happy about their burial arrangements. --[[User:Valdemar|Valdemar]] 21:11, 5 January 2008 (EST)&lt;br /&gt;
:: When said stuck-up noble is dead, deconstruct and dump the stuck-up coffin.--[[User:Aykavil|Aykavil]] 05:59, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Allow Citizens ==&lt;br /&gt;
So I know that if you &amp;quot;q&amp;quot; over the built burial receptacle, you can &amp;quot;Allow Pets&amp;quot; and &amp;quot;Allow Citizens&amp;quot;. I understand if you don't want pets beside your dwarves, but what is the &amp;quot;allow citizens&amp;quot; option used for? Turning it off does not seem to affect the ability to bury my dwarves. --[[User:Langdon|Langdon]] 02:43, 25 April 2008 (EDT)&lt;br /&gt;
::Neither of these options forbids citizens. The allow pets one will allow a pet or a citizen to be buried there. [[User:Rkyeun|Rkyeun]] 14:20, 9 May 2008 (EDT)&lt;br /&gt;
:::I'm guessing that if you turned off allow citizens the coffin could also have outsiders interred. [[User:HeWhoIsPale|HeWhoIsPale]] 08:32, 14 October 2008 (EDT)&lt;br /&gt;
::::I'm getting invading goblin-raised dwarves (with goblin names) interred in my caskets. Maybe it's any dwarf belonging to a civ, not just fortress residents. Goblins just get thrown on the rubbish pile. After we kill them, of course. --[[User:Jellyfishgreen|Jellyfishgreen]] 11:12, 13 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Style ==&lt;br /&gt;
Bonus [[fun|points]] for placing coffins in the wine cellar. [http://fr.wikipedia.org/wiki/Chevaliers_de_la_table_ronde_%28chanson_populaire%29 Si je meurs je veux qu'on m'enterre dans une cave où y a du bon vin] --[[User:Aykavil|Aykavil]] 05:59, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:You reminded me of that funny episode of the Simpsons where Bart is kidnapped in France and forced to make wine by some thugs. On another note, what does that song mean anyway? --[[User:AlexFili|AlexFili]] 07:18, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: This song would be one of the most popular french drinking song. An approximate translation of some selected lyrics follows.&lt;br /&gt;
:::&amp;quot;[[champion|Knights]] of the round [[table]], let's drink and taste our [[brew]]&lt;br /&gt;
:::...&lt;br /&gt;
:::If I die, I want to be buried in a [[food stockpile|cellar]] where there is some [[masterpiece|masterpiece]] [[alcohol|wine]]&lt;br /&gt;
:::Both feet against the [[wall]], and my [[skull|head]] placed under the [[floodgate|spigot]]&lt;br /&gt;
:::On my [[tomb]] I want [[engraving|engraved]] ''Here lies the [[king]] of [[dwarf|drinkers]]''&amp;quot;&lt;br /&gt;
::--[[User:Aykavil|Aykavil]] 08:12, 11 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Burial at Sea ==&lt;br /&gt;
Dwarves will get unhappy if their friends and loved ones are left to rot, and so the best thing to do it to summarily dump all corpses into the magma for a proper burial at sea. You can still build coffins for the dead and place them, relations won't grieve for a properly disposed of corpse, and the coffins will be marked with the names of the dearly departed who have gone to rejoin the one true heart of the mountains. [[User:Rkyeun|Rkyeun]] 22:04, 25 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Clutter of Clothing ==&lt;br /&gt;
My dwarves plaster the vicinity around a dwarfs' coffin with their clothing for no apparent reason.  Why do they bring it there, and why do they leave it there? --[[User:Corona688|Corona688]] 00:32, 2 November 2008 (EDT)&lt;br /&gt;
: I did notice that after [[Unfortunate accident|accidentally]] killing a noble, his rooms were reclaimed, but since he still owned a Tomb all his clothing and owned goods were moved to the Tomb by the cleanup crew. Is this what you're talking about? --[[User:Jellyfishgreen|Jellyfishgreen]] 11:09, 13 February 2009 (EST)&lt;br /&gt;
::Better late than never.  Dwarves do not really seem to distinguish between different types of held rooms.  Discounting containers (i.e., if the dwarf owns no chests or cabinet) they're just as likely to scatter things around an owned tomb, office, dining room, zoo, etc., as they are around their bedroom.  One time, a record keeper decided to reserve his &amp;quot;meager office&amp;quot; in the dining room by leaving his pants on the chair.  Giving each and every dwarf a personal chest and cabinet will usually all but eliminate that sort of thing.  At least until the economy kicks in, and they start acquiring all kinds of garbage.  And if you minted coins, you're screwed.  --[[User:Arrkhal|Arrkhal]] 03:31, 5 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Means of Death ==&lt;br /&gt;
Is there a happiness penalty (or at least, a different one than usual) if a dwarf dies of old age? --[[User:Loyal|Loyal]] 15:28, 4 January 2010 (EST)&lt;br /&gt;
:Yes - in my earliest successful fort, the King died of old age, and the Queen Consort &amp;quot;lost a spouse to tragedy lately&amp;quot;. --[[User:Quietust|Quietust]] 22:31, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=60510</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=60510"/>
		<updated>2010-01-04T02:36:49Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Why their fat boils and stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;br /&gt;
:::::What happens if you flood the area with water? Just get a lot of steam? Maybe if you could find a way to move it, you could use fire imp fat to set up a steam bath for dwarves. --[[User:Forsaken1111|Forsaken1111]] 22:11, 2 November 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== Do Imps, Magma Men and Fire Men respawn? ==&lt;br /&gt;
&lt;br /&gt;
Do they? or is just killing them once enough?&lt;br /&gt;
Incidentally, fire imps aren't all that tough. I had a mason (undrafted) dodge a fireball then wrestle one to death, THEN run away screaming. Unfortunately, dwarves tried to build floors next to a bridge, tossing half my party down the chute =/.&lt;br /&gt;
--[[User:Blargityblarg|Blargityblarg]]&lt;br /&gt;
&lt;br /&gt;
:I have never seen chasm/pit/magma creators respawn (40d).  I understand that in previous versions they did.--[[User:Kwieland|Kwieland]] 14:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No I have never seen any fire-x creature respawn, and this is quite sad especially if they are so vulnerable.  I wanted to make a &amp;quot;fire imp death chamber&amp;quot; for insolent nobles and when I went to investigate my magma pipe, all I saw were fire imp bones everywhere thanks to my insolent hunters (whom I will sacrifice now too). --[[User:Gamli|Gamli]]&lt;br /&gt;
&lt;br /&gt;
== verify? ==&lt;br /&gt;
 &amp;quot;When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble &amp;lt;br /&amp;gt;out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one &lt;br /&gt;
butcher has perished to this fate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I just butchered 4 imp corpses with no sign of that. They were killed in battle - may this only apply to trap caught live butchered imps?&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Fire imp fat never stops burning. It's also immune to fire damage. &amp;lt;br /&amp;gt;Therefore you must crush fire imp fat to stop it from burning.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
I also see no sign of that. I turned fat into tallow and put it on my food stockpile - no sign of fire or anything. --[[User:Koltom|Koltom]] 21:07, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can confirm the explosion from fat - it's random, from a small &amp;quot;pfft&amp;quot; to a massive fireball.  I strongly suspect that the fat rarely survives this (any more?), and is gone afterward.  I've butchered dozens of imps, all from combat, and every time I get ''some'' sort of effect, if only a small puff - the butcher has just enough time to run before the explosion, and I don't think(?) I've ever seen &amp;quot;Fire Imp fat&amp;quot; left over afterwards.--[[User:Albedo|Albedo]] 21:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*headesk* *headesk* *turns on temperature* *headesk*&amp;lt;/nowiki&amp;gt; --[[User:Koltom|Koltom]] 14:03, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen fire imp fat behave in two ways - sometimes, the fire imp fat will instantly boil away in a red cloud and disappear, and sometimes it'll catch fire and cause horrendous amounts of smoke to emanate from the workshop. In my latest fortress, I managed to get the latter, but when I deconstructed the workshop (as a precursor to preparing a cave-in), the fat simply vanished into thin air. --[[User:Quietust|Quietust]] 15:07, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why their fat boils and stuff ==&lt;br /&gt;
&lt;br /&gt;
Finally figured out what I think is a solid theory.  I've tested it, and everything seems to mesh.  Wrestling a fire imp fresh out of the magma will set the wrestler's clothes on fire, ''without'' the imp ever breathing fire.  Butchering the same imp will result in a cloud of boiling imp fat (though I've yet to see injuries more severe than brown; my butcher rested in bed for literally about 5 real world seconds, then went right back to work).  Knocking the imp out on top of flammables can set them on fire, if it remains still long enough.  And the meat can set wooden barrels on fire when stored.  If the imp is allowed to run around for a season or two, however, it cools down enough to be handled safely (including the fat, which doesn't boil and can be rendered normally).  I'm not sure of the minimum time to reach a safe temperature.  I also believe it's possible for an imp to reach just the right temperature that the meat doesn't ''immediately'' set a barrel on fire, but transfers heat slowly until it appears to spontaneously combust.  This has been confirmed by heating iron weapons with magma briefly, then storing them in a wooden bin.  Varying temperature is also most likely why some fat boils, some burns, and some makes delicious ≡fire imp tallow roasts≡, though I didn't do enough testing to produce burning imp fat.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is insane.  --[[User:Arrkhal|Arrkhal]] 02:20, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=60509</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=60509"/>
		<updated>2010-01-04T02:21:21Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Why their fat boils and stuff */ bit of clarification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;br /&gt;
:::::What happens if you flood the area with water? Just get a lot of steam? Maybe if you could find a way to move it, you could use fire imp fat to set up a steam bath for dwarves. --[[User:Forsaken1111|Forsaken1111]] 22:11, 2 November 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== Do Imps, Magma Men and Fire Men respawn? ==&lt;br /&gt;
&lt;br /&gt;
Do they? or is just killing them once enough?&lt;br /&gt;
Incidentally, fire imps aren't all that tough. I had a mason (undrafted) dodge a fireball then wrestle one to death, THEN run away screaming. Unfortunately, dwarves tried to build floors next to a bridge, tossing half my party down the chute =/.&lt;br /&gt;
--[[User:Blargityblarg|Blargityblarg]]&lt;br /&gt;
&lt;br /&gt;
:I have never seen chasm/pit/magma creators respawn (40d).  I understand that in previous versions they did.--[[User:Kwieland|Kwieland]] 14:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No I have never seen any fire-x creature respawn, and this is quite sad especially if they are so vulnerable.  I wanted to make a &amp;quot;fire imp death chamber&amp;quot; for insolent nobles and when I went to investigate my magma pipe, all I saw were fire imp bones everywhere thanks to my insolent hunters (whom I will sacrifice now too). --[[User:Gamli|Gamli]]&lt;br /&gt;
&lt;br /&gt;
== verify? ==&lt;br /&gt;
 &amp;quot;When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble &amp;lt;br /&amp;gt;out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one &lt;br /&gt;
butcher has perished to this fate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I just butchered 4 imp corpses with no sign of that. They were killed in battle - may this only apply to trap caught live butchered imps?&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Fire imp fat never stops burning. It's also immune to fire damage. &amp;lt;br /&amp;gt;Therefore you must crush fire imp fat to stop it from burning.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
I also see no sign of that. I turned fat into tallow and put it on my food stockpile - no sign of fire or anything. --[[User:Koltom|Koltom]] 21:07, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can confirm the explosion from fat - it's random, from a small &amp;quot;pfft&amp;quot; to a massive fireball.  I strongly suspect that the fat rarely survives this (any more?), and is gone afterward.  I've butchered dozens of imps, all from combat, and every time I get ''some'' sort of effect, if only a small puff - the butcher has just enough time to run before the explosion, and I don't think(?) I've ever seen &amp;quot;Fire Imp fat&amp;quot; left over afterwards.--[[User:Albedo|Albedo]] 21:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*headesk* *headesk* *turns on temperature* *headesk*&amp;lt;/nowiki&amp;gt; --[[User:Koltom|Koltom]] 14:03, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen fire imp fat behave in two ways - sometimes, the fire imp fat will instantly boil away in a red cloud and disappear, and sometimes it'll catch fire and cause horrendous amounts of smoke to emanate from the workshop. In my latest fortress, I managed to get the latter, but when I deconstructed the workshop (as a precursor to preparing a cave-in), the fat simply vanished into thin air. --[[User:Quietust|Quietust]] 15:07, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why their fat boils and stuff ==&lt;br /&gt;
&lt;br /&gt;
Finally figured out what I think is a solid theory.  I've tested it, and everything seems to mesh.  Wrestling a fire imp fresh out of the magma will set the wrestler's clothes on fire, ''without'' the imp ever breathing fire.  Butchering the same imp will result in a cloud of boiling imp fat (though I've yet to see injuries more severe than brown; my butcher rested in bed for literally about 5 real world seconds, then went right back to work).  Knocking the imp out on top of flammables can set them on fire, if it remains still long enough.  And the meat can set wooden barrels on fire when stored.  If the imp is allowed to run around for a season or two, however, it cools down enough to be handled safely.  I'm not sure of the minimum time to reach a safe temperature.  I also believe it's possible for an imp to reach just the right temperature that the meat doesn't ''immediately'' set a barrel on fire, but transfers heat slowly until it appears to spontaneously combust.  This has been confirmed by heating iron weapons with magma briefly, then storing them in a wooden bin.  Varying temperature is also most likely why some fat boils, some burns, and some makes delicious ≡fire imp tallow roasts≡, though I didn't do enough testing to produce burning imp fat.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is insane.  --[[User:Arrkhal|Arrkhal]] 02:20, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=60508</id>
		<title>40d Talk:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire_imp&amp;diff=60508"/>
		<updated>2010-01-04T02:20:33Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wrestling? ==&lt;br /&gt;
&lt;br /&gt;
I just had a mechanic get attacked by one. He moved into its tile (I assume to wrestle) and instantly died of heat. Should this be noted?--[[User:Shadow archmagi|Shadow archmagi]] 19:59, 28 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:That is the imp using his fireball attack on a stupid dwarf, so I guess it's already in the article --[[User:MagicGuigz|MagicGuigz]] 20:27, 3 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::Just to verify, its very possible to wrestle imps and magmamen to death. I had to do this after embarking, I didn't realize the lava tube would be right next to my wagon and immediately fire imps attacked. I drafted all of my dwarves and wrestled all 3 of them to death, as well as the magma man who came out later. The only dwarf I lost (my woodcutter) was due to a stray fireball. [[User:Forsaken1111|Forsaken1111]] 22:43, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Defensive Uses ==&lt;br /&gt;
&lt;br /&gt;
I'm currently exploring the defensive uses of fire imps after bagging a few in cage traps. They don't seem too keen on fireballing goblin attackers, which was my original plan (had them confined behind some fortifications, but they wouldn't fire on the goblins). Further experiments required, or can someone confirm that they won't attack anyone but my dwarves? --[[User:TangoThree|TangoThree]] 16:35, 31 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::is it possible to tame fire imps with the dungeon master? [[User:Hoborobo|Hoborobo]] 14:12, 12 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::There is no PET_EXOTIC tag, so no.[[User:StrawberryBunny|StrawberryBunny]] 09:35, 8 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::Is there a safe way to move fire imp fat? If so, you could put it above your fortress entrance and drop it on invaders since it always burns. I really wish armor made from fire imp hide would protect from burning. [[User:Forsaken1111|Forsaken1111]] 22:45, 16 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Your fortress is probably long gone by now but for anybody else looking for an answer to the question, one solution would be to chain some pets behind doors connected to levers. If you open the doors, the fire imps will (probably) fire at the pets. Purportedly, this works with giant cave spiders, though some hold that the gcs needs to be able to path to its victim. [[User:CptFastbreak|CptFastbreak]] 11:57, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Ok, now I did some experimenting. First, seven tiles is too short for a fire imp with the pressure plate right in front of the bridge, the bridge likely needs to be 10-12 tiles wide. But I also seriously doubt the feasibility of fire imps in defense. For one, it seems that fire imps will not shoot through fortifications, regardless if they can path beyond it. Using a moat made the imp fire a single shot, after that he sat quiet for maybe 2-3 game days, and only then he proceeded to attack the delicious puppy I had chained for him. Overall, I reckon the fire imp is too unreliable to be used in a defense situation. [[User:CptFastbreak|CptFastbreak]] 16:42, 24 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== A vast understatement! ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fire imps are nasty little creatures that live in magma vents.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Nasty little creatures doesn't cut it.  Every time I settle on top of a volcano, an imp will surface, get pissed at anything, be it an immigrating dwarf or a muskox, and cause a wildfire!  The worst part is that there is no message for &amp;quot;The world is burning!&amp;quot; so I end up losing a dwarf or two before I notice it!&lt;br /&gt;
&lt;br /&gt;
I think the worst was I lost both of my initial miners because they decided to take a break in the path of the fire.  They got the hint when I gave the order &amp;quot;everyone inside&amp;quot; but it was too late, they burned up before they could make it back inside.&lt;br /&gt;
&lt;br /&gt;
That being said, I find some vertical nickel bars do wonders in securing my magma forges from imp tampering.  They're a definite &amp;quot;must bring&amp;quot; on any volcanic expedition.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
(I didn't know to sign my posts when I wrote this, sorry.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:Actually I thought that the world burning problem (glitch?) is pretty awesome, except when it burns up your entire booze stock in one go--[[User:Jackrabbit|Jackrabbit]] 22:21, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I do think the forest fires are cool too, but it would be nice if it had a warning, perhaps triggered by maybe an external growing past a certain size.  It's just the imps cause them every time I've turned my back on them.  Also, hunters and imps don't mix.--[[User:Alkyon|Alkyon]] 23:02, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== crush? ==&lt;br /&gt;
''WARNING: Fire imp fat never stops burning. It's also immune to fire damage. Therefore you must crush fire imp fat to stop it from burning.'' - How do you crush it? [[User:Random832|Random832]] 09:31, 24 October 2008 (EDT)&lt;br /&gt;
:Probably with a [[cave-in]].  You can manufacture these by building an up ramp and a support, with some floor constructions above it.  Link the support to a lever and throw the lever to cause the floor constructions to collapse.  You'll definitely want to set a restricted area in the 3x3 zone around the imp fat, plus maybe suspended wall sections (which keep dwarves from standing there when they try to build) to keep some idiot from accidentally setting himself ablaze, though. --[[User:ThunderClaw|ThunderClaw]] 10:53, 24 October 2008 (EDT)&lt;br /&gt;
:: Why not simply build a bridge? --[[User:MagicGuigz|MagicGuigz]] 11:28, 24 October 2008 (EDT)&lt;br /&gt;
:::Forces you to get closer to the fat itself, so it's more hazardous work.  You also can't apply multiple dwarves to the project, and it uses a similar amount of material. Definitely would work, though.  --[[User:ThunderClaw|ThunderClaw]] 11:34, 24 October 2008 (EDT)&lt;br /&gt;
::::A bridge wouldn't work - you can't build a bridge that's raised by default, so the dwarves have to move the fat out of the way, and thus are set on fire. Also the butcher's shop gets in the way too. --[[User:GreyMario|GreyMaria]] 14:30, 24 October 2008 (EDT)&lt;br /&gt;
:::::What happens if you flood the area with water? Just get a lot of steam? Maybe if you could find a way to move it, you could use fire imp fat to set up a steam bath for dwarves. --[[User:Forsaken1111|Forsaken1111]] 22:11, 2 November 2008 (EST)~&lt;br /&gt;
&lt;br /&gt;
== Do Imps, Magma Men and Fire Men respawn? ==&lt;br /&gt;
&lt;br /&gt;
Do they? or is just killing them once enough?&lt;br /&gt;
Incidentally, fire imps aren't all that tough. I had a mason (undrafted) dodge a fireball then wrestle one to death, THEN run away screaming. Unfortunately, dwarves tried to build floors next to a bridge, tossing half my party down the chute =/.&lt;br /&gt;
--[[User:Blargityblarg|Blargityblarg]]&lt;br /&gt;
&lt;br /&gt;
:I have never seen chasm/pit/magma creators respawn (40d).  I understand that in previous versions they did.--[[User:Kwieland|Kwieland]] 14:39, 7 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:No I have never seen any fire-x creature respawn, and this is quite sad especially if they are so vulnerable.  I wanted to make a &amp;quot;fire imp death chamber&amp;quot; for insolent nobles and when I went to investigate my magma pipe, all I saw were fire imp bones everywhere thanks to my insolent hunters (whom I will sacrifice now too). --[[User:Gamli|Gamli]]&lt;br /&gt;
&lt;br /&gt;
== verify? ==&lt;br /&gt;
 &amp;quot;When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; will briefly bubble &amp;lt;br /&amp;gt;out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one &lt;br /&gt;
butcher has perished to this fate&amp;quot;&lt;br /&gt;
&lt;br /&gt;
I just butchered 4 imp corpses with no sign of that. They were killed in battle - may this only apply to trap caught live butchered imps?&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Fire imp fat never stops burning. It's also immune to fire damage. &amp;lt;br /&amp;gt;Therefore you must crush fire imp fat to stop it from burning.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
I also see no sign of that. I turned fat into tallow and put it on my food stockpile - no sign of fire or anything. --[[User:Koltom|Koltom]] 21:07, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I can confirm the explosion from fat - it's random, from a small &amp;quot;pfft&amp;quot; to a massive fireball.  I strongly suspect that the fat rarely survives this (any more?), and is gone afterward.  I've butchered dozens of imps, all from combat, and every time I get ''some'' sort of effect, if only a small puff - the butcher has just enough time to run before the explosion, and I don't think(?) I've ever seen &amp;quot;Fire Imp fat&amp;quot; left over afterwards.--[[User:Albedo|Albedo]] 21:45, 3 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;nowiki&amp;gt;*headesk* *headesk* *turns on temperature* *headesk*&amp;lt;/nowiki&amp;gt; --[[User:Koltom|Koltom]] 14:03, 4 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I've seen fire imp fat behave in two ways - sometimes, the fire imp fat will instantly boil away in a red cloud and disappear, and sometimes it'll catch fire and cause horrendous amounts of smoke to emanate from the workshop. In my latest fortress, I managed to get the latter, but when I deconstructed the workshop (as a precursor to preparing a cave-in), the fat simply vanished into thin air. --[[User:Quietust|Quietust]] 15:07, 1 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Why their fat boils and stuff ==&lt;br /&gt;
&lt;br /&gt;
Finally figured out what I think is a solid theory.  I've tested it, and everything seems to mesh.  Wrestling a fire imp fresh out of the magma will set the wrestler's clothes on fire.  Butchering the same imp will result in a cloud of boiling imp fat (though I've yet to see injuries more severe than brown; my butcher rested in bed for literally about 5 real world seconds, then went right back to work).  Knocking the imp out on top of flammables can set them on fire, if it remains still long enough.  And the meat can set wooden barrels on fire when stored.  If the imp is allowed to run around for a season or two, however, it cools down enough to be handled safely.  I'm not sure of the minimum time to reach a safe temperature.  I also believe it's possible for an imp to reach just the right temperature that the meat doesn't ''immediately'' set a barrel on fire, but transfers heat slowly until it appears to spontaneously combust.  This has been confirmed by heating iron weapons with magma briefly, then storing them in a wooden bin.  Varying temperature is also most likely why some fat boils, some burns, and some makes delicious ≡fire imp tallow roasts≡, though I didn't do enough testing to produce burning imp fat.&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress is insane.  --[[User:Arrkhal|Arrkhal]] 02:20, 4 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=60507</id>
		<title>40d:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Fire_imp&amp;diff=60507"/>
		<updated>2010-01-04T02:11:56Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Interesting Notes */ see talk page; it's reasonably confirmed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Fire Imp|biome=Subterranean [[lava]]|symbol=i|color={{COLOR:6:0:1}}|butcher=yes|bones=3|fat=1|skin=Yes|skulls=1|chunks=3|meat=3|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Fire imps''' are potentially very dangerous [[creatures]] that live in [[magma]] vents. They usually don't roam that far from the vent, but sometimes they do and they will also surface and attack any [[dwarf]] who comes near their vent. They are rather [[size|small]] and easy to kill from range by an average soldier, unless they are able to breathe [[fire]] first that deals high damage and ignites objects and [[creatures]].  They can only breathe occasionally - if a trained warrior can jump them (or dodge/survive their first breath), they can usually kill them easily.&lt;br /&gt;
&lt;br /&gt;
If you need to use imp-infested magma for your metalworks, use extreme caution, or just kill them all first, or at least consider setting [[trap]]s or stationing [[marksdwarf|marksdwarves]] around the [[furnace]]s.  It is safer though to follow the same procedure you use to prevent [[fire man|fire men]] from getting to your dwarves. &lt;br /&gt;
&lt;br /&gt;
Another method of dealing with fire imps is to build a magma-proof [[grate]] into the channel leading to the vent where you're going to be drawing magma from. Grates made from [[Bauxite]] are a good start, but are not necessary. This will filter out just about all those unwanted pests. This same method can be done with other building types such as walls or doors over the magma channel just as easily.&lt;br /&gt;
&lt;br /&gt;
Another danger of fire imps (and fire men) is that they will attack wild [[creatures]] (not other imps or fire men), traveling [[merchant]]s and [[goblins]], which can start a [[fire|wild fire]] that will jump from ignitable tile to tile and can burn your entire map and your dwarves.  For this reason, it is recommended that you keep an eye on the situation outside and give the [[orders]] for your dwarves to stay inside ({{K|o}}-{{K|i}}) when you see that flickering wall spreading from the magma vent area. &lt;br /&gt;
&lt;br /&gt;
When a fire imp [[corpse]] is [[butcher]]ed, clouds of &amp;quot;boiling fire imp fat&amp;quot; sometimes bubble out from the [[Butcher's shop]], which can ignite nearby items or [[cloth]]es (at least one butcher has perished to this fate {{version|0.28.181.40d}}), while other times it will leave a glob of [[fire|'''‼'''fire imp fat'''‼''']] in the butcher's shop which emits significant amounts of smoke (and may require deconstructing the butcher's shop in order to get rid of it).&lt;br /&gt;
&lt;br /&gt;
Additionally, [[crafts]] made from their remains are quite [[value|valuable]].  Fire imp meat, though possibly a touch warm, is perfectly acceptable for use in cooking.&lt;br /&gt;
&lt;br /&gt;
==Catching Imps==&lt;br /&gt;
&lt;br /&gt;
Imps can be easily caught by building a [[channel]] or [[wall]] around the magma with only one little opening then placing [[cage]] traps in that one entrance; many traps in a row are recommended. The imps will run out of the magma with the intent of killing your dwarfs, only to get caught by your traps. This is a good semi-safe way to control the fire imps in your area. Just make sure your dwarfs are not going in areas that you have boxed off, or there will be nothing to stop them from killing your dwarfs.&lt;br /&gt;
&lt;br /&gt;
== Interesting Notes  ==&lt;br /&gt;
When Fire Imps are injured, they bleed Goo.&lt;br /&gt;
[[Image:Pool of Goo.png|thumb|A Pool of Goo from an injured Fire Imp]]&lt;br /&gt;
&lt;br /&gt;
Although Fire Imps have a natural [[creature tokens|body temperature]] of only [[temperature scale|10095]] (about 127 degrees farenheit), they quickly reach a temperature of 12000 due to contact with magma.  This is why imp fat does not consistently explode, and is not always lethal; an imp that was shot as soon as it jumped out of the magma and promptly butchered will produce nearly 12000 degree boiling fat; an imp which chased your dwarves all over the fortress for an entire season will have cooled down to its natural body temperature.  Similarly, this is why wrestling a fire imp will only sometimes catch a [[wrestler]]'s clothes on fire.  A final danger is that fire imp meat can retain a high temperature for a long time, and will slowly heat its surroundings.  If the surroundings are a wooden barrel, [[fun]] can result.&lt;br /&gt;
&lt;br /&gt;
Fire Imps cannot drown, and dumping them into water has no effect. The imp will escape the water and run away.&lt;br /&gt;
&amp;quot;A touch warm&amp;quot; means that, when eaten, Fire Imp meat will cause a flurry of cancelled jobs as dwarves rush for beverages instead.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:IMP_FIRE]&lt;br /&gt;
	[NAME:fire imp:fire imps:fire imp]&lt;br /&gt;
	[TILE:'i'][COLOR:6:0:1]&lt;br /&gt;
	[MODVALUE:10]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[SIZE:3]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:5]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_LAVA]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[HEATDAM_POINT:13000]&lt;br /&gt;
	[IGNITE_POINT:13500]&lt;br /&gt;
	[LEATHER_HEATDAM_POINT:13000]&lt;br /&gt;
	[LEATHER_IGNITE_POINT:13500]&lt;br /&gt;
	[BONE_HEATDAM_POINT:14000]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Black_bronze&amp;diff=60478</id>
		<title>40d:Black bronze</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Black_bronze&amp;diff=60478"/>
		<updated>2010-01-03T15:13:14Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: Undo revision 60475 by 89.143.160.122 (Talk) Dwarves can make anything out of anything in a strange mood, it doesn't have to be repeated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy3|name=Black Bronze|color=#808|color1=#880|color2=#FF0|color3=#FFF|bgcolor=#880&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|recipe=&lt;br /&gt;
* 2 [[Copper]] [[bar]]s&lt;br /&gt;
* 1 [[Silver]] [[bar]]&lt;br /&gt;
* 1 [[Gold]] [[bar]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 11}}&lt;br /&gt;
[[category:metals]]&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[bronze]] or [[bismuth bronze]], '''black bronze''' cannot be used to create [[weapon]]s or [[armor]], so is strictly for arts and [[crafts]], [[statue]]s, [[furniture]] and the like.  Black bronze cannot be [[smelt]]ed directly from [[ore]], but only from [[bar]]s of pure [[metal]]s.  The [[value]] of a bar of black bronze is equal to the average value of its components - creating this alloy does not increase the total value of the material, unlike some [[alloy]]s (2 copper bars at 2☼ each + 1 silver bar at 10☼ + 1 gold bar at 30☼ = 44☼/4 bars = 11☼/bar of black bronze.)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=60474</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=60474"/>
		<updated>2010-01-03T13:57:37Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Possible Objects of Affection or Revulsion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Preferences will include:&lt;br /&gt;
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]&lt;br /&gt;
:* one type of [[metal]], or [[adamantine]]&lt;br /&gt;
:* one type of [[gem]]&lt;br /&gt;
&lt;br /&gt;
Preferences may also include:&lt;br /&gt;
:* a specific type of [[wood]]&lt;br /&gt;
:* a type of [[glass]]&lt;br /&gt;
:* a type of [[leather]]&lt;br /&gt;
:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.&lt;br /&gt;
:* a type of [[cloth]] &lt;br /&gt;
:* a color&lt;br /&gt;
:* a design/motif&lt;br /&gt;
:* a [[weapon]] (inc. picks and bolts) &lt;br /&gt;
:* a specific piece of [[armor]] or [[clothing]]&lt;br /&gt;
:* a type of finished goods or craft&lt;br /&gt;
:* a type of [[furniture]] (inc. anvils)&lt;br /&gt;
:* [[trap]] or [[siege weapon]] components&lt;br /&gt;
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)&lt;br /&gt;
:* a type of [[crop]]&lt;br /&gt;
:* one or more favourite [[food]]s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})&lt;br /&gt;
:* one or more favourite [[alcohol|drink]]s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})&lt;br /&gt;
:* detesting a type of [[vermin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}&lt;br /&gt;
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}&lt;br /&gt;
&lt;br /&gt;
Note that it is guaranteed that each of your initial seven dwarfs &amp;quot;likes working outdoors&amp;quot; and &amp;quot;grumbles only mildly at inclement weather&amp;quot;.  [[Immigrant]]s most likely will not have these preferences.&lt;br /&gt;
&lt;br /&gt;
All dwarves &amp;quot;need alcohol to get through the working day&amp;quot; - that's part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
Not all preferences may be displayed at the start of the game.  As a dwarf is exposed to new things, he may decide he especially likes some of them.  It is unknown if these &amp;quot;new&amp;quot; preferences are determined on the spot, or at creation.&lt;br /&gt;
&lt;br /&gt;
== Effect on Skill Use (Crafting) ==&lt;br /&gt;
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.&lt;br /&gt;
&lt;br /&gt;
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.&lt;br /&gt;
&lt;br /&gt;
== Effect on Thoughts and Behavior ==&lt;br /&gt;
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite metal/stone.&lt;br /&gt;
&lt;br /&gt;
Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].&lt;br /&gt;
&lt;br /&gt;
== Effect on Artifacts and Demands ==&lt;br /&gt;
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]].  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor).  &lt;br /&gt;
&lt;br /&gt;
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]).  Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
== Civilian and Military Positions ==&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.  &lt;br /&gt;
&lt;br /&gt;
== Continuing Study ==&lt;br /&gt;
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=60395</id>
		<title>40d Talk:Fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Fire&amp;diff=60395"/>
		<updated>2010-01-02T03:27:00Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Bad Cooking + Dumping Method */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Putting out fire==&lt;br /&gt;
&lt;br /&gt;
Not that it'll make much difference, as putting out fires in time to save a dwarf any injuries is nigh impossible, save for luck's intervention, but how do you put out fire?&lt;br /&gt;
&lt;br /&gt;
I've been experimenting with this a bit, using the Dwarf Companion to help in this. I've managed to catch dwarfs and their clothing on fire by making paths through low-level magma (1 or 2 depth); No problems there. I do seem to have a few bugs in the next bit, however. My three experimental dwarves, (Each with different stages of fire injuries. One with only his upper body, another with both bodies and limbs at minimal, and another with all body parts, including internal organs in brown. After moving them into water, their clothes lose the flaming tag, with the exclamation points (!!) and flashing signature dissipating as well. However, this does nothing to actually remove the fire's effects. Even using Dwarf Companion's heal feature afterwards, the dwarves steadily lost health in the affected body parts until death, even though they were technically healed and no longer burning, or so the appearance of such was made.&lt;br /&gt;
&lt;br /&gt;
I also tried placing them a Z-level above the Water, upon which, their falling caused an interesting thing to happen. The water immediately surrounding them instantly evaporated, and removed their burning tags, but the effect continued, as well. This makes me believe that the clothes may still be listed as burning, regardless of how they appear, and I am thus going to be trying to remove them from the dwarf, and see where that goes.&lt;br /&gt;
&lt;br /&gt;
In the meantime, anyone got any suggestions? [[User:Jwguy|Jwguy]] 12:29, 2 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Pretty sure if it catches on fire, it just burns. In adventure mode, despite being in a 7/7 murky pool, I still burned to death. [[User:Drunken dwarf|Drunken dwarf]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
So, my miner just caught fire, trying to haul a rock submerged in magma.&lt;br /&gt;
Someone helpfully hauled him to the royal chambers, now with a free space after the king consort just died of old age.&lt;br /&gt;
I quickly activated the Noble Disposal System, and poured water into the chamber from the river.&lt;br /&gt;
The body (he died while I was pulling levers to try and figure out which one was which), his clothing, and the beds seem to have gone out, from a few tiles of 7/7 water being poured onto him.&lt;br /&gt;
&lt;br /&gt;
EDIT:&lt;br /&gt;
No smoke, room submerged in 2-3/7 water, no smoke from body being hauled off, beds staying at xtower-cap bedx. Seems to be out.&lt;br /&gt;
&lt;br /&gt;
Anyone able to confirm putting fires out with water? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:81.110.246.251|81.110.246.251]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spreads?==&lt;br /&gt;
&lt;br /&gt;
How does fire spread in the new version. I don't have magma on my map so I haven't been able to experiment.&lt;br /&gt;
&lt;br /&gt;
Maybe someone with experience could write up on the risks, ie how it spreads, how long it burns, how dwarfs react and what can be done to fight/prevent it. --[[User:Lucid|Lucid]] 21:09, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
Could someone test to see what levels of water will extinguish fire somehow?  Perhaps a fortress at high risk for fire could have emergency floodgates set up to dump precise reservoirs of water at important areas like the living quarters or food/booze stockpiles.&lt;br /&gt;
&lt;br /&gt;
god save us if it is affected by the mud/blood bug too [[User:Thatguyyaknow|Thatguyyaknow]] 13:07, 8 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
no it ain't the blood bug, it's the fire bug.  Someone copy and paste it from the old wiki. --[[User:Frostedfire|Frostedfire]] 22:14, 14 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I can confirm that fire spreads to adjucent squares. My fortress catched fire (long story) and wooden barrels and bins on stockpiles burned. When they completety burned out their contents catched fire and many piles of 20 !!leather!!, 20 !!cloth!! and 20 or more !!seeds!! generated '''very''' heavy lags. I didn't pay attention if it spreads diagonally but a burning item on the floor makes all 8 squares around it &amp;quot;warm stone wall&amp;quot; just as magma do to it's 4 directly adjacent squares.--[[User:Another|Another]] 14:26, 26 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Is there a way to intentionally start a fire? [[User:Diabl0658|Diabl0658]] 20:12, 5 January 2008 (EST)&lt;br /&gt;
:Dig into the side of a pool of lava. Remove a construction holding back lava. Open a wooden door holding back lava. Open a floodgate to lava. Some combination of pumps, stairs, ramps, walls, and stockpiles will allow you to choose what gets set on fire and where. [[User:Rkyeun|Rkyeun]] 00:59, 9 March 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Fire doesn't seem to spread by walking near it though...  I forbade a few burning corpses and the dwarves had no problem stepping over it without catching fire.&lt;br /&gt;
&lt;br /&gt;
Possibly fire on items like clothing or corpses will only spread to dwarves touching it.&lt;br /&gt;
&lt;br /&gt;
A more informative page than &amp;quot;fire sucks&amp;quot; might be useful.  Maybe a list of fire sources, what objects will and won't burn, how fire spreads and measures you can take to limit the damage or stop it.  Maybe telling your dwarves to dump water in your hallways to keep a nice [1/7] coating?&lt;br /&gt;
&lt;br /&gt;
In the 2D version 0.23, fire was like an invisible disease - dwarves didn't know they had it, it was contagious, and it killed them. Thus it was a major source of [[fun]]. In this version - I don't know yet. --[[User:Jellyfishgreen|Jellyfishgreen]] 09:05, 3 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Fireproof silk? ==&lt;br /&gt;
&lt;br /&gt;
i noticed that cave spider silk clothes dont catch fire. i had a guy incinerated by magma touching him - he managed to move away and his silk clothing was all that was left [[User:Twiggie|Twiggie]] 14:06, 29 August 2008 (EDT)&lt;br /&gt;
:If you get silk hot enough for long enough, it'll burn.  It can take a while though.  Odds are that if he managed to move away, then he wasn't touching the magma long enough to ignite the silk. --[[User:LegacyCWAL|LegacyCWAL]] 18:40, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Forest Fire ==&lt;br /&gt;
&lt;br /&gt;
I just started a new game near a volcano, in a forest. In the first winter, a fire imp left the caldera, and the forest burst into flame. Anyone see this before? The entire map went up in smoke... I lost 5 dwarves to it.&lt;br /&gt;
--[[User:Mabmoro|mabmoro]] 22:01, 31 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I've seen this multiple times on my current map, haven't lost dwarves, but did have a dwarf caravan run straight into one... As when I tried to pin down what started it and why, all the fire imps were back in the volcano (if they ever left to begin with), but at the exact center of the ring of fire was a pile of groundhog bones - so I think a fire imp wandered out, saw a groundhog, and fried it, causing a massive fire... that or groundhogs spontaneously combust now.  Could probably use channels or walls as firebreaks to keep the whole map from burning when it happens, embark with a magma vent that (hopefully) doesn't reach the surface rather than a volcano, or try to close off the top of the volcano.  Probably simpler to wall in any surface areas you're using and just tell your dwarves to stay inside when you see a fire though. --[[User:Nethras|Nethras]] 15:02, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I had a forest fire the other day - the burn pattern indicated it started in two places approximately simultaneously, in the vicinity of a [[Fire_man|Fire Man]] and a Cougar (though I never saw any bones). The Fire Man had been busy elsewhere with no such effect though, despite killing numerous groundhogs, a couple of Mules, a pet cat, and one of my dwarves.&lt;br /&gt;
:The fire didn't manage to enter my encampment, probably due to the foot traffic killing off the vegetation around the entrance, but it did spread across the rest of that z-level. No harm was done to any living creature which encountered it though, as far as I could tell. --[[User:Raumkraut|Raumkraut]] 16:50, 1 September 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Similar situation, I used a forest fire to kill a bunch of satyrs by trapping single satyrs in cage traps. I couldn't kill them otherwise because they aren't hostile and aren't animals, so military and hunters wouldn't touch them, but they do set off cage traps and once one is trapped, the other satyrs stayed close. So I scattered some traps near the caldera and waited; eventually a fire imp popped out, started a fire, and about fifteen satyrs all got roasted by the fire. [[User:Calenth|Calenth]]&lt;br /&gt;
&lt;br /&gt;
: I've seen the aftermath of similar (burnt forest, caldera, fire imps, missing wildlife) and can verify forest fires are currently (40d) restricted to the same Z-level. --[[User:Jellyfishgreen|Jellyfishgreen]] 06:16, 7 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Stockpile exploit ==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fires won't cross an empty stockpile, providing an even fast way to create firebreaks.&amp;quot;...not what happened at my own fortress.  Maybe it doesn't apply if there's grass underneath?  Needs more testing... &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:MagicGuigz|MagicGuigz]]&amp;lt;/small&amp;gt;&lt;br /&gt;
: I'll admit I'm not talking from my own experience. I got it off of the bug reports forum. [http://www.bay12games.com/forum/index.php?topic=25600.0] &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Fuzzy|Fuzzy]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:I just checked, and fire will go right through as stockpile as if it wasn't there.  Thus, I took that part out of the article. --[[User:LegacyCWAL|LegacyCWAL]] 18:40, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
==Spontaneous Combustion?==&lt;br /&gt;
A bunch of goblin clothes and bodies in my entrance hall just went up in flames mysteriously.  There are no fire imps left on the map, the Magma Man is far away in the magma vent near the bottom (10 z-levels and 3 screens away - the site isn't even near the magma pipe).  There's just a bunch of smoke and burning goblin clothes.  The heck?  --[[User:Squirrelloid|Squirrelloid]] 15:12, 12 December 2008 (EST)&lt;br /&gt;
:Maybe it was in the bug forum, but I remember hearing of a similar known bug. {racks brain} Something to do with materials left in cages remaining tied to their owner. So if you strip the clothing off a goblin while he's in a cage, then drop the cage into lava, his clothes catch on fire. Or maybe it was the other way around. Assuming, of course, this is an example of this bug. -[[User:Fuzzy|Fuzzy]] 16:02, 12 December 2008 (EST)&lt;br /&gt;
::I did drop a goblin cage into lava... I don't remember actually stripping gear off of him, but he may have dropped something before getting caged... Must find a way to use this offensively... probably involving a goblin cage stockpile near lava, a goblin clothes stockpile near the entrance, and a booze stockpile immediately adjacent... --[[User:Squirrelloid|Squirrelloid]] 16:17, 12 December 2008 (EST)&lt;br /&gt;
:What actually happens is thus:  When the cage is destroyed by magma, the items inside mysteriously teleport to the precise location the caged goblin was trapped in, on fire.  This bug is 100% repeatable and afaik not fixed yet.  Hmmm!  Replace the trap with a barrel after capture, and you might have a fairly reliable booze bomb. --[[User:Corona688|Corona688]] 17:56, 12 December 2008 (EST)&lt;br /&gt;
:: If you figure it out, be sure to post the method in [[Talk:Alcohol#Booze Bombs]]. If you're going to be experimenting, why don't you try testing out the existing theoretical methods?&lt;br /&gt;
::--[[User:Macdjord|Macdjord]] 14:44, 17 December 2008 (EST)&lt;br /&gt;
:::So, I haven't tried it with booze bombs yet, but I have used it for trap hall cleaning (goblins drop so much crap).  Its really too bad silk doesn't burn.&lt;br /&gt;
:::There seems to be some preconditions to the item teleportation actually working - I think its a cage material thing but it could be a goblin equipment thing.  I have had a 0% success rate with wooden cage traps and nickel cage traps.  Metal cage traps which will melt in magma seem to trigger the bug upon destruction of the cage.&lt;br /&gt;
:::Now, my sample sizes aren't huge, so it could be that those trap types have only caught wrestlers.  Since leather items burn up instantly in magma, and silk doesn't seem to have temperature, the goblin will need some metal items to hold the heat when teleported back to the cage trap square.  That said, I haven't seen any items teleported if there wasn't also metal (all teleported piles have included metal), so maybe its a metal equipment specific bug.&lt;br /&gt;
:::Anyway, this definitely produces fire in the area (I have been using it to burn up leather items dropped by goblins), which means it should ignite barrrels and cause explosions - specific testing is obviously required.&lt;br /&gt;
:::--[[User:Squirrelloid|Squirrelloid]] 23:14, 26 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
I added an image to the page to show what fire looks like. I don't see many other images like this on the wiki though, so I'm curious as to if this is a good thing or if I should remove it? --[[User:Lulzmango|Lulzmango]] 00:07, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:It's nice, maybe an alttext and caption text would add to it a good bit too [[User:Shardok|Shardok]] 00:08, 25 August 2009 (UTC)&lt;br /&gt;
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:: That image is made of 100% win! [[User:3lB33|3lB33]] 00:56, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Thanks --[[User:Lulzmango|Lulzmango]] 02:12, 25 August 2009 (UTC)&lt;br /&gt;
: Don't you wish your girlfriend was hot like..that fire? --[[User:Dragon239|Dragon239]] 02:31, 25 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Suggestion - someone should put up a picture of Smokey The Bear in section 3.2 sternly captioned, &amp;quot;Only you can prevent forest fires.&amp;quot; I can do this if you guys want, I'm just asking for permission. [[Special:Contributions/71.198.202.206|71.198.202.206]] 22:19, 6 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bad Cooking + Dumping Method ==&lt;br /&gt;
&lt;br /&gt;
Hey, I just had a totally random fire break out in my food room, with all the bins and food catching on fire. I was lucky enough to isolate the room and have my dwarfs survive off that seasons' plump helmets until the fire burned out, but a few dwarfs did not escape. Whats worse is, they immediately ran into the meeting zone and socialized while on fire. I ordered their clothes (marked with the '''!!''') to be dumped and that seemed to contain it, as my dumping area is a magma pit. Here's what I want to know, though: &amp;lt;br /&amp;gt;&lt;br /&gt;
*Can prepared food (the first items I saw on fire were a masterword fine dish and a bucket of fish) start fires?&lt;br /&gt;
*Does dumping worn clothing on fire contain it?&lt;br /&gt;
&lt;br /&gt;
Thanks, --[[User:Iban|Iban]] 02:36, 2 January 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The exact same thing happened to me, except my stockpiles were laid out in such a way that it was impossible to contain.  6 dwarves died of smoke inhalation, setting off a tantrum spiral.  Anyway, the only thing I can think of is that fire imp meat may randomly spontaneously combust when it's taken out of the barrel.  Or, it may be that it very slowly heats its surroundings, and after months in a barrel, the barrel reaches its ignition point.  Those are my best guesses, anyway.  Did you kill and butcher any fire imps?  --[[User:Arrkhal|Arrkhal]] 03:26, 2 January 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=60393</id>
		<title>40d:Trading</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Trading&amp;diff=60393"/>
		<updated>2010-01-02T03:12:47Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Caravan Delay */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Building|name=Trade depot|key=D&lt;br /&gt;
|job= &lt;br /&gt;
1 of:&lt;br /&gt;
* [[Broker]] noble&lt;br /&gt;
* None (See description)&lt;br /&gt;
|construction=&lt;br /&gt;
3 of&lt;br /&gt;
* [[Block]]&lt;br /&gt;
* [[Metal bar]]&lt;br /&gt;
* [[Stone]]&lt;br /&gt;
* [[Wood]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Architecture]]&lt;br /&gt;
* and 1 of:&lt;br /&gt;
** [[Metalsmithing]]&lt;br /&gt;
** [[Masonry]]&lt;br /&gt;
** [[Carpentry]]&lt;br /&gt;
|purpose=&lt;br /&gt;
Trade goods with merchants.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Trading''' in Dwarf Fortress first occurs in the first [[autumn]] after establishing your fortress, with the arrival of the [[dwarf|Dwarven]] [[Trading#Caravans|caravan]]. Trading is a good way to acquire resources that are not available or are rare in the local area. It also allows for more freedom in selecting starting gear, because items can always be obtained through trade later, e.g. one can drop the expensive [[anvil]] to bring 500 extra units of [[alcohol|booze]] or purchase additional skills for the expedition party.  New players can [[Your_first_fortress#Trading|look here]] for advice on trading with the first caravan.&lt;br /&gt;
&lt;br /&gt;
A '''Trader''' is the term used at your Trade Depot to refer to your fortress Broker when dealing with merchants in a visiting caravan ({{key|r}} - &amp;quot;''Trader requested at Depot&amp;quot;'').  As a [[profession]], the term usually only applies to those merchants, and to a dwarf whose highest [[skill]] is [[Appraiser]].&lt;br /&gt;
&lt;br /&gt;
== Trade Depot ==&lt;br /&gt;
Building a '''Trade Depot''' ({{K|b}} - {{K|D}}) will allow you the opportunity to trade with caravans that arrive at your fortress. Trade depots can be created from almost any material, and construction requires the [[Architecture]] skill along with the appropriate craft labor ([[Carpentry]], [[Masonry]], or [[Metalsmithing]]).  There must be at least 10 spaces between the Depot and the edge of the map.&lt;br /&gt;
&lt;br /&gt;
While it may be convenient to build a Trade Depot outside first, it is usually a good idea to move it inside or build fortifications around it to protect caravans and your goods from [[thief|thieves]] and [[goblin]]s.&lt;br /&gt;
&lt;br /&gt;
Hit {{K|q}} to bring up the building interaction mode, and then move your cursor over the Trade Depot to gain access to the following options.&lt;br /&gt;
&lt;br /&gt;
Do not build two Trade Depots however, as then neither will work properly.&lt;br /&gt;
&lt;br /&gt;
Everything that is on your map belongs to you, except:&lt;br /&gt;
&lt;br /&gt;
* the items of non-fortress members (only if they are alive, when they are dead they belong to you if you claim the items),&lt;br /&gt;
* the items that are in trade wagons or on merchant animals&lt;br /&gt;
* the items that are on the trade depot (they belong to nobody until they are moved out of it)&lt;br /&gt;
So, merchant goods that ''were'' on the trade depot belong to you if they are not on trade wagons/merchant animals. So a [[cheating|little hint]]: when the merchants have finished unloading, remove the depot...&lt;br /&gt;
&lt;br /&gt;
=== Move Goods to/from Depot ===&lt;br /&gt;
{{K|g}}: This command becomes active when a caravan arrives on your map.  This screen menu is similar to the [[stock]]s menu ({{K|z}} - Stocks).  This is where you select what items you want to trade with the caravan.  If you have particular items you want to sell to the caravan, you can {{K|s}}earch for it.  This is convenient if you want to export all your prepared meals or finished goods. Also shown is the culling on {{K|m}}andate option.  The move to depot screen will not show things that violate an export [[mandate]].  By pressing {{K|m}}, it will change to Ignoring {{K|m}}andates, and you can select banned items for export. For example, if your [[mayor]] has a mandate banning the export of iron, this screen will hide bins that contain iron items.  By changing this option, all iron items will be shown.&amp;lt;br\&amp;gt; &amp;lt;br\&amp;gt;After selecting items and exiting the screen, [[jobs]] will be queued to move the items to the depot.  All dwarves, regardless of [[labor]] settings, can move goods to the depot. Items that have not been moved will show [PENDING], while those that have been brought to the depot and are ready for trade and will be marked as [TRADING].  &amp;lt;br\&amp;gt;&amp;lt;br\&amp;gt;Items selected for trading will remain at the depot until the caravan leaves. Alternatively you can select the item again. Once no longer required at the depot, items will be available for use or hauling to stockpiles as normal.  If you don't want all the items to be returned to their stockpiles, you can optionally {{K|f}}orbid them by looking at the [[Controls_guide#View_items_in_buildings.2C_t|i{{K|t}}ems]] in the depot.&lt;br /&gt;
&lt;br /&gt;
=== No trader needed at depot or Trader requested at depot ===&lt;br /&gt;
{{K|r}}: This requests a dwarf to come to the depot. To conduct trades with caravans, a trader must be present at the Trade Depot.  Once requested, a dwarf will make their way to the depot, and remain there until released with this setting, or the dwarf decides to drink, sleep, or eat.&lt;br /&gt;
&lt;br /&gt;
=== Only broker may trade or Anyone may trade ===&lt;br /&gt;
{{K|b}}: This setting determines who will perform the trade.  If '''Only broker may trade''' is active, then only the [[Broker]] [[noble]] will respond to the trader request.  This can become a problem when the broker is sleeping or otherwise occupied, but dwarves with low [[Broker skills]] will receive poorer deals when trading.&lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
{{K|t}}: This option becomes available once the caravan and your trader are both at the depot. It begins trading.&lt;br /&gt;
&lt;br /&gt;
==Trading==&lt;br /&gt;
{{:Trading/Flowchart}}&lt;br /&gt;
After entering the trade menu, select the items to offer from the right, and the desired items from the left. All caravans have a weight limit which cannot be exceeded, and the allowed additional weight is displayed in the lower right corner. If the acting broker has at least Novice or better [[Appraisal]] skill, the value of all items will be displayed.  Once the proposal is ready, press {{K|t}} to make an offer, but merchants will not agree unless they make adequate profit.  Be sure to use '''trade''', not '''offer''' {{K|o}}, as this will make a gift of the selected items. The amount of acceptable profit is determined by the broker's [[Broker skills|skills]] and the merchant's mood, described below.  Merchants may attempt to propose counteroffers if they do not accept the proposal, which can then be accepted, rejected, or further amended by the broker.&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb for inexperienced brokers is to give merchants a 50% or better profit. For example, if the desired goods are worth 500☼, make sure their profit is at least 250☼ (which would make the total worth of the offered goods 750☼). This should ensure that the merchants are happy with the trading and that they accept the trade immediately without making ridiculous counteroffers. With more experienced brokers or pleased merchants, even marginally profitable trades can be successful, and counteroffers can be rejected safely, offering the same trade again. Note however that a low profit margin for the traders may not be desirable - it has been suggested that both export and profit numbers influence the size of next years caravan and, in the case of the dwarven caravan, immigration numbers.&lt;br /&gt;
&lt;br /&gt;
Goods brought from caravans do not have base quality higher than superior, but decorations on a good may be of any quality.&lt;br /&gt;
&lt;br /&gt;
=== Trading cue colors ===&lt;br /&gt;
&lt;br /&gt;
* Items in brown have been created (or modified) by your fortress. They can be traded away or offered as a gift.&lt;br /&gt;
* Items in white were created by another source. They can be traded, but if one of these items has been selected, the entire selection cannot be offered as a gift.&lt;br /&gt;
* Items in purple are under a no-export mandate and should not be traded away unless exceptional circumstances (or masochism) push you to do this.&lt;br /&gt;
* Items in green have just been gifted to the caravan and they will not trade it back.&lt;br /&gt;
* Items in red have been seized from another caravan and cannot be traded as is; you will need to decorate them or turn them into other items for them to become &amp;quot;valid&amp;quot; trading items. However, usually a caravan from a different civilization will accept stolen goods without changing them first.&lt;br /&gt;
&lt;br /&gt;
=== Merchant mood ===&lt;br /&gt;
If your broker has Novice or better [[Judge of Intent]] skill, there will be a line added below the merchant's dialogue describing the caravan's attitude. Their attitude rises with successful trades (especially if they get lots of profit) and falls when you propose deals they don't like. &lt;br /&gt;
&lt;br /&gt;
* (trader) seems ecstatic with the trading&lt;br /&gt;
* (trader) seems very happy about the trading&lt;br /&gt;
* (trader) seems pleased with the trading&lt;br /&gt;
* (trader) seems willing to trade (Default, at least for humans)&lt;br /&gt;
* (trader) seems to be rapidly losing patience&lt;br /&gt;
* (trader) is not going to take much more of this&lt;br /&gt;
* (trader) is unwilling to trade&lt;br /&gt;
&lt;br /&gt;
The happier you make a merchant, the less profit margin he will demand in a trade. If merchants reach the lowest level, no further trade will be possible, and they will immediately pack up and leave your depot. Since annoyed traders are more likely to reject deals, you should be generous in initial negotiations. Skilled negotiators seem less likely to offend traders with unsuccessful deals. &lt;br /&gt;
&lt;br /&gt;
An easy way to capitalize on this mood system is to perform several partial trades. First trade for a few items, offering goods twice the value of the items you ask for (eg, offer 2000☼ for 1000☼ of his stuff). This will likely make the merchant ecstatic about trading with you. Exit the trade screen, unpause briefly, and then return to trading with a vengeance. With the merchant in such a good mood, he is more likely to counteroffer than reject a trade outright.&lt;br /&gt;
&lt;br /&gt;
=== Seizing items ===&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|s}} from the trade menu will seize the selected items of the merchant's.  If you seize goods from a caravan, the merchant will respond &amp;quot;Take what you want. I can't stop you.&amp;quot; and then leave immediately without the seized goods.  Items cannot be seized from the dwarven caravan, and other races will not buy goods stolen from one of their caravans (then marked in red) unless they are tricked into asking for them via counteroffer, or the items are &amp;quot;naturalized&amp;quot; by decoration or used to create other goods.  Seizing goods will hurt diplomatic relations, but is not grounds for an automatic [[siege]].&lt;br /&gt;
&lt;br /&gt;
Pressing the seize button while no goods are selected will result in the merchant interpreting your seizure as a joke. This apparently does nothing to benefit or hinder your trading.&lt;br /&gt;
&lt;br /&gt;
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, and the caravan will leave. However, ''next'' year's caravan is partly based on the profits from the previous year - so if you are relying on that race's caravans for needed items, you're hurting yourself in the long run.&lt;br /&gt;
&lt;br /&gt;
Another way to steal without marking as stolen is to forbid the trade depot just before they leave, causing them to leave their goods at the depot.&lt;br /&gt;
&lt;br /&gt;
Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!&lt;br /&gt;
&lt;br /&gt;
===Offering items===&lt;br /&gt;
&lt;br /&gt;
{{key|o}} You can also give away items, as gifts to the leaders of the [[civilization]] you are trading with. This presumably helps relations between yourself and the other faction. The exact effects are unknown but it is believed that offering goods increases the quantity and variety of trade goods brought by next year's caravan. Also the [[King]] usually requires offerings to be made before his arrival.&lt;br /&gt;
&lt;br /&gt;
'''''Note:''' There are currently{{v|0.28.181.40d}} no benefits to offering goods to your king; the game developers have stated that this is to be changed in future versions.'' (&amp;quot;''Req174, REASON FOR OFFERING, (Future): There's no point of offering goods to your own king right now.)&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
=== Miscellaneous Trading Advice ===&lt;br /&gt;
&lt;br /&gt;
* Several small trades, exiting the trade window each time, will increase the Broker's relevant skills during the early game.&lt;br /&gt;
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside. &lt;br /&gt;
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.&lt;br /&gt;
* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.&lt;br /&gt;
&lt;br /&gt;
== Caravans ==&lt;br /&gt;
Each friendly race will send a caravan once per year, but only if that race considers the fortress site accessible (as denoted on the embark screen).  The exception is dwarves, who always arrive.  Caravans appear to enter the map from a random direction which does not coincide with the relative direction of the originating [[civilization]], and they may appear from different directions or z-levels each year.  Caravans may leave without trading if it takes too long to reach the trade depot, and they cannot use stairs.  Caravans will embark on their journey back exactly one month after their arrival, whether they have succeeded in reaching the depot or not.&lt;br /&gt;
&lt;br /&gt;
Note that if traders or their animals are prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Wagons ===&lt;br /&gt;
[[Image:Depot alley.png|thumb|right|A depot in the fortress, with a narrow, trapped accessway.]]&lt;br /&gt;
[[Image:Depot accessible.png|thumb|right|Composite image of depot access screen.  Strategically arranged walls and natural obstacles (boulders) force wagons to enter and exit the map immediately to the east of the depot.]]&lt;br /&gt;
All races except elves will send [[wagon]]s with their caravans, which have a much greater capacity for bringing foreign imports and accepting dwarven exports.  Unfortunately, wagons require paths that are three tiles wide to pass.  If wagons are unable to find an open path to your trade depot (or if you have not built a depot at all), they will bypass your site and you will only be able to trade for what is available on the pack animals. &lt;br /&gt;
&lt;br /&gt;
Wagons '''cannot''' cross [[stair]]s or [[door]]s (even if the doors span an area ordinarily wide enough for the wagon to pass).  Obstructing [[boulder]]s must be smoothed ( {{K|d}} - {{K|s}} ), and [[tree]]s must be cut down ( {{K|d}} - {{K|t}} ).  [[Shrub]]s do not obstruct wagons, and neither do [[ramp]]s, [[bridge]]s, [[road]]s, or [[floor]] tiles. (However, ramps covered by a [[hatch]] do obstruct.)  The impassable tiles of [[workshop]]s and other buildings will obstruct, but the passable tiles of those buildings will not.  Any buildings which are normally passable, including [[restraint]]s and [[trap]]s, will not obstruct wagons either, nor will creatures, whether restrained or free.&lt;br /&gt;
&lt;br /&gt;
To keep trees from growing and blocking a path, you should build roads, bridges, or floor tiles over any [[soil]] tiles that make up part of the path.  Ramps must be used to adjust [[z-level]] elevation. A wagon can't go directly from a ramp to a bridge, there must be floor tiles in between.&lt;br /&gt;
&lt;br /&gt;
After a trade depot is built, you can use {{K|D}} to check wagon accessibility. The decisive element is that you see the 'depot accessible' message on the right. Accessibility is calculated from your depot, not the edge of the map. Even though you see a green area around your depot, it may not be accessible. You need to make sure the path extends all the way to some edge of the map. The display is somewhat misleading in that a one tile wide green path is sufficient for the 3 tile wide wagons; the green {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s represent only the ''center'' of a wagon although the whole 3x3 can fit around it - so a three-tile wide path, which can fit a wagon, will only show up as one-tile wide line of {{Raw Tile|W|{{COLOR:2:0:1}}|{{COLOR:2:0:0}}}}s.  When the route they would take goes over hills (ramps), it's hard to eye whether it is continuous all the way to the edge of the map, so be sure you see the words &amp;quot;depot accessible&amp;quot; on the depot access screen.&lt;br /&gt;
&lt;br /&gt;
As long as you have a three-tile wide path to the depot that reaches ''any'' edge of the map, wagons will be able to reach the depot.  If there is only one path they can take, they will take that path.  You can force them to enter and exit the map in an exact spot -- preferably very near your depot -- by erecting walls or digging channels so that all paths but the one you want them to take are blocked.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:EQUIPMENT_WAGON]&lt;br /&gt;
	[NAME:wagon:wagons:wagon]&lt;br /&gt;
	[TILE:'W'][COLOR:6:0:0]&lt;br /&gt;
	[EQUIPMENT_WAGON][COMMON_DOMESTIC]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
	[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:WAGON]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[MATERIAL:WOOD:USE_RACEGLOSS]&lt;br /&gt;
	[TRADE_CAPACITY:15000]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Liaisons ===&lt;br /&gt;
[[Liaison]]s may be sent with caravans to speak to important dwarves.  They will allow you to choose the type of items that your fortress is interested in, and will focus on bringing more of that kind of item on the next caravan (however those items will also be more expensive).  They will also present you with a list of the items they're willing to pay more for, which will be effective upon their next arrival.&lt;br /&gt;
&lt;br /&gt;
Trade agreements can be viewed at a later time through the Civilization menu ({{k|c}}). These trade agreements are cleared when a liason of the corresponding civilization enters the screen, so they are generally not accessible after the caravan has arrived.&lt;br /&gt;
&lt;br /&gt;
Note that if a liaison is prevented from leaving, they will eventually go [[insane]]. &lt;br /&gt;
&lt;br /&gt;
=== Races ===&lt;br /&gt;
The following races send caravans.&lt;br /&gt;
&lt;br /&gt;
==== [[Dwarves]] ====&lt;br /&gt;
The dwarven caravan:&lt;br /&gt;
* arrives in [[Calendar|autumn]].&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries [[food]], [[alcohol|booze]], [[leather]] and more.  Dwarves alone may carry [[steel]] and steel goods.&lt;br /&gt;
* tends to be well guarded.&lt;br /&gt;
* sends a liaison who will speak with the [[Expedition leader]] (or [[Mayor]]) to negotiate prices.&lt;br /&gt;
* influences the number of immigrants received (if the caravan leaves intact).{{verify}}&lt;br /&gt;
* will not cause sieges when repeatedly destroyed or lost.&lt;br /&gt;
* is the only caravan to arrive during a fortress' first year.&lt;br /&gt;
* always arrives regardless of embark location.&lt;br /&gt;
* cannot have its goods seized from the trade menu.&lt;br /&gt;
&lt;br /&gt;
==== [[elf|Elves]] ====&lt;br /&gt;
[[Image:Evil_elves.png|thumb|400px|A typical elven caravan.]]&lt;br /&gt;
&lt;br /&gt;
The elven caravan:&lt;br /&gt;
* arrives in [[Calendar|spring]].&lt;br /&gt;
* does not send wagons.&lt;br /&gt;
* typically carries [[cloth]], [[Restraint|rope]], various above ground [[plants]] and their byproducts, [[log]]s, [[wood]]en [[craft]]s &amp;amp; [[weapon]]s, large-sized clothing and [[armor]], and may carry tame [[creatures]] (may arrive dead; a freezing biome, either at your fort or during travel, is suspected to be the cause).&lt;br /&gt;
* tends to be unguarded.&lt;br /&gt;
* does not accept some items in trade:&lt;br /&gt;
&lt;br /&gt;
Elven traders do not like to be offered any tree byproducts.  Forbidden items include{{ver|0.28.181.40d}}: &lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en items, and items derived from wood (including [[tower-cap]] logs), such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Items made from clear and crystal [[glass]] (because [[pearlash]] is used in their creation) - green glass appears to be perfectly acceptable&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]] (made with [[ash]])&lt;br /&gt;
&lt;br /&gt;
Offering or trading forbidden items will cause the mood of the trader to drop rapidly, quickly (possible after first offer) causing him to refuse to trade any more that season and leave immediately.  Additionally you will be called uncouth, crude, and barbaric for suggesting it.  Tragic incidents can befall name callers which if repeated can lead to [[siege|interesting times]] and even great [[fun]]!&lt;br /&gt;
&lt;br /&gt;
However, [[stone]] and [[metal]] items, even when [[charcoal]] is used in production, are acceptable. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products such as [[cloth]] and [[thread]]. Different from previous versions, items made of bone and shell are acceptable. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the [[cage]] or [[trap]] is not made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
Be especially careful with reselling decorated items from other caravans, as non-wood/glass items may have decorations of wood or clear/crystal glass.  All items that elven caravans sell are also unacceptable to sell back to elves, as the dwarves have no means of proving that they were made in an &amp;quot;elf kosher&amp;quot; way &amp;amp;mdash; and all dwarves know that elves have terrible memory.&lt;br /&gt;
&lt;br /&gt;
==== [[Human]]s ====&lt;br /&gt;
The human caravan:&lt;br /&gt;
* arrives in [[Calendar|summer]].&lt;br /&gt;
* appears when you have enough exported wealth to attract their attention.&lt;br /&gt;
* employs wagons to bring more goods.&lt;br /&gt;
* typically carries a very large quantity and variety of goods.&lt;br /&gt;
* tends to be moderately guarded.&lt;br /&gt;
* sends a liaison who will speak with the broker to negotiate prices.&lt;br /&gt;
&lt;br /&gt;
==== [[Goblin]]s ====&lt;br /&gt;
A goblin caravan may arrive if your civilization is at peace with the goblins.&lt;br /&gt;
&lt;br /&gt;
The goblin caravan:&lt;br /&gt;
*does not send wagons&lt;br /&gt;
*tends to be unguarded&lt;br /&gt;
*brings mostly food and cloth&lt;br /&gt;
*does not send a liaison or a guild representative&lt;br /&gt;
*does not make import/export agreements&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
* All caravans &amp;lt;small&amp;gt;(goblins too?{{verify}})&amp;lt;/small&amp;gt; carry the more wood logs the smaller a fort's wood stockpile, independent of whether you requested them. This does not apply when the weight limit is exceded by (other) items you requested.&lt;br /&gt;
&lt;br /&gt;
=== Destruction ===&lt;br /&gt;
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result. Wagons can also be destroyed by [[ocean]] waves coming up onto the shore if you have settled in the appropriate area. The only difference between collapsing under waves or a cave-in is a higher probably of recovering items if the wagon is destroyed by a wave.&lt;br /&gt;
&lt;br /&gt;
While caravans can defend themselves, they don't like being ambushed. An encounter with unfriendly creatures may cause them to retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
=== Caravan Delay ===&lt;br /&gt;
If a caravan has arrived at your trade depot and is unable to leave for about six months after they arrived, the merchants and animals will go insane.  This can result in a bunch of merchants attacking your dwarves, or just standing around moping until they starve to death.  It is not known for certain if this hurts diplomatic relations, but most likely it's the same as any case where the entire caravan fails to return home.&lt;br /&gt;
&lt;br /&gt;
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. You may also want to make the depot a restricted area to encourage civilians to go around it. Alternatively, you can design the trade depot using drawbridges so that it can be sealed off from the rest of the fortress during a siege.&lt;br /&gt;
&lt;br /&gt;
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot arein the middle of the map, this will give the traders quite a head-start to get away.&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Jail&amp;diff=60336</id>
		<title>40d Talk:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Jail&amp;diff=60336"/>
		<updated>2009-12-31T14:35:39Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Jail Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I understand how to have happy prisoners with chains, but it does not mention the fate of unhappy prisoners in cages. Maybe someone can clarify about tis.--[[User:RustyMcloon|Rusty Mcloon]] 00:52, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Completely pointless tangent: Does anyone know if dwarves get a happy thought from escaping prison? I certainly would. [[User:RomeoFalling|RomeoFalling]] 14:23, 20 October 2008 (EDT)&lt;br /&gt;
:Yes, according to [[thought]], they're just as happy as if they made an artifact.  [[User:Gairabad|Gairabad]] 21:53, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
One of my dwarves died of thirst in jail.  There were two other injured dwarves right next to him that were getting water regularly.  The only explanation I can come up with is that the alcohol in his personal stockpile ran out, and he never requested water out of hope it would be filled again.  Can anyone confirm this?  If so there should be a warning some where.  In the mean time I'm going to try to figure out a way to get my dwarves to fill the damn jail-house ale stockpiles. [[User:DaWarMage|DaWarMage]] 11:37, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personal stockpile? Do you mean the one he's personally in reach of? Was he chained or caged? Injured dwarves receive water from those with the Health Care task turned on. I dunno about prisoners. --[[User:RomeoFalling|RomeoFalling]] 18:15, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just had a dwarf die of thirst as well.  It was really a strange thing.  The noble had bad thoughts (no mandate met, no one punished) even though this guy got put in jail!  He was in a cage, though, and I thought things in cages didn't need water/food. Funny the other dwarfs wouldn't have feed him either.  Also, in the jail screen, it shows a dead dwarf.  Is that a bug?[[User:Kwieland|Kwieland]] 20:47, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
If you put your prisoners within reach of each other, is it possible that they would make friends?  [[User:Gairabad|Gairabad]] 21:53, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes. I had two dwarves in prison become friends.--[[User:Wpatton|Wpatton]] 15:13, 17 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
do prisoners need to be fed, like injured dwarves? or do they happily go without for their sentance (i.e. not die from starvation if no-one brings them any food)?&lt;br /&gt;
i have micro stockpiles of each liquor, so they'll be happy to swig their personal choice, but will i need a prepared food one too?&lt;br /&gt;
also, do i need to designate one chain/rope for the whole room? or are lots of 3x3 individual 'rooms' all inside one big room preferable? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJ_Devil|User:DJ_Devil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Dwarves need both food and drink.  If there's some within reach, they'll use that, but if not, they'll be brought food and water.  Booze stockpiles by the chains help keep dwarves happy, but aren't strictly necessary.  Same goes for beds.  Food stockpiles are convenient, but also not necessary.  As for rooms, you can make a bunch of little rooms if you want, but one big room designated from a single chain works just fine. --[[User:LegacyCWAL|LegacyCWAL]] 11:56, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::okay, thanks :] oh! do prisoners pay for food? 'cause i only have, basically, roasts and stews. and if they're not earning, they cant afford them long-term :/ &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJ_Devil|User:DJ_Devil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::I'm not sure if they do or not, but I do know that dwarves will still eat or drink what's available even if they can't afford it anymore. --[[User:N9103|Edward]] 12:43, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
So! Wrestler gave birth, and goblins ambushed her at the same time. Baby died, she was rendered unconscious for three days. Nobody carried her to a bed, despite everyone having health care enabled, and many of them being jobless. Upon waking up, her injuries vanished. Though the thoughts &amp;quot;witnessed death&amp;quot;, &amp;quot;lost a child to tragedy recently&amp;quot;, and &amp;quot;was forced to witness the decay of a loved one&amp;quot; were in her profile page, she as still ecstatic for another month before finally tantruming, disassembling a depot, freeing a dog and killing it. When she was thrown in jail, she'd normalized to content due to a rather nice chain and a good drink. However, at this point, she doesn't seem to realize that her baby is dead, and has been trying frantically to pick up her child for the last four months. My message list is spammed with &amp;quot;'2-3 Spr2' Nishmuzish, Guard cancels Seek Infant: Infant inaccessible x735&amp;quot; Why is she still trying to seek an infant, who's body has decayed to practically nothing, even though her thoughts claim she knows it's dead, from prison, where she's unable to move more than nine steps? Is it just a bug of some sort? Is she going to tantrum again when she gets out of jail and re-realizes her baby is, indeed, dead? --Kydo 00:04, 26 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, so, she's out of jail now. As far as I can tell, her tantrum had interrupted picking up her baby, so the task had never been completed. So when her tantrum was over, she kept trying to complete it, even though there was no more baby to complete it with. Once freed, she walked to the location where the baby was, flashed a red question mark, suddenly became ecstatic and finally went for a drink and a nap. No more message spam! Perhaps I should have just deconstructed her chain, let her do her thing, and then re-jailed her. --Kydo 04:33, 26 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is there confirmation as to whether an imprisoned dwarf is able to re-tantrum while in prison? Like, if more horrible things keep happening to him while he's in there? Now that I have a fortress with enough stuff happening to actually use the prison at all, I really want to experiment, and see if a terrifying prison can cause dwarves to flip out into endless tantrums... --Kydo 06:07, 31 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Prisoners and beds==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf chained up with a bed next to his restraint but he wouldn't use it.  He came out all right anyway (he had food and booze) but it made me wonder, is there any trick to getting prisoners to use a bed? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 18:57, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If he already had a bedroom assigned or claimed, you could have freed that room. He may have been avoiding the constructed bed because he was trying to sleep in his own bed but couldn't. Also, you could have made the bed a single-tile room and assigned it to him speciffically, then freed it when his sentence was up. Also, by setting restricted traffic halls between your prison and the rest of your fortress, you can somewhat control the number of dwarves stealing a drink/food/bed from your prisoners. --Kydo 23:24, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Jail Design==&lt;br /&gt;
&lt;br /&gt;
I've been looking at better ways of designing prisons in such a way as to more effectively rehabilitate prisoners and catch tantrumers before they cause too much damage. Some things I've noticed...&lt;br /&gt;
&lt;br /&gt;
#A restraint allows a dwarf a 3x3x3 cube of movement. This means you can have your jail &amp;quot;cells&amp;quot; have 3 rooms on three levels, increasing the number of nice things you can put around your prisoners.&lt;br /&gt;
#Building a well somewhere in your prison complex will decrease the time it takes for water to be delivered to any tantrumers who may have been hurt prior to or during the imprisonment process.&lt;br /&gt;
#Putting a barracks full of soldiers between your prison and the rest of your fortress may help. There are ways of escaping, and I like to be careful.&lt;br /&gt;
#If a dwarf is unhappy for long enough, they'll go insane. Nearing the end of a fortress, dwarves tend to stay sad for a fair while. Any imprisoned dwarves who go nuts can be locked away (somewhat) safely if you put each restraint in it's own chamber with a door.&lt;br /&gt;
#Expanding on the insanity thing, trapping your prison may be helpful, as could guard dogs. Although, I did that more because I had too much of everything. Mostly overkill by that point.&lt;br /&gt;
#Expanding on the &amp;quot;too much of everything&amp;quot; tangent, I also designed my prison with a COMPLETE AND TOTAL LOCKDOWN lever. Just in case of an inmate uprising the game isn't normally capable of generating.&lt;br /&gt;
#Just for the hell of it, I have been thinking about making a specific execution chamber for prisoners I particularly dislike. Is there any way to control what cell a prisoner is placed in? Aside from locking all but one?&lt;br /&gt;
#To reduce the number of dwarves grabbing food/drink/bedding from your prisoners, you can put long hallways with restricted traffic designations. Then only dwarves who are way closer than (random large number) steps from the normal stockpiles or beds will go into the prison.&lt;br /&gt;
#Another surefire way to prevent beds from being inappropriately occupied, is to assign a single low-value bed to all of your dwarves. This, of course, becomes a little silly when the economy activates, but it'll help until then.&lt;br /&gt;
#If you want to be SUPER accurate, you could simply lock the prisoner's cell until he's free to go, but you'll have to keep track of the sentence, or you may find yourself with a pile of miasmiating dwarf-jerky.&lt;br /&gt;
&lt;br /&gt;
Anyways, any other ideas? Not sure if it should really be added to the wiki proper, as this doesn't really talk about game mechanics so much.--Kydo 04:39, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Added 8-10--Kydo 23:46, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You may want to add in a new section on how to make advanced jails for the dwarfiness and to increase your gain from the game. Most topics in the wiki simply deal with whats barely necessary to keep the for running and whats recommended to maximise profit, not what is recommended to make you keep wanting to run the fort. Perhaps a simple paragraph in a new section which expounds a simple &amp;quot;individual cell&amp;quot; design, say a chain in a 2x2 room with a bed and a booze stockpile in it, with the chain in the corner furthest away from the door to prevent the dwarf from leaving. --[[User:Overspeculated|Overspeculated]] 11:47, 27 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::K', it may look like I did a LOT, but really I just elaborated on what was already there and added a couple of my own things. I also separated different elements of designing the prison and cells into separate paragraphs, rather than having it all slurred together in a single lump of text. --Kydo 00:59, 30 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Do you know roughly how much of a happiness boost dwarves get when released from jail, in 40d?  The current [[thoughts]] article is mainly about the 2d version, and +1000 happiness would make fancy jails completely unnecessary (especially since they don't seem to be able to escape from a cage).  But that seems to no longer be the case.  Might be helpful to figure out some sort of minimum unhappiness to get prisoners to, so that their &amp;quot;happy to be free&amp;quot; thought takes them back up to at least content.  --[[User:Arrkhal|Arrkhal]] 03:37, 30 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::I'm not sure on the numbers. As far as I know, he hasn't made any particular changes to thoughts, as people have been asking about it on the thoughts-related pages and nobody's really given a definite response. I do have some knowledge, though. After a pack of wolves ripped through a hunter and the hauler who wanted his shoes, I had a couple of other dwarves become rather unhappy. Being in my prison brought them up to content, (mind you, I did not use any artifacts or masterpieces in my prison, as I didn't have any useful ones yet) and being released kicked them up to being happy. My one dwarf got really screwed up with her baby being killed, and went to being happy from being released, and then when she discovered her baby had not only died, but had also been entombed and rotted away into bones, she skipped up to ecstatic, though why, I have no idea. And none of my imprisoned dwarves ever actually got the &amp;quot;Is happy to be free&amp;quot; thought.&lt;br /&gt;
&lt;br /&gt;
::::On a different note, I also discovered that if I temporarily assign an unhappy dwarf to my prison as his room, he very quickly moves away from the tantrum threshold, faster than being confined after a tantrum in fact, and moving them back to their old room doesn't seem to have any negative effects yet, by what I've seen. --Kydo 05:40, 31 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::::Interesting.  Men and women are completely equal, all clothing is unisex, animal abuse is punished the same as criminal assault/murder, and the best jail design rehabilitates dwarves rather than punishing them... :P --[[User:Arrkhal|Arrkhal]] 14:35, 31 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Jail&amp;diff=60287</id>
		<title>40d Talk:Jail</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Jail&amp;diff=60287"/>
		<updated>2009-12-30T03:37:17Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Jail Design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I understand how to have happy prisoners with chains, but it does not mention the fate of unhappy prisoners in cages. Maybe someone can clarify about tis.--[[User:RustyMcloon|Rusty Mcloon]] 00:52, 15 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
Completely pointless tangent: Does anyone know if dwarves get a happy thought from escaping prison? I certainly would. [[User:RomeoFalling|RomeoFalling]] 14:23, 20 October 2008 (EDT)&lt;br /&gt;
:Yes, according to [[thought]], they're just as happy as if they made an artifact.  [[User:Gairabad|Gairabad]] 21:53, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
One of my dwarves died of thirst in jail.  There were two other injured dwarves right next to him that were getting water regularly.  The only explanation I can come up with is that the alcohol in his personal stockpile ran out, and he never requested water out of hope it would be filled again.  Can anyone confirm this?  If so there should be a warning some where.  In the mean time I'm going to try to figure out a way to get my dwarves to fill the damn jail-house ale stockpiles. [[User:DaWarMage|DaWarMage]] 11:37, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Personal stockpile? Do you mean the one he's personally in reach of? Was he chained or caged? Injured dwarves receive water from those with the Health Care task turned on. I dunno about prisoners. --[[User:RomeoFalling|RomeoFalling]] 18:15, 6 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I just had a dwarf die of thirst as well.  It was really a strange thing.  The noble had bad thoughts (no mandate met, no one punished) even though this guy got put in jail!  He was in a cage, though, and I thought things in cages didn't need water/food. Funny the other dwarfs wouldn't have feed him either.  Also, in the jail screen, it shows a dead dwarf.  Is that a bug?[[User:Kwieland|Kwieland]] 20:47, 6 February 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
If you put your prisoners within reach of each other, is it possible that they would make friends?  [[User:Gairabad|Gairabad]] 21:53, 18 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:Yes. I had two dwarves in prison become friends.--[[User:Wpatton|Wpatton]] 15:13, 17 August 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
do prisoners need to be fed, like injured dwarves? or do they happily go without for their sentance (i.e. not die from starvation if no-one brings them any food)?&lt;br /&gt;
i have micro stockpiles of each liquor, so they'll be happy to swig their personal choice, but will i need a prepared food one too?&lt;br /&gt;
also, do i need to designate one chain/rope for the whole room? or are lots of 3x3 individual 'rooms' all inside one big room preferable? &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJ_Devil|User:DJ_Devil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Dwarves need both food and drink.  If there's some within reach, they'll use that, but if not, they'll be brought food and water.  Booze stockpiles by the chains help keep dwarves happy, but aren't strictly necessary.  Same goes for beds.  Food stockpiles are convenient, but also not necessary.  As for rooms, you can make a bunch of little rooms if you want, but one big room designated from a single chain works just fine. --[[User:LegacyCWAL|LegacyCWAL]] 11:56, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::okay, thanks :] oh! do prisoners pay for food? 'cause i only have, basically, roasts and stews. and if they're not earning, they cant afford them long-term :/ &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:DJ_Devil|User:DJ_Devil]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:::I'm not sure if they do or not, but I do know that dwarves will still eat or drink what's available even if they can't afford it anymore. --[[User:N9103|Edward]] 12:43, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
So! Wrestler gave birth, and goblins ambushed her at the same time. Baby died, she was rendered unconscious for three days. Nobody carried her to a bed, despite everyone having health care enabled, and many of them being jobless. Upon waking up, her injuries vanished. Though the thoughts &amp;quot;witnessed death&amp;quot;, &amp;quot;lost a child to tragedy recently&amp;quot;, and &amp;quot;was forced to witness the decay of a loved one&amp;quot; were in her profile page, she as still ecstatic for another month before finally tantruming, disassembling a depot, freeing a dog and killing it. When she was thrown in jail, she'd normalized to content due to a rather nice chain and a good drink. However, at this point, she doesn't seem to realize that her baby is dead, and has been trying frantically to pick up her child for the last four months. My message list is spammed with &amp;quot;'2-3 Spr2' Nishmuzish, Guard cancels Seek Infant: Infant inaccessible x735&amp;quot; Why is she still trying to seek an infant, who's body has decayed to practically nothing, even though her thoughts claim she knows it's dead, from prison, where she's unable to move more than nine steps? Is it just a bug of some sort? Is she going to tantrum again when she gets out of jail and re-realizes her baby is, indeed, dead? --Kydo 00:04, 26 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Okay, so, she's out of jail now. As far as I can tell, her tantrum had interrupted picking up her baby, so the task had never been completed. So when her tantrum was over, she kept trying to complete it, even though there was no more baby to complete it with. Once freed, she walked to the location where the baby was, flashed a red question mark, suddenly became ecstatic and finally went for a drink and a nap. No more message spam! Perhaps I should have just deconstructed her chain, let her do her thing, and then re-jailed her. --Kydo 04:33, 26 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Prisoners and beds==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf chained up with a bed next to his restraint but he wouldn't use it.  He came out all right anyway (he had food and booze) but it made me wonder, is there any trick to getting prisoners to use a bed? --[[User:FunkyWaltDogg|FunkyWaltDogg]] 18:57, 3 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:If he already had a bedroom assigned or claimed, you could have freed that room. He may have been avoiding the constructed bed because he was trying to sleep in his own bed but couldn't. Also, you could have made the bed a single-tile room and assigned it to him speciffically, then freed it when his sentence was up. Also, by setting restricted traffic halls between your prison and the rest of your fortress, you can somewhat control the number of dwarves stealing a drink/food/bed from your prisoners. --Kydo 23:24, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Jail Design==&lt;br /&gt;
&lt;br /&gt;
I've been looking at better ways of designing prisons in such a way as to more effectively rehabilitate prisoners and catch tantrumers before they cause too much damage. Some things I've noticed...&lt;br /&gt;
&lt;br /&gt;
#A restraint allows a dwarf a 3x3x3 cube of movement. This means you can have your jail &amp;quot;cells&amp;quot; have 3 rooms on three levels, increasing the number of nice things you can put around your prisoners.&lt;br /&gt;
#Building a well somewhere in your prison complex will decrease the time it takes for water to be delivered to any tantrumers who may have been hurt prior to or during the imprisonment process.&lt;br /&gt;
#Putting a barracks full of soldiers between your prison and the rest of your fortress may help. There are ways of escaping, and I like to be careful.&lt;br /&gt;
#If a dwarf is unhappy for long enough, they'll go insane. Nearing the end of a fortress, dwarves tend to stay sad for a fair while. Any imprisoned dwarves who go nuts can be locked away (somewhat) safely if you put each restraint in it's own chamber with a door.&lt;br /&gt;
#Expanding on the insanity thing, trapping your prison may be helpful, as could guard dogs. Although, I did that more because I had too much of everything. Mostly overkill by that point.&lt;br /&gt;
#Expanding on the &amp;quot;too much of everything&amp;quot; tangent, I also designed my prison with a COMPLETE AND TOTAL LOCKDOWN lever. Just in case of an inmate uprising the game isn't normally capable of generating.&lt;br /&gt;
#Just for the hell of it, I have been thinking about making a specific execution chamber for prisoners I particularly dislike. Is there any way to control what cell a prisoner is placed in? Aside from locking all but one?&lt;br /&gt;
#To reduce the number of dwarves grabbing food/drink/bedding from your prisoners, you can put long hallways with restricted traffic designations. Then only dwarves who are way closer than (random large number) steps from the normal stockpiles or beds will go into the prison.&lt;br /&gt;
#Another surefire way to prevent beds from being inappropriately occupied, is to assign a single low-value bed to all of your dwarves. This, of course, becomes a little silly when the economy activates, but it'll help until then.&lt;br /&gt;
#If you want to be SUPER accurate, you could simply lock the prisoner's cell until he's free to go, but you'll have to keep track of the sentence, or you may find yourself with a pile of miasmiating dwarf-jerky.&lt;br /&gt;
&lt;br /&gt;
Anyways, any other ideas? Not sure if it should really be added to the wiki proper, as this doesn't really talk about game mechanics so much.--Kydo 04:39, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Added 8-10--Kydo 23:46, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:You may want to add in a new section on how to make advanced jails for the dwarfiness and to increase your gain from the game. Most topics in the wiki simply deal with whats barely necessary to keep the for running and whats recommended to maximise profit, not what is recommended to make you keep wanting to run the fort. Perhaps a simple paragraph in a new section which expounds a simple &amp;quot;individual cell&amp;quot; design, say a chain in a 2x2 room with a bed and a booze stockpile in it, with the chain in the corner furthest away from the door to prevent the dwarf from leaving. --[[User:Overspeculated|Overspeculated]] 11:47, 27 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::K', it may look like I did a LOT, but really I just elaborated on what was already there and added a couple of my own things. I also separated different elements of designing the prison and cells into separate paragraphs, rather than having it all slurred together in a single lump of text. --Kydo 00:59, 30 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::Do you know roughly how much of a happiness boost dwarves get when released from jail, in 40d?  The current [[thoughts]] article is mainly about the 2d version, and +1000 happiness would make fancy jails completely unnecessary (especially since they don't seem to be able to escape from a cage).  But that seems to no longer be the case.  Might be helpful to figure out some sort of minimum unhappiness to get prisoners to, so that their &amp;quot;happy to be free&amp;quot; thought takes them back up to at least content.  --[[User:Arrkhal|Arrkhal]] 03:37, 30 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Cave&amp;diff=60239</id>
		<title>40d:Cave</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Cave&amp;diff=60239"/>
		<updated>2009-12-29T02:54:11Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''cave''' is a natural formation that occurs in any area, consisting of a circular entrance on the surface leading to narrow winding passageways that span several Z-levels. Caves are sometimes home to hostile [[creatures]], named &amp;quot;[[current resident]]s&amp;quot;, as well as several of a randomly selected [[chasm]] creature.&lt;br /&gt;
&lt;br /&gt;
Starting a fortress on a cave by accident is somewhat rare, however they can be made visible as an  advanced parameter ({{k|e}}) during '''Design new world with parameters''' and then show up on the embark screen. Another way to find them is to take quests, ask about the surroundings, and scout for them in [[adventure mode]]. This will place them on your map, and also on the embark map for [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
[[Megabeast]]s and semimegabeasts will quite often make their home in caves, and [[Kobolds]] may settle in them as well.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=60233</id>
		<title>40d:Starting build design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_build_design&amp;diff=60233"/>
		<updated>2009-12-28T22:13:17Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: A couple builds that work well for me&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are personal builds suggested by various players. Their style may not be your style - consider the reasoning offered, your embark site, and your own playstyle - mix and match, adopt, adapt or reject as you please.&lt;br /&gt;
&lt;br /&gt;
See [[starting builds]] for a general discussion of this topic.&lt;br /&gt;
&lt;br /&gt;
==A basic build ==&lt;br /&gt;
&lt;br /&gt;
The first order of business is simply to survive.  Here is a simple, somewhat paranoid, way to do this.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* 2 miner/X (digging stone can be slow - this gets you into the ground asap)&lt;br /&gt;
* 1 mason/mechanic&lt;br /&gt;
* 1 carpenter/woodcutter&lt;br /&gt;
* 1 grower/brewer/cook.  He's responsible for making prepared meals and drinks.&lt;br /&gt;
* either an herbalist/grower, or a [[fisherdwarf]]/X, or a [[hunter]]/X.  The first gets you lots of brewable plants on maps with plants, the second gets you food and [[bone]]s on maps with water (in maps with dangerous fish such as [[carp]] fishing is suicidal so be careful), and the third gets you meat and bones on maps with [[animals]].  Herbalism is usually the safest of the three.&lt;br /&gt;
* 1 spare dwarf.  You might make him the leader and [[broker]]; if so, give him at least novice [[appraiser]] skill so you know what stuff is worth.  You might make him responsible for making trade goods, or turn him into your first soldier, or you might just give him some skills you want to experiment with.&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
You want picks, food, and drink.  Everything else is optional.  The suggestions below assume you spent the maximum possible on skills.  We'll pack lots just to be safe.&lt;br /&gt;
&lt;br /&gt;
* 2 [[pick]]s - 1 per miner&lt;br /&gt;
* 1 [[battle axe]] - so you can chop wood&lt;br /&gt;
* 1 [[Anvil]] - so you can make weapons, trade [[craft]]s, and such&lt;br /&gt;
* 20 units of drink:  Anything but [[dwarven wine]], which you'll get through brewing asap.&lt;br /&gt;
* 30 [[plump helmets]] - They're good to eat and produce 5 units of [[alcohol|booze]] for each one brewed at a [[still]].&lt;br /&gt;
* 5 [[turtle]]s - they get you [[bone]]s and [[shell]]s&lt;br /&gt;
* 20 [[plump helmet spawn]] - for planting.&lt;br /&gt;
* 2 [[dog]]s - to guard against [[thief|thieves]] and help kill intruders.&lt;br /&gt;
* (optional) other kinds of [[seed]]s and rock nuts&lt;br /&gt;
* (optional) 1 of many different kinds of meats for extra barrels&lt;br /&gt;
* (optional) some cheap (5 point) [[leather]] to make [[quiver]]s and [[bag]]s and such&lt;br /&gt;
&lt;br /&gt;
If the map is treeless, remove the battle axe and spend the freed points on more plump helmets and logs (you're going to run out however many you bring...).&lt;br /&gt;
&lt;br /&gt;
If you're willing to wait a year or two to do any metalworking and you're sure traders will come, remove the anvil and spend the freed points on such things as skills, food and drink, wood, leather, raw materials, or [[weapons]].&lt;br /&gt;
&lt;br /&gt;
== Metalbashing/Glassworking ==&lt;br /&gt;
Heavy metalbashing and glassworking requires a site with 1) abundant fuel and 2) raw materials - ores and sand.  Magma is ideal but large coal seams or a forest will also suffice.  A site with sedimentary and flux should mean nearly unlimited steel.  Any site with [[sand]] (not &amp;quot;loamy sand&amp;quot; or the like) will permit glassworking.  Your biggest choice when setting up is whether to optimize for a fast start or long-term success.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* A Carpenter/Woodcutter/Leader:  A bunch of nobles' skills, including at least novice Negotiator and Appraiser.  This dwarf should have good inter-personal [[personality]].&lt;br /&gt;
* A Mason/Mechanic/Building designer:  Adding more points to Mason gets construction materials and furniture faster.  More points to Mechanic allows faster [[trap]]-setting.  Adding Appraiser and/or Negotiator skills gives you a back-up leader or broker.  A boost to [[Wrestling]] gets you better on-call defense.&lt;br /&gt;
* A Farmer/Herbalist:  This dwarf will gather the plant material you need to brew drinks.   Leftover skill raises should be invested in a valuable, hard to raise trade skill such as [[Blacksmith]], [[Metal_crafter|Metal Crafter]], or perhaps [[Glassmaker]] or [[Clothier]].&lt;br /&gt;
* A Farmer/Brewer/(Cook):  This dwarf is responsible for keeping your community fed and liquored up - the cook is optional.  Leftover skill raises should be invested as for the Farmer/Herbalist.&lt;br /&gt;
* A Craftsdwarf:  Points into whatever hard-to-raise skills you most want.  [[Armorsmith]], [[Weaponsmith]], [[Bowyer]], [[Glassmaker]], and even [[Siege_engineer|Siege Engineer]], [[Clothier]], or [[Gem_setter|Gem Setter]] can all be good choices depending on your setup.  If you plan to bash metal, remember to spend a few points on Furnace Operator and (if needed) Wood Burning.&lt;br /&gt;
* 2 Miners/Soldiers:  Points into both mining and military skills.  The miners first get legendary and then become extremely powerful fighters.  Remember that it's much easier to increase Mining skill than most of the military skills (especially Armor User), but also that you'll want capable miners immediately.&lt;br /&gt;
&lt;br /&gt;
With this setup, you have several ways to make the trade goods you'll need to buy what you lack.  Metal [[goblet]]s, stone [[mug]]s, handwear, footwear, [[mechanism]]s, bone or wood crossbows, prepared meals, or bone and shell crafts are all solid choices.&lt;br /&gt;
&lt;br /&gt;
Food and drink for the first few seasons are assured by first cooking all the meat to free up barrels, then brewing your plump helmets (and any gathered plants) to make booze.&lt;br /&gt;
&lt;br /&gt;
'''Core Items''' (all starts)&lt;br /&gt;
* 2 [[pick]]s&lt;br /&gt;
* 6 or 11 of each of [[dwarven ale]], [[dwarven beer]], and [[dwarven rum]].  With abundant brewable plants and lots of wood you don't actually need any starting booze, but it's nice to have a backup.&lt;br /&gt;
* at least 11 [[plump helmet]]s.  Bring a lot more if you anticipate problems with gathering brewable plants.&lt;br /&gt;
* at least 6 [[turtle]]s.  Not only are they good eating, they ensure you have the [[shell]]s and [[bone]]s needed to satisfy [[strange mood]]s. 11 give 2 barrels.&lt;br /&gt;
* 1 of every kind of meat that costs 2 or 4, as each type of meat will be packed in its own free barrel and cooking the meat will release that barrel for use.  If you don't like this feature, bring more turtles or plump helmets instead.&lt;br /&gt;
* Unless the map is glacial, or you intend only outdoor agriculture, bring plenty of seeds as well.  A minimum of 15 plump helmet spawn are essential for a quick start to underground agriculture; rock nuts, [[sweet pod]] seeds, pig tail seeds, and [[cave wheat]] seeds will diversify your meals and drinks and let you set up for [[cloth]]es-making.  Seeds are packed in bags.&lt;br /&gt;
* (optional) some cheap (5 point) leather to make quivers and bags and such&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (fast start)&lt;br /&gt;
* 1 [[Anvil]]&lt;br /&gt;
* no [[battle axe]] - you'll save points by making it yourself.&lt;br /&gt;
* only a few logs (just enough to get started with), unless the map has no trees&lt;br /&gt;
&lt;br /&gt;
See [[Make Your Own Weapons]] for more details on what to bring and how to make the battle axes you need to chop wood.&lt;br /&gt;
&lt;br /&gt;
'''&amp;amp; Items''' (slow start)&lt;br /&gt;
Warning:  Going without an anvil will slow you down until you get one in trade (which can take 6 or 7 seasons) and might even cost you a failed [[strange mood]].&lt;br /&gt;
* no [[Anvil]]&lt;br /&gt;
* no [[battle axe]]s&lt;br /&gt;
* with the points you save by not bringing an anvil, ores or bars of metals, and (if needed) coal (for fuel and coke) and/or  flux.&lt;br /&gt;
* lots of logs - at least 25 on a heavily forested map.  Note that you could get a free barrel (normal cost 10/) for every 5 units of alcohol (cost 2/) or 10 food (or part thereof), but the barrels are not empty until that alcohol or food is consumed. &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;moderate start&amp;quot; would split the differences.&lt;br /&gt;
&lt;br /&gt;
== Everyone Mines ==&lt;br /&gt;
One build that is actually very easy to use is to take no mining skills and 7 (or more) copper picks.  Then, choose a site with a type of [[soil]], which is extremely easy to mine.  Assign all of your dwarves except your woodcutter to mining, and dig out some big storage areas to begin with in the sand.  By the time you have a basic fort laid out (less than a season) they will all have plenty of skill ups and [[attribute]] gains, and will be able to go through regular rock quite quickly.  Then you can turn them off mining, and turn any immigrants on mining and have them do the same.  This allows you to rapidly increase dwarf attributes, so they can later learn some other skill which aligns well with their attribute bonuses.  Also, it makes them more dwarfy!&lt;br /&gt;
&lt;br /&gt;
==Do it yourself ==&lt;br /&gt;
This is based on taking only the minimum needed to get things started, plus some hard-to-find items in case they are needed later.  Read the [[Make your own weapons]] article for more info and possible variations.&lt;br /&gt;
&lt;br /&gt;
The skill mix leans toward military and metal bashing, but has room for something else.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
* Ambush 1, Axedwarf 1, Appraise 1, Judge of Intent 1, Building designer 1, &amp;amp; 5 more points in any military skills - your Leader, Outdoors, Security&lt;br /&gt;
* Miner 5/Siege Engineer 5&lt;br /&gt;
* Mason 5/Stone Crafter 5 &lt;br /&gt;
* Armorsmith 5/Cook 5 &lt;br /&gt;
* Mechanic 5/Brewer 5&lt;br /&gt;
* Weaponsmith 5/Leather worker 4/Armor User 1 (Leather stays smaller than weaponsmith for moods)&lt;br /&gt;
* Grower 5/____ 5 (skilled profession of your choice - Gems, Glass, Bowyer, Carpenter, Clothier, you name it.  Part-time is better paired w/ Grower.)&lt;br /&gt;
&lt;br /&gt;
This mix tries to put one [[moodable]] skill with one non-moodable. The Mason/StoneCrafter gets pulled in two directions sometimes, but Mason stays higher than StoneCraft for moods, and the latter has a high chance for an immigrant mood to create a Legendary in another dwarf, at which point this Mason is free to focus on that full time.&lt;br /&gt;
&lt;br /&gt;
The one Miner dives into soil first, only mining stone as needed, and is Legendary by mid-summer, ready to haul and build [[siege engine]]s while other dwarfs take their turns training up to about Proficient Miner (again, to not interfere with chosen moodable skills). The Leader/Outdoors dwarf does untrained Wood Cutting and Plant Gathering, and all Animal Training so the 4 wardogs stay with him until assigned or restrained.  Someone covers Carpenter and untrained, and several part-time Wood Burners, Furnace Operators and Butchers/Tanners cover those areas for the first year until immigrants arrive to specialize the support workforce. &lt;br /&gt;
&lt;br /&gt;
''(Note that no axe is brought, but the skill mix provides the Ambusher dwarf with one free set of leather armor, crossbow and about 30 steel bolts (that any dwarf can then use). If danger is expected immediately (a [[terrifying]] [[biome]], for instance), the 300 additional points for an axe will not allow this item mix as presented below.)''&lt;br /&gt;
&lt;br /&gt;
'''Items'''&lt;br /&gt;
&lt;br /&gt;
* Tools: &lt;br /&gt;
:* Anvil&lt;br /&gt;
:*  1 copper pick (to get digging with no delay)&lt;br /&gt;
* Alcohol:&lt;br /&gt;
:*16 alcohol A (4 barrels) &lt;br /&gt;
:* 16 alcohol B (4 barrels) &lt;br /&gt;
:* 11 alcohol C (3 barrels) &lt;br /&gt;
:*  6 Dwarven wine (2 barrels) (more can be quickly brewed from Plump helmets, below)&lt;br /&gt;
* Seeds: &lt;br /&gt;
:*  3 Plump Helmet seeds (solid starting crop; you'll have more seeds after brewing the PH's below)&lt;br /&gt;
:*  6 Quarry bush seeds (the best food producer)&lt;br /&gt;
:*  3 x 3 crop seeds for the rest (enough to get started, they'll multiply after season one)&lt;br /&gt;
:*  2 Dimple cup seeds (not a food crop, just enough to get started)&lt;br /&gt;
* Food:&lt;br /&gt;
:* 11 Plump helmets (2 barrels)&lt;br /&gt;
:* 11 Turtle (2 barrels)&lt;br /&gt;
:*  2 Cave lobster (for rare shells)&lt;br /&gt;
:*  1 ''each'' fish or meat that costs less than 8 pts (availability will vary depending on civilization)&lt;br /&gt;
* Raw Materials:&lt;br /&gt;
:*  4 wood (plus 3 from wagon, enough to get started)&lt;br /&gt;
:*  4 [[bauxite]] stone&lt;br /&gt;
:*  8 [[bituminous coal]]&lt;br /&gt;
:*  1 [[copper]] ore (copper nuggets or malachite)&lt;br /&gt;
:*  6 [[tetrahedrite]] ore (for [[silver]] potential)&lt;br /&gt;
:*  3 [[cassiterite]] (tin) ore (for [[bronze]])&lt;br /&gt;
:*  2 [[bismuthinite]] ore (to make [[bismuth bronze]])&lt;br /&gt;
:*  3 [[galena]] ore (for silver potential)&lt;br /&gt;
:*  2 [[sphalerite]] ore (for zinc, to make brass)&lt;br /&gt;
* Misc:&lt;br /&gt;
:*  3 cheap leather (to be made into bags)&lt;br /&gt;
:*  1 cheap leather bag (for immediate use)&lt;br /&gt;
* Animals:&lt;br /&gt;
:*  4 dogs (outdoor dwarf will train)&lt;br /&gt;
:*  2 cats (for breeding, to produce leather, bones, meat)&lt;br /&gt;
&lt;br /&gt;
The 3 alcohols (A, B and C) are non-wine ''(you'll brew more of that yourself, as your 11 Plump Helmets will make 55 wine)'', the final mix based on any dwarves' [[preference]]s for alcohol.  If you wish to change the mix, that's fine - 49 total, 13 barrels (including wine), in lots of 1, 6, 11, 16, or 21 each.&lt;br /&gt;
&lt;br /&gt;
It's possible that &amp;quot;too many&amp;quot; cheap food/fish may be available and you will not be able to afford them all - you're looking for ''at least'' 30 food, 35-40 is better, and any more are for the cheap barrels.&lt;br /&gt;
&lt;br /&gt;
On a low-wood map, a few more wood and less ore.  If one or more ores are unavailable, buy more food, wood or other ores.  &lt;br /&gt;
&lt;br /&gt;
When you embark, first make 2-3 charcoal, smelt the copper ore and one cassiterite together to make 2 bronze bars (1st charcoal) - use one bar for an axe (2nd charcoal), the other for a second axe or pick if desired (3rd charcoal, optional).  (Forbid the tetrahedrite - smelting it into bronze will lose any chance for the silver, and that's why you pay more for it!)&lt;br /&gt;
&lt;br /&gt;
Later, smelt the tetrahedrite and galena into bars - odds are very good that you'll get at least two bars of silver for [[Weapon#Material_damage_modifiers|lowest-damage]] practice weapons, plus the copper (for quick chains) &amp;amp; lead (for grates).  The silver weapons will be made by '''non'''-weaponsmiths for lowest quality - you don't want high quality, that's dangerous!  Forbid or stash the unusual ores (and shells) for later moods &amp;amp; mandates.&lt;br /&gt;
&lt;br /&gt;
Build a kennel and have the outdoors dwarf do the training for wardogs asap, or as need/opportunity arises.&lt;br /&gt;
&lt;br /&gt;
With the low number of starting seeds, a skilled Grower is mandatory to get the crops up to speed, but that's advised for any fortress that is going to have an agriculture.  The rest of the skills are easily tweaked to suit.&lt;br /&gt;
&lt;br /&gt;
==Chopping wood is dangerous!==&lt;br /&gt;
This can be adapted to most any other build.  Buy wood - a LOT of wood. Don't worry about an axe (at first), don't worry about chopping wood, or hauling it from the scary outdoors to inside your nice safe fortress.  100 wood only costs 300 pts, will last for years, and that's just the price of one of your two axes.&lt;br /&gt;
&lt;br /&gt;
==(War)dogs as (early) military==&lt;br /&gt;
Rather than worry about risking your dwarfs, take 2 dozen or more dogs or wardogs - or a mix.  While a pair of wardogs is hardly a match for a goblin ambush, a dozen will tear them apart and send them running while your dwarfs do something more important, like drink, or just keep breathing. The breeding stock (and casualties) provide a great supply of leather, bones and meat, and the fights can tend to be epic.  Once you have full-time [[soldier]]s, a pair of wardogs each make a great boost to their combat effectiveness.&lt;br /&gt;
&lt;br /&gt;
Training dogs into wardogs is fast enough even for no-skill dwarf, maybe 3 per week, and they'll tend to follow the trainer around until officially assigned to a permanent owner.  Have your outdoors/military dwarfs do the training, obviously, or any who have a [[preference]] for dogs &amp;quot;for their loyalty&amp;quot;, to give them an additional happy [[thought]].&lt;br /&gt;
&lt;br /&gt;
==A Generalist Build==&lt;br /&gt;
This build sacrifices an anvil for highly skilled dwarves and plenty of other equipment.  With 4 free &amp;quot;slots&amp;quot; to buy to max proficiency, this can form the backbone of a build for nearly any playing style.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Each dwarf receives 5 points to each of their 2 primary skills, except for the Broker.&lt;br /&gt;
*Dwarf 1 - Miner/Stone Crafter&lt;br /&gt;
:This guy will be your mining foreman while establishing a fortress, and will reach legendary soon enough to not waste too much ore, gems, etc.  5 points into Stone Crafter may seem like a waste given how common the material is, but a Proficient Stone Crafter will create items over 3 times as valuable, on average, as a no-skill one.  On more difficult maps, tripling the stuff you get from the first caravan may be the difference between starvation and glory.  If you're trying to get a metal industry up fast, quality crafts will make trading for an anvil much easier.&lt;br /&gt;
*Dwarf 2 - Carpenter/Mechanic&lt;br /&gt;
:Beds, beds, beds!  A skilled carpenter will make higher quality beds faster than a no-skill one.  Decent quality beds can go a long way towards keeping your starting 7 and early immigrants from tantruming.  Once the fortress is established, he will also make quality mechanisms for traps and constructions.  Carpentry and Mechanics are both relatively low priority jobs most of the time, so this dwarf should also often be available for hauling and odd jobs.&lt;br /&gt;
*Dwarves 3 and 4 - Mason/Other&lt;br /&gt;
:Rock furniture is quite important in most forts, and once again, high quality means happy dwarves.  Possible pairings for these two are:&lt;br /&gt;
:*Siege Engineer - If you'll be using siege engines at all, starting with the skill is much less painful than training it up from scratch.&lt;br /&gt;
:*Bowyer - Wood and bone crossbows tend to be very useful in the early game, whether for traps or for arming marksdwarves.  There's absolutely no benefit to using metal crossbows over bone or wood ones in weapon traps, so high quality bone/wood bows can easily be a staple for traps, through the entire game.&lt;br /&gt;
:*Weaponsmith - Weapons are (obviously) important for defense, whether they're placed in traps, or in the hands of military dwarves.  They're also half-decent trade items.&lt;br /&gt;
:*Armorsmith - If you'll be relying on a military at all, metal armor is a must.  Otherwise, not necessary.&lt;br /&gt;
:*Crafting skills - These dwarves could also turn out large quantities of valuable trade goods.  Metalsmithing, Metal Crafting, and Gem Cutting are difficult and expensive to train up.  Leatherworker and Clothier use common and cheap materials, and can produce decent value goods.&lt;br /&gt;
:*Cooking or Brewing - Easy to train, but high quality comestibles help keep your dwarves happy.&lt;br /&gt;
*Dwarves 5 and 6 - Grower/Other&lt;br /&gt;
:Farming is the lifeblood of most fortresses, and two skilled farmers are be a good idea if your dwarves like to eat and drink.  It may be easy to train Growing, but starting with the skill means larger stacks and less clutter starting out--potentially very important when you've got rocks all over the place.  Good choices for secondary skills include any of the ones listed above for the Masons.&lt;br /&gt;
*Dwarf 7 - Broker&lt;br /&gt;
:This guy will be your trader and most likely Expedition Leader.  It's not really necessary to buy any managerial skills (Organizer or Record Keeper) as those are very easy to train.  A good mix would be [[Intimidator]] 5, Appraiser 2, Judge of Intent 1, and 2 points to other social skills, such as Negotiator and Persuader.  It may also be helpful to activate his Wood Cutter labor, as that will cause him to carry a battleaxe everywhere, including to the trade depot.  Proficient Intimidation combined with a large, shiny axe ''may'' help convince penny-pinching merchants to give him better deals.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*7 copper picks&lt;br /&gt;
:A pick for everyone can make early excavations much faster, with your Proficient Miner leading the way.&lt;br /&gt;
*0 to 2 steel battleaxes&lt;br /&gt;
:Depending on how much early wood cutting you plan on doing.  If there are no trees, the points can probably be better spent elsewhere (such as on more wood).&lt;br /&gt;
*Wood&lt;br /&gt;
:Even if you'll be on a heavily forested map, starting with wood will save time, as unskilled wood cutting is rather slow, and skipping early cutting allows all 7 dwarves to dig.  At only 3 units per log, why not put your leftover points here?  If your embark site has no trees, buy as much wood as you can afford.&lt;br /&gt;
*1-2 cages&lt;br /&gt;
:You cannot cage animals too early, if you don't want to be up to your ears in puppies and kittens.&lt;br /&gt;
*1-2 ropes&lt;br /&gt;
:For tying guard animals near your fortress entrance.  Kobold thieves can begin showing up quite early.&lt;br /&gt;
*2 or more dogs and/or war dogs&lt;br /&gt;
:Man's best friend, and dwarves' too.  Protection, companionship, meat, bones, hides; there is almost nothing your dwarves lack which dogs cannot provide.&lt;br /&gt;
*1-2 cats&lt;br /&gt;
:Be very careful if you embark with 2 cats!  If you do, you may want to construct a cage and cage one of the cats ''immediately'', to avoid a [[catsplosion]].  That way, if the other cat meets with misfortune, you still have a spare.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
==A Military Build==&lt;br /&gt;
Embarking on a dangerous area and anticipate needing a military presence from the get-go?  This build condenses critical skills as much as possible, leaving 3 dwarves free to fight full-time.&lt;br /&gt;
&lt;br /&gt;
'''Skills'''&lt;br /&gt;
&lt;br /&gt;
Dwarves receive 5 points to each of their skills, unless otherwise noted.&lt;br /&gt;
*Dwarf 1 - Miner/Mason&lt;br /&gt;
:This guy digs holes, makes rocks, and turns the rocks into useful things.  Very dwarfy.&lt;br /&gt;
*Dwarf 2 - Carpenter/Grower&lt;br /&gt;
:When he's not making beds for the barracks, he's tilling the fields.&lt;br /&gt;
*Dwarf 3 - Broker/Leatherworker&lt;br /&gt;
:Leatherworker is vital in the early game, as your dwarves will be dependent on leather armor for quite awhile.  Later on, he can make and sell leather crafts.  For broker skills, 1 point into Judge of Intent and 2 each to Appraisal and Intimidator should be fine.&lt;br /&gt;
*Dwarf 4 - Weaponsmith/Armorsmith&lt;br /&gt;
:Early on, put him to work as a wood cutter, miner, or hauler.  He'll be worth his weight in adamantine once you acquire an anvil and metal.  You could also use him as an unskilled mechanic initially, to help reinforce your fort's defenses.&lt;br /&gt;
*Dwarves 5, 6, and 7 - Soldiers.&lt;br /&gt;
:Other than weapon skills, Shield User and Armor User are very important, and relatively slow to train.  Wrestler can be trained fairly easily by sparring, but is very important in combat.  One Weapon skill should be maxed, with the rest of the points going into a mixture of Shield User, Armor User, and Wrestler, depending on your priorities.&lt;br /&gt;
&lt;br /&gt;
'''Equipment'''&lt;br /&gt;
*1 to 4 copper picks&lt;br /&gt;
*3 steel weapons, depending on your soldiers' weapon skills&lt;br /&gt;
:This should usually include at least one axe, so that you can chop wood.&lt;br /&gt;
*Wood&lt;br /&gt;
:Logs are cheap, and buying some wood at the start means your steel battleaxe can stay in the hands of a soldier, rather than a civilian Wood Cutter.  If you're embarking on a map with no trees, you don't really have a choice.&lt;br /&gt;
*2 Ropes (optional)&lt;br /&gt;
:Guard animals may or may not be needed, when you start with military dwarves.&lt;br /&gt;
*As many dogs and war dogs as you can afford&lt;br /&gt;
:All dogs, trained or not, will lay down their lives to protect their dwarven friends, without hesitation.  War dogs can inflict some very respectable damage, to boot.  With only 3 soldiers, you'll likely be relying on dogs to do much of your early fighting.&lt;br /&gt;
*0 to 1 cat&lt;br /&gt;
:You'll need to decide whether [[vermin]] or [[miasma]] will be a bigger problem, and choose cat or no cat accordingly.&lt;br /&gt;
*Food, drink, and seeds&lt;br /&gt;
:Fairly self-explanatory.&lt;br /&gt;
&lt;br /&gt;
= Challenge Builds =&lt;br /&gt;
If you want a challenge try some [[Challenges]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Fortress defense| ]]&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Design]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60141</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60141"/>
		<updated>2009-12-25T22:52:43Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Making Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search next 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verification with world gens especially with 40c ==&lt;br /&gt;
&lt;br /&gt;
A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Krumlink|Krumlink]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --[[User:N9103|Edward]] 17:20, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reaction Edits ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. [[User:Althalus|Althalus]] 18:41, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. [[User:IceDragon XxX|IceDragon XxX]] 19:31, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verification of Slower frame rate from speed modding == &lt;br /&gt;
&lt;br /&gt;
I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? [[Special:Contributions/24.147.242.72|24.147.242.72]] 10:06, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved River Freeze Cheat ==&lt;br /&gt;
&lt;br /&gt;
Reason: init file modifications are more like game mechanics than raw editing. Now in &amp;quot;exploits&amp;quot; (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) [[Special:Contributions/71.230.249.145|71.230.249.145]] 22:07, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with Creature Modding Described ==&lt;br /&gt;
I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place:&lt;br /&gt;
The creature edits in the article don't seem to work.  I tried modding horses to drop shells on death as described, and it failed.  Rather epically.  Instead of dropping shells, when the creature was slaughtered it seemed to vanish.  No bones, no meat, no fat, nothing.  And no shells.  I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE].  I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice.  That one might have been my fault though.&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
Did you check? Maybe you should type your self?&lt;br /&gt;
&lt;br /&gt;
== Breeding pets in the smelter ==&lt;br /&gt;
&lt;br /&gt;
Hey guys. I've tried to get some pets with the smelter:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:GETPETS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:ask Armok for some small pets]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it's not quite working as I hoped. It only creates '''boiling''' leather that '''freezes''' the Dorf to death, that used the smelter before (even if he makes a run for it)&amp;lt;br /&amp;gt;&lt;br /&gt;
Maybe anyone sees what I did wrong? --[[User:Arni|Arni]] 11:22, 5 December 2009 (UTC)&lt;br /&gt;
:You're using a matgloss token of &amp;quot;CREATURE&amp;quot; and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have '''no''' matgloss subtype - for example, &amp;quot;[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]&amp;quot;. --[[User:Quietust|Quietust]] 18:34, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I take it that the boiling leather freezes dorfs to death, because &amp;quot;CREATURE&amp;quot; is assigned melting and boiling points of 0 and body temperature of 0--the moment it spawns, it melts and boils, but it's cold enough to suck up all the heat in the vicinity. Kinda like liquid nitrogen, I guess, except alive. And about minus nine thousand Kelvin. --[[User:Sz|Sz]] 04:33, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Food ==&lt;br /&gt;
&lt;br /&gt;
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Anyways.  Here's the reaction I'm attempting:&lt;br /&gt;
&lt;br /&gt;
 [REACTION:STONE_FOOD]&lt;br /&gt;
 [NAME:make food from stone!]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
 [PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
I've tried many variations on the product:&lt;br /&gt;
 [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 [PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]&lt;br /&gt;
 [PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]&lt;br /&gt;
 [PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]&lt;br /&gt;
&lt;br /&gt;
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called &amp;quot;plants&amp;quot;.  These do wither.  I don't know what I'm missing.&lt;br /&gt;
--Aescula (unregistered)&lt;br /&gt;
:Try [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]. Also, it's probably not possible to smelt prepared food, as they are composite items. --[[User:Quietust|Quietust]] 14:19, 23 December 2009 (UTC)&lt;br /&gt;
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)&lt;br /&gt;
::Unfortunately, no.  That's another result that produces nothing.  I'm still trying combinations.  I'll even take something that makes raw food. --Aescula&lt;br /&gt;
:::Try the combination I originally posted (which Sz apparently deleted when he posted his reply) - I specifically tested it, and it worked. --[[User:Quietust|Quietust]] 16:41, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Also failed:&lt;br /&gt;
[PRODUCT:100:1:ITEM_FOOD:ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:FOOD:FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
This is perplexing. --Aescula&lt;br /&gt;
&lt;br /&gt;
*Many items simply ''cannot'' be made via reactions, at this time.  Prepared food is one of them.  And you ''cannot'' have a reaction that creates a barrel of booze.  Also, armor and clothing ''cannot'' be made in the correct size.  You'll have to wait until the Burrows version comes out for fancy smelting like that.  Until then, you can ''only'' make raw food, and your dwarves will have to cook/brew it themselves. [[User:Arrkhal|Arrkhal]] 16:13, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Quietust, THANK YOU!  Your combination did indeed work.  This will let me actually try the game without running into an immense problem of lazy, starving dwarves.  And Arrkhal, I was hoping for any sort of food.  The problem I've always had is that my dwarves refuse to farm.  They'll work kitchens, butcher shops, fisheries, etc.  Just not a farm plot.  Now, they will live &amp;lt;3  Thank you all for your help, and...  Maybe post this on the page.  Here's the final code:&lt;br /&gt;
&lt;br /&gt;
 [REACTION:STONE_FOOD]&lt;br /&gt;
 [NAME:make food from stone!]&lt;br /&gt;
 [SMELTER]&lt;br /&gt;
 [REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
 [PRODUCT:100:1:PLANT:NO_SUBTYPE:MUSHROOM_HELMET_PLUMP:NO_MATGLOSS]&lt;br /&gt;
&lt;br /&gt;
--Aescula&lt;br /&gt;
*Do you have seeds of the plant you're trying to grow?  The game currently doesn't notify you if you don't.  If your dwarves refuse to farm, this is the most likely reason why.  (Also, make sure that you have a dwarf with the Farming (Fields) labor enabled and that your crop is either entirely above ground or entirely underground.)  --[[User:LaVacaMorada|LaVacaMorada]] 05:03, 25 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::And don't forget to press A, B, C, and D to see what the dwarves will plant for each season!  That's a pretty common mistake. -[[User:Arrkhal|Arrkhal]] 22:52, 25 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60096</id>
		<title>40d Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Cheating&amp;diff=60096"/>
		<updated>2009-12-24T16:13:56Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Making Food */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;How come losing redirects here? --[[User:Mizipzor|Mizipzor]] 20:34, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I assume the person who linked it was either trying to help people who keep losing (though cheating is not the advice I would personally give) or say that cheating = losing. --[[User:BurnedToast|BurnedToast]] 20:37, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::I changed it.  Now there's a full [[losing]] article for all of you losers out there. ;-) --[[User:JT|JT]] 20:58, 31 October 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== TSearch summary ==&lt;br /&gt;
&lt;br /&gt;
I decieded to break down the TSearch hacking DF video&lt;br /&gt;
&lt;br /&gt;
#Open TSearch and Dwarf Fortress&lt;br /&gt;
#Make a new fortress and open Prepare carefuly&lt;br /&gt;
#Open the DF process in TSearch(dwarfort.exe)&lt;br /&gt;
#Press the search button(looks like a magnifying glass) and search 10 as 1 byte&lt;br /&gt;
#Turn all 7 dwarves into competent miners(changing blue number next to their names to 7)&lt;br /&gt;
#Press search next(magnifying glass with &amp;quot;...&amp;quot; next to it) and search 7(you will get from 7 to 14)&lt;br /&gt;
#Double click the static 7s(the ones that dont change) make sure that the first two variables(may be a letter or number) are the same(in one case, they weren't on mine)&lt;br /&gt;
#On the left press one of the 7s and hit freeze(looks like a craftsdrawf)&lt;br /&gt;
&lt;br /&gt;
With this, you can make the dwarf proficient in everything.&lt;br /&gt;
To change points, follow numbers 1-3 and then:&lt;br /&gt;
&lt;br /&gt;
#Change points to 94 by buying the dwarves skills&lt;br /&gt;
#Search 94 as 1 byte&lt;br /&gt;
#Change points to 22&lt;br /&gt;
#Search next 22 as 1 bit(you may get 1 to 2 results)&lt;br /&gt;
#Double click the static 22&lt;br /&gt;
#Change the type(far right) for 22 to 4bit(to prevent getting a glitched number)&lt;br /&gt;
#Then change points to whatever you want&lt;br /&gt;
&lt;br /&gt;
Optionaly, change points to 10000 and freeze it. --[[User:0todd0|0todd0]] 19:23, 9 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Verification with world gens especially with 40c ==&lt;br /&gt;
&lt;br /&gt;
A lot of warnings in here say that the game will fail to load upon editing of a raw file. I have done that to make copper anvils and free adamantine, and I can play a world in its 2nd and 3rd year. &amp;lt;small&amp;gt;&amp;amp;ndash; [[template:unsigned|unsigned]] comment by [[User:Krumlink|Krumlink]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Better safe than sorry. Gen'ing a new world is guaranteed to work, while other methods might not be. If you've got a method that works 100% of the time with any removal/addition/change to any raw file, document it fully and post it here so that others can test it and help you verify it. --[[User:N9103|Edward]] 17:20, 9 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Reaction Edits ==&lt;br /&gt;
&lt;br /&gt;
Shouldn't we be teaching people to edit the reactions to make something as well as the functional code there? I had a difficult time with them back when i was learning them at first. [[User:Althalus|Althalus]] 18:41, 12 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I added a note to the free adamantine portion of this page. If you put the [REAGENT] tag in there, it should be followed by the reagent details. Removing the tag potentially makes it less confusing. Of course I could just be an overzealous n00b to modding. [[User:IceDragon XxX|IceDragon XxX]] 19:31, 25 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Verification of Slower frame rate from speed modding == &lt;br /&gt;
&lt;br /&gt;
I've noticed this myself -- the culprit, I suspect, is dwarves calling the path function much more often as they complete jobs far more quickly than normal. Anyone else know a way to verify my supposition conclusively, or to test it, so it can be included in the main page? [[Special:Contributions/24.147.242.72|24.147.242.72]] 10:06, 27 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Moved River Freeze Cheat ==&lt;br /&gt;
&lt;br /&gt;
Reason: init file modifications are more like game mechanics than raw editing. Now in &amp;quot;exploits&amp;quot; (though the mechanics of save-scumming aren't entirely covered by init.txt, so they stayed) [[Special:Contributions/71.230.249.145|71.230.249.145]] 22:07, 29 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Problems with Creature Modding Described ==&lt;br /&gt;
I'm kind of a n00b to both DF and this wiki so please don't shoot me if this is the wrong place:&lt;br /&gt;
The creature edits in the article don't seem to work.  I tried modding horses to drop shells on death as described, and it failed.  Rather epically.  Instead of dropping shells, when the creature was slaughtered it seemed to vanish.  No bones, no meat, no fat, nothing.  And no shells.  I did this by copying the line of code given [ITEMCORPSE:SHELL:NO_SUBTYPE:TURTLE:TURTLE] into the domestic creatures txt file under [CREATURE:HORSE].  I also tried to improvise a shell reaction using the adamantine reaction in the article, but no dice.  That one might have been my fault though.&lt;br /&gt;
&lt;br /&gt;
_____________________________________________________________________________________________________________________________________________________________&lt;br /&gt;
&lt;br /&gt;
Did you check? Maybe you should type your self?&lt;br /&gt;
&lt;br /&gt;
== Breeding pets in the smelter ==&lt;br /&gt;
&lt;br /&gt;
Hey guys. I've tried to get some pets with the smelter:&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
[REACTION:GETPETS]&amp;lt;br /&amp;gt;&lt;br /&gt;
[NAME:ask Armok for some small pets]&amp;lt;br /&amp;gt;&lt;br /&gt;
[SMELTER]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:RAT]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:LIZARD]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:TURTLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:2:PET:NO_SUBTYPE:CREATURE:HEDGEHOG]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:CHIPMUNK]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_GRAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:SQUIRREL_RED]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_BLUEJAY]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_CARDINAL]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_GRACKLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_ORIOLE]&amp;lt;br /&amp;gt;&lt;br /&gt;
[PRODUCT:100:1:PET:NO_SUBTYPE:CREATURE:BIRD_RW_BLACKBIRD]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
But it's not quite working as I hoped. It only creates '''boiling''' leather that '''freezes''' the Dorf to death, that used the smelter before (even if he makes a run for it)&amp;lt;br /&amp;gt;&lt;br /&gt;
Maybe anyone sees what I did wrong? --[[User:Arni|Arni]] 11:22, 5 December 2009 (UTC)&lt;br /&gt;
:You're using a matgloss token of &amp;quot;CREATURE&amp;quot; and a matgloss subtype of your creature type, which doesn't actually work. You should be using the creature type as the matgloss and have '''no''' matgloss subtype - for example, &amp;quot;[PRODUCT:100:1:PET:NO_SUBTYPE:RAT:NO_MATGLOSS]&amp;quot;. --[[User:Quietust|Quietust]] 18:34, 5 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I take it that the boiling leather freezes dorfs to death, because &amp;quot;CREATURE&amp;quot; is assigned melting and boiling points of 0 and body temperature of 0--the moment it spawns, it melts and boils, but it's cold enough to suck up all the heat in the vicinity. Kinda like liquid nitrogen, I guess, except alive. And about minus nine thousand Kelvin. --[[User:Sz|Sz]] 04:33, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Making Food ==&lt;br /&gt;
&lt;br /&gt;
I'm trying a cheat so far, to try and reduce my overload of stone, and try and fix the rampant starvation problem I have, because no matter what I set, my dwarves wander about and refuse to make food.&lt;br /&gt;
&lt;br /&gt;
Anyways.  Here's the reaction I'm attempting:&lt;br /&gt;
&lt;br /&gt;
[REACTION:STONE_FOOD]&lt;br /&gt;
[NAME:make food from stone!]&lt;br /&gt;
[SMELTER]&lt;br /&gt;
[REAGENT:1:STONE:NO_SUBTYPE:STONE:NO_MATGLOSS]&lt;br /&gt;
[PRODUCT:100:1:FOOD_BISCUITS:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
I've tried many variations on the product:&lt;br /&gt;
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:PLANT:MUSHROOM:PLANT:HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:PLANT:NO_SUBTYPE:PLANT:NO_MATGLOSS]&lt;br /&gt;
[PRODUCT:100:1:ITEM:NO_SUBTYPE:FOOD:ROAST]&lt;br /&gt;
&lt;br /&gt;
The best result I've gotten is that the dwarf takes some stone to the smelter, and leaves behind this (to my knowledge) unusable item called &amp;quot;plants&amp;quot;.  These do wither.  I don't know what I'm missing.&lt;br /&gt;
--Aescula (unregistered)&lt;br /&gt;
&lt;br /&gt;
:I've no idea if this will actually work or not, but [PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP] might be the token you are looking for. Two tags after the quantity specify what's being made, and the last two tags specify what thing being made is made of... if that makes any sense. &amp;gt;_&amp;gt; --[[User:Sz|Sz]] 04:28, 24 December 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Unfortunately, no.  That's another result that produces nothing.  I'm still trying combinations.  I'll even take something that makes raw food. --Aescula&lt;br /&gt;
&lt;br /&gt;
Also failed:&lt;br /&gt;
[PRODUCT:100:1:ITEM_FOOD:ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:FOOD:FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
[PRODUCT:100:1:FOOD:ITEM_FOOD_ROAST:PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
&lt;br /&gt;
This is perplexing. --Aescula&lt;br /&gt;
&lt;br /&gt;
*Many items simply ''cannot'' be made via reactions, at this time.  Prepared food is one of them.  And you ''cannot'' have a reaction that creates a barrel of booze.  Also, armor and clothing ''cannot'' be made in the correct size.  You'll have to wait until the Burrows version comes out for fancy smelting like that.  Until then, you can ''only'' make raw food, and your dwarves will have to cook/brew it themselves. [[User:Arrkhal|Arrkhal]] 16:13, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Ash&amp;diff=60090</id>
		<title>40d Talk:Ash</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Ash&amp;diff=60090"/>
		<updated>2009-12-24T16:01:17Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Burned to Ashes vs Wood Furnaces */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Stockpiling==&lt;br /&gt;
Not that you want to keep it much... but where do I find how to store ash in the stockpile I am setting up between my wood furnace and my ashery?&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 08:45, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Stock{{key|p}}pile, Cus{{key|t}}om settings, {{key|e}}nable Bars/Block, {{key|f}}orbid Bars: Metal, Blocks, Blocks: Metal. Then toggle off coal, potash, pearlash and tallow soap, leaving ash the only allowed material.--[[User:Maska|Maska]] 10:22, 5 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other sources ==&lt;br /&gt;
Not that ash is really worth worrying about all that much, but I've noticed (through [[losing|fun]] times, that Magma Men (probably other firebreathing things too) can create ash from plants, trees, and dwarves on the surface at least.  I was running a test site to pump magma around, and a magmaman to offense and breathed fire over my workshops and haulers/crafters.  The dead dwarves and vegetation became ash.--[[User:Dadamh|Dadamh]] 14:48, 2 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== (from &amp;quot;potash&amp;quot; article) ==&lt;br /&gt;
&lt;br /&gt;
:''(Moved here from [[talk:potash]] when that (and pearlash) articles were combined here. There was no talk:pearlash. --[[User:Albedo|Albedo]] 19:39, 6 November 2009 (UTC))''&lt;br /&gt;
&lt;br /&gt;
===Using Potash===&lt;br /&gt;
I assume that only [[planter]]s apply potash to [[farm plots]]?[[User:GarrieIrons|GarrieIrons]] 02:49, 27 June 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
=== Why? ===&lt;br /&gt;
How useful is potash to your farming production?  Is it good enough to even bother with?  I don't generally run out of food, but I guess this would allow me to use fewer seeds, fewer farmers, and less space.  Also, how long does it take to fertilize crops, and does it impede actual planting?  --[[User:Smartmo|Smartmo]] 18:52, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
: See this link [[Farming#Increasing_yield]]. You can had 1.5 times the yield with fertilizer. Bigger stack mean bigger meal, so you need less space to store it, less barrel, etc. --[[User:Karl|Karl]] 21:48, 5 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Burned to Ashes vs Wood Furnaces ==&lt;br /&gt;
&lt;br /&gt;
What's the difference between Ash from a forest fire and the ash created and collected at a furnace? Is there a way to collect and use the ash from a forest fire as Potash material? Only came up because at the start of the game a magmaman set my starting z-level on fire... So I took the opportunity to use it as fertilizer... Fail :( &amp;quot;... cancles make Potash: needs ashes.&amp;quot;&lt;br /&gt;
*Ashes that are just lying around are scenery only, in the current version. :( At least fire can't damage trees in any meaningful way; once the fire goes out, a burned tree can be chopped down and used to make things completely normally. [[User:Arrkhal|Arrkhal]] 16:01, 24 December 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature&amp;diff=60078</id>
		<title>40d:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature&amp;diff=60078"/>
		<updated>2009-12-24T04:53:51Z</updated>

		<summary type="html">&lt;p&gt;Arrkhal: /* Complete table of non-vermin creatures */ last one for now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Dwarf Fortress, '''creatures''' are defined as pretty much anything that is alive. They come in all shapes and sizes, and range from the civilized races like [[dwarves]] to dread terrors like [[giant cave spider]]s to [[vermin]]. Various creatures will interact with your fortress in different ways. Some can be used as food source, others are neighbors, some will even trade with you, but some only want to suck the sweet marrow from your bones or make tunics of dwarf leather.&lt;br /&gt;
&lt;br /&gt;
For lists of creatures unique to specific alignments, see [[Region#Surroundings|Surroundings]].&lt;br /&gt;
&lt;br /&gt;
==Complete table of non-vermin creatures==&lt;br /&gt;
{{Creature table head}}&lt;br /&gt;
{{Creature table row|name=alligator|symbol=A|color=2:0:0|align=Neutral|size=9|value=4|biome=SWAMP_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_FRESHWATER, SWAMP_TROPICAL_FRESHWATER, MARSH_TROPICAL_FRESHWATER, RIVER_TEMPERATE_FRESHWATER, RIVER_TROPICAL_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, RIVER_TROPICAL_BRACKISHWATER}}&lt;br /&gt;
{{Creature table row|name=angelshark|symbol=s|color=6:0:0|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=antman|symbol=a|color=0:0:1|align=Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=basking shark|symbol=S|color=7:0:0|align=Benign, Neutral|size=18|value=3|biome=OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=batman|symbol=b|color=0:0:1|align=Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=beak dog|symbol=B|color=4:0:0|align=Evil|size=7|value=2|biome=MARSH_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_SALTWATER, MARSH_TROPICAL_FRESHWATER, MARSH_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=bilou|symbol=b|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=black bear|symbol=B|color=0:0:1|align=Neutral|size=8|value=3|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=black-crested gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=black-handed gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=blacktip reef shark|symbol=S|color=0:0:1|align=Neutral|size=7|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=blizzard man|symbol=M|color=3:0:1|align=Evil|size=9|value=10|biome=GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=blue shark|symbol=S|color=1:0:1|align=Neutral|size=12|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=bluefin tuna|symbol=&amp;amp;#x3B1;|color=1:0:1|align=Benign, Neutral|size=11|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=bluefish|symbol=&amp;amp;#x3B1;|color=3:0:1|align=Benign, Neutral|size=3|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=bonobo|symbol=b|color=0:0:1|align=Benign, Neutral|size=5|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=bronze colossus|symbol=C|color=6:0:0|align=Neutral|size=20|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=bull shark|symbol=S|color=7:0:1|align=Neutral|size=11|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=carp|symbol=&amp;amp;#x3B1;|color=3:0:0|align=Benign, Neutral|size=3|value=3|biome=RIVER_TEMPERATE_FRESHWATER, RIVER_TROPICAL_FRESHWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=cat|symbol=c|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=cave crocodile|symbol=C|color=7:0:0|align=Neutral|size=10|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=cave swallowman|symbol=c|color=0:0:1|align=Benign, Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=cheetah|symbol=c|color=6:0:1|align=Neutral|size=5|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=chimpanzee|symbol=c|color=0:0:1|align=Benign, Neutral|size=5|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=cod|symbol=&amp;amp;#x3B1;|color=7:0:0|align=Benign, Neutral|size=3|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=coelacanth|symbol=c|color=1:0:1|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=common skate|symbol=&amp;amp;#xF2;|color=6:0:0|align=Benign, Neutral|size=8|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=conger eel|symbol=~|color=7:0:0|align=Benign, Neutral|size=7|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=cougar|symbol=C|color=6:0:1|align=Neutral|size=7|value=3|biome=ANY_TEMPERATE_FOREST, ANY_TROPICAL_FOREST, SHRUBLAND_TEMPERATE, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=cow|symbol=C|color=6:0:0|align=Benign, Neutral|size=9|value=2|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=cyclops|symbol=C|color=4:0:1|align=Neutral|size=16|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=dark gnome|symbol=g|color=3:0:0|align=Benign, Evil|size=3|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=deer|symbol=d|color=6:0:0|align=Benign, Neutral|size=5|value=1|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=demon|symbol=&amp;amp;|color=4:0:1|align=Evil|size=16|value=50|biome=The depths}}&lt;br /&gt;
{{Creature table row|name=dog|symbol=d|color=6:0:0|align=Neutral|size=5|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=donkey|symbol=D|color=6:0:0|align=Benign, Neutral|size=7|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=dragon|symbol=D|color=2:0:0|align=Neutral|size=20|value=50|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=dwarf|symbol=&amp;amp;#x263A;|color=3:0:0|align=Benign, Neutral|size=6|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=elephant|symbol=E|color=7:0:0|align=Benign, Neutral|size=16|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=elf|symbol=E|color=3:0:0|align=Neutral|size=7|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=elk|symbol=E|color=6:0:0|align=Benign, Neutral|size=7|value=2|biome=TUNDRA, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=ettin|symbol=E|color=6:0:1|align=Neutral|size=12|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=fire imp|symbol=i|color=6:0:1|align=Neutral|size=3|value=10|biome=SUBTERRANEAN_LAVA}}&lt;br /&gt;
{{Creature table row|name=fire man|symbol=M|color=4:0:1|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_LAVA}}&lt;br /&gt;
{{Creature table row|name=foul blendec|symbol=b|color=0:0:1|align=Evil|size=7|value=2|biome=FOREST_TEMPERATE_BROADLEAF, FOREST_TROPICAL_CONIFER, FOREST_TROPICAL_DRY_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=fox|symbol=f|color=4:0:0|align=Benign, Neutral|size=2|value=1|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=frill shark|symbol=s|color=3:0:0|align=Neutral|size=6|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=frog demon|symbol=&amp;amp;|color=2:0:1|align=Evil|size=12|value=20|biome=The depths}}&lt;br /&gt;
{{Creature table row|name=frogman|symbol=f|color=2:0:0|align=Neutral|size=5|value=1|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=gazelle|symbol=g|color=6:0:0|align=Benign, Neutral|size=4|value=1|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant|symbol=G|color=3:0:0|align=Neutral|size=16|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=giant bat|symbol=B|color=0:0:1|align=Benign, Neutral|size=10|value=5|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant cave spider|symbol=S|color=7:0:0|align=Neutral|size=10|value=10|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant cave swallow|symbol=C|color=0:0:1|align=Benign, Neutral|size=8|value=5|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant cheetah|symbol=c|color=6:0:1|align=Savage, Neutral|size=8|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant desert scorpion|symbol=S|color=6:0:0|align=Savage, Neutral|size=10|value=10|biome=DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=giant eagle|symbol=E|color=6:0:0|align=Savage, Neutral|size=10|value=5|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=giant grouper|symbol=G|color=1:0:0|align=Benign, Neutral|size=9|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant jaguar|symbol=J|color=6:0:1|align=Savage, Neutral|size=10|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=giant leopard|symbol=L|color=6:0:1|align=Savage, Neutral|size=9|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=giant lion|symbol=L|color=6:0:1|align=Savage, Neutral|size=11|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=giant mole|symbol=m|color=6:0:0|align=Benign, Neutral|size=6|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant olm|symbol=O|color=7:0:1|align=Neutral|size=10|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=giant rat|symbol=R|color=0:0:1|align=Benign, Neutral|size=8|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=giant tiger|symbol=T|color=6:0:1|align=Savage, Neutral|size=11|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=giant toad|symbol=T|color=2:0:0|align=Neutral|size=10|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=goblin|symbol=g|color=7:0:0|align=Evil|size=6|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=gorilla|symbol=G|color=0:0:1|align=Benign, Neutral|size=8|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=gray gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=great barracuda|symbol=B|color=2:0:0|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=great white shark|symbol=S|color=7:0:1|align=Neutral|size=13|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=gremlin|symbol=g|color=2:0:1|align=Neutral|size=4|value=1|biome=SUBTERRENEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=grimeling|symbol=g|color=2:0:0|align=Evil|size=7|value=2|biome=SWAMP_TEMPERATE_FRESHWATER, SWAMP_TEMPERATE_SALTWATER, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE, MARSH_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_SALTWATER, MARSH_TROPICAL_FRESHWATER, MARSH_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=grizzly bear|symbol=B|color=6:0:0|align=Neutral|size=9|value=3|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=groundhog|symbol=g|color=6:0:0|align=Benign, Neutral|size=2|value=1|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=halibut|symbol=&amp;amp;#x3B1;|color=6:0:0|align=Benign, Neutral|size=9|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=hammerhead shark|symbol=S|color=6:0:0|align=Neutral|size=12|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=harpy|symbol=h|color=6:0:0|align=Evil|size=6|value=1|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE, SHRUBLAND_TROPICAL, SAVANNA_TROPICAL, GRASSLAND_TROPICAL, MARSH_TEMPERATE_FRESHWATER, MARSH_TEMPERATE_SALTWATER, MARSH_TROPICAL_FRESHWATER, MARSH_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=hippo|symbol=H|color=7:0:0|align=Benign, Neutral|size=12|value=3|biome=RIVER_TROPICAL_SALTWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_FRESHWATER, LAKE_TROPICAL_SALTWATER, LAKE_TROPICAL_BRACKISHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=hoary marmot|symbol=m|color=7:0:0|align=Benign, Neutral|size=2|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=horse|symbol=H|color=7:0:0|align=Benign, Neutral|size=9|value=1|biome=GRASSLAND_TEMPERATE, SAVANNA_TEMPERATE, Common domestic}}&lt;br /&gt;
{{Creature table row|name=human|symbol=U|color=3:0:0|align=Benign, Neutral|size=7|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=hydra|symbol=H|color=2:0:0|align=Neutral|size=20|value=50|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=ice wolf|symbol=w|color=7:0:1|align=Evil|size=5|value=2|biome=GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=iron man|symbol=M|color=0:0:1|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=jaguar|symbol=J|color=6:0:1|align=Neutral|size=7|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=kobold|symbol=k|color=6:0:0|align=Neutral|size=5|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=large rat|symbol=r|color=0:0:1|align=Neutral|size=4|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=leechman|symbol=l|color=0:0:1|align=Savage, Neutral|size=5|value=3|biome=LAKE_TEMPERATE_FRESHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=leopard|symbol=L|color=6:0:1|align=Neutral|size=6|value=3|biome=ANY_TROPICAL, DESERT_BADLAND, DESERT_ROCK, DESERT_SAND}}&lt;br /&gt;
{{Creature table row|name=lion|symbol=L|color=6:0:1|align=Neutral|size=8|value=3|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=longfin mako shark|symbol=S|color=3:0:1|align=Neutral|size=9|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=longnose gar|symbol=g|color=6:0:0|align=Benign, Neutral|size=5|value=3|biome=RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TEMPERATE_BRACKISHWATER}}&lt;br /&gt;
{{Creature table row|name=magma man|symbol=M|color=4:0:1|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_LAVA}}&lt;br /&gt;
{{Creature table row|name=mandrill|symbol=m|color=1:0:1|align=Neutral|size=5|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=manta ray|symbol=&amp;amp;#x25BA;|color=7:0:0|align=Benign, Neutral|size=12|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=marlin|symbol=&amp;amp;#x3B1;|color=1:0:1|align=Benign, Neutral|size=11|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=merperson|symbol=M|color=3:0:1|align=Benign, Neutral|size=3|value=50|biome=OCEAN_TROPICAL, RIVER_TROPICAL_FRESHWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_SALTWATER, LAKE_TROPICAL_FRESHWATER, LAKE_TROPICAL_BRACKISHWATER, LAKE_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=minotaur|symbol=M|color=6:0:0|align=Neutral|size=9|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=mountain gnome|symbol=g|color=0:0:1|align=Benign, Good|size=3|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=mountain goat|symbol=g|color=7:0:1|align=Benign, Neutral|size=5|value=1|biome=MOUNTAIN}}&lt;br /&gt;
{{Creature table row|name=mud man|symbol=M|color=6:0:0|align=Neutral|size=7|value=5|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=mule|symbol=M|color=6:0:0|align=Benign, Neutral|size=8|value=1|biome=Common domestic}}&lt;br /&gt;
{{Creature table row|name=muskox|symbol=M|color=7:0:0|align=Benign, Neutral|size=9|value=2|biome=TUNDRA, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=naked mole dog|symbol=n|color=4:0:1|align=Benign, Neutral|size=4|value=2|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=nightwing|symbol=N|color=0:0:1|align=Evil|size=8|value=4|biome=ANY_DESERT}}&lt;br /&gt;
{{Creature table row|name=nurse shark|symbol=S|color=6:0:0|align=Benign, Neutral|size=9|value=3|biome=OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=ocean sunfish|symbol=&amp;amp;#x3B1;|color=3:0:0|align=Benign, Neutral|size=12|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=ogre|symbol=O|color=7:0:0|align=Evil|size=9|value=10|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE, SHRUBLAND_TROPICAL, SAVANNA_TROPICAL, GRASSLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=olmman|symbol=o|color=7:0:1|align=Neutral|size=5|value=1|biome=SUBTERRANEAN_WATER}}&lt;br /&gt;
{{Creature table row|name=one-humped camel|symbol=C|color=6:0:0|align=Benign, Neutral|size=10|value=2|biome=ANY_DESERT, Common domestic}}&lt;br /&gt;
{{Creature table row|name=opah|symbol=&amp;amp;#x3B1;|color=4:0:1|align=Benign, Neutral|size=6|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=orangutan|symbol=O|color=6:0:0|align=Benign, Neutral|size=7|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=Pike (fish)|symbol=&amp;amp;#x3B1;|color=2:0:0|align=Benign, Neutral|size=5|value=3|biome=RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TEMPERATE_BRACKISHWATER}}&lt;br /&gt;
{{Creature table row|name=pileated gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=polar bear|symbol=B|color=7:0:1|align=Neutral|size=10|value=3|biome=GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=raccoon|symbol=r|color=7:0:0|align=Neutral|size=2|value=1|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST}}&lt;br /&gt;
{{Creature table row|name=ratman|symbol=r|color=0:0:1|align=Neutral|size=4|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=rhesus macaque|symbol=m|color=7:0:0|align=Neutral|size=3|value=1|biome=SHRUBLAND_TEMPERATE, SAVANNA_TEMPERATE, GRASSLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=saltwater crocodile|symbol=C|color=2:0:0|align=Neutral|size=10|value=4|biome=SWAMP_TROPICAL_FRESHWATER, MARSH_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, MARSH_TROPICAL_SALTWATER, SWAMP_MANGROVE, RIVER_TROPICAL_SALTWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=sasquatch|symbol=S|color=7:0:1|align=Savage, Neutral|size=9|value=10|biome=MOUNTAIN, GLACIER, TUNDRA}}&lt;br /&gt;
{{Creature table row|name=satyr|symbol=s|color=6:0:0|align=Benign, Good|size=7|value=2|biome=FOREST_TEMPERATE_BROADLEAF, FOREST_TROPICAL_CONIFER, FOREST_TROPICAL_DRY_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=sea lamprey|symbol=~|color=0:0:1|align=Neutral|size=3|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE, RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, RIVER_TEMPERATE_SALTWATER, LAKE_TEMPERATE_FRESHWATER, LAKE_TEMPERATE_BRACKISHWATER, LAKE_TEMPERATE_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=sea monster|symbol=M|color=2:0:1|align=Evil|size=16|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=sea serpent|symbol=S|color=3:0:1|align=Savage, Neutral|size=16|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=shortfin mako shark|symbol=S|color=3:0:1|align=Neutral|size=9|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=siamang|symbol=s|color=0:0:1|align=Benign, Neutral|size=4|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=silvery gibbon|symbol=g|color=0:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=slugman|symbol=s|color=6:0:0|align=Benign, Neutral|size=5|value=3|biome=FOREST_TROPICAL_MOIST_BROADLEAF, ANY_WETLAND}}&lt;br /&gt;
{{Creature table row|name=snailman|symbol=s|color=7:0:0|align=Benign, Neutral|size=5|value=3|biome=FOREST_TROPICAL_MOIST_BROADLEAF, ANY_WETLAND}}&lt;br /&gt;
{{Creature table row|name=spiny dogfish|symbol=s|color=6:0:0|align=Benign, Neutral|size=3|value=3|biome=OCEAN_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=spirit of fire|symbol=&amp;amp;|color=6:0:1|align=Evil|size=11|value=20|biome=The depths}}&lt;br /&gt;
{{Creature table row|name=spotted wobbegong|symbol=S|color=6:0:0|align=Benign, Neutral|size=7|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=stingray|symbol=&amp;amp;#xF2;|color=7:0:0|align=Benign, Neutral|size=2|value=3|biome=OCEAN_TROPICAL, RIVER_TROPICAL_FRESHWATER, RIVER_TROPICAL_BRACKISHWATER, RIVER_TROPICAL_SALTWATER, LAKE_TROPICAL_FRESHWATER, LAKE_TROPICAL_BRACKISHWATER, LAKE_TROPICAL_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=strangler|symbol=s|color=0:0:1|align=Evil|size=6|value=3|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=sturgeon|symbol=&amp;amp;#x3B1;|color=6:0:0|align=Benign, Neutral|size=10|value=3|biome=OCEAN_ARCTIC, OCEAN_TEMPERATE, RIVER_TEMPERATE_FRESHWATER, RIVER_TEMPERATE_BRACKISHWATER, RIVER_TEMPERATE_SALTWATER}}&lt;br /&gt;
{{Creature table row|name=swordfish|symbol=&amp;amp;#x3B1;|color=3:0:1|align=Benign, Neutral|size=12|value=3|biome=OCEAN_TEMPERATE, OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=tentacle demon|symbol=&amp;amp;|color=5:0:1|align=Evil|size=12|value=20|biome=The depths}}&lt;br /&gt;
{{Creature table row|name=tiger|symbol=T|color=6:0:1|align=Neutral|size=8|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=tiger shark|symbol=S|color=7:0:0|align=Neutral|size=13|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=tigerfish|symbol=&amp;amp;#x3B1;|color=3:0:1|align=Benign, Neutral|size=3|value=3|biome=RIVER_TROPICAL_FRESHWATER, LAKE_TROPICAL_FRESHWATER}}&lt;br /&gt;
{{Creature table row|name=tigerman|symbol=T|color=6:0:1|align=Savage, Neutral|size=7|value=3|biome=ANY_TROPICAL_FOREST, SHRUBLAND_TROPICAL, SWAMP_TROPICAL_FRESHWATER, SWAMP_TROPICAL_SALTWATER, SWAMP_MANGROVE}}&lt;br /&gt;
{{Creature table row|name=titan|symbol=T|color=3:0:0|align=Neutral|size=20|value=1|biome=ANY_LAND}}&lt;br /&gt;
{{Creature table row|name=treant|symbol=&amp;amp;#x2660;|color=2:0:0|align=Neutral|size=11|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=troglodyte|symbol=t|color=6:0:0|align=Neutral|size=6|value=1|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=troll|symbol=T|color=0:0:1|align=Evil|size=9|value=10|biome=SUBTERRANEAN_CHASM}}&lt;br /&gt;
{{Creature table row|name=two-humped camel|symbol=C|color=6:0:0|align=Benign, Neutral|size=10|value=2|biome=ANY_DESERT, Common domestic}}&lt;br /&gt;
{{Creature table row|name=unicorn|symbol=U|color=7:0:1|align=Benign, Good|size=9|value=10|biome=FOREST_TAIGA, ANY_TEMPERATE_FOREST, ANY_TROPICAL_FOREST, SHRUBLAND_TEMPERATE, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=walrus|symbol=W|color=6:0:0|align=Benign, Neutral|size=10|value=3|biome=OCEAN_ARCTIC}}&lt;br /&gt;
{{Creature table row|name=warthog|symbol=w|color=6:0:0|align=Benign, Neutral|size=5|value=2|biome=SAVANNA_TROPICAL, GRASSLAND_TROPICAL, SHRUBLAND_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=werewolf|symbol=W|color=0:0:1|align=Evil|size=8|value=4|biome=TUNDRA, FOREST_TAIGA, ANY_TEMPERATE_FOREST, SHRUBLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table row|name=whale|symbol=W|color=7:0:0|align=Benign, Neutral|size=16|value=3|biome=ANY_OCEAN}}&lt;br /&gt;
{{Creature table row|name=whale shark|symbol=W|color=6:0:0|align=Benign, Neutral|size=20|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=white-browed gibbon|symbol=g|color=7:0:1|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=white-handed gibbon|symbol=g|color=6:0:0|align=Benign, Neutral|size=3|value=1|biome=FOREST_TROPICAL_MOIST_BROADLEAF}}&lt;br /&gt;
{{Creature table row|name=whitetip reef shark|symbol=S|color=7:0:1|align=Benign, Neutral|size=7|value=3|biome=OCEAN_TROPICAL}}&lt;br /&gt;
{{Creature table row|name=wizard|symbol=@|color=6:0:1|align=Benign, Neutral|size=7|value=1|biome=}}&lt;br /&gt;
{{Creature table row|name=wolf|symbol=w|color=7:0:0|align=Neutral|size=5|value=2|biome=TUNDRA, FOREST_TAIGA, ANY_TEMPERATE_FOREST, SHRUBLAND_TEMPERATE}}&lt;br /&gt;
{{Creature table footer}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Creature tokens]]&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;br /&gt;
[[Category:Creatures| ]]&lt;/div&gt;</summary>
		<author><name>Arrkhal</name></author>
	</entry>
</feed>