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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-04T18:25:34Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utility:DFHack&amp;diff=221857</id>
		<title>Utility:DFHack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utility:DFHack&amp;diff=221857"/>
		<updated>2015-12-04T17:54:41Z</updated>

		<summary type="html">&lt;p&gt;Breadman: Update the link to the command documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|13:02, 2 May 2014 (UTC)}}&lt;br /&gt;
{{Utility:DFHack/sidebar}}&lt;br /&gt;
{{uv|multiple}}&lt;br /&gt;
'''DFHack''' is an extensive standardized memory access library, packaged alongside a suite of basic tools that use it. Currently tools come in the form of plugins, as well as Lua and Ruby scripts. For developers, DFHack is a comprehensive, standardized memory access package that unites the various ways tools access the Dwarf Fortress memory space, allowing for easier development of new tools. For users, it is a very useful utility complex that allows users to tweak their games in numerous ways in-game. This is probably one of the most useful utilities for DF, acting as an advanced expansion that fixes, improves and adds to the game in many ways, and is usually included in recent versions of the [[Utility:Lazy Newb Pack|Lazy Newb Pack]] on all platforms.&lt;br /&gt;
&lt;br /&gt;
All new releases are announced in a [http://www.bay12forums.com/smf/index.php?topic=139553 thread on the Bay12 forums]. DFHack is currently also being ported to versions 0.28.181.40d and 0.23.130.23a - more information can be found [http://dwarffortresswiki.org/index.php/User:Quietust#DFHack-40d here] and [http://dwarffortresswiki.org/index.php/User:Quietust#DFHack-23a here], respectively. For an exhaustive list of and manual on the commands in the utility, see the [https://dfhack.readthedocs.org/en/stable/#user-manual documentation].  This wiki also has a [[Utility:DFHack/Programming|DFHack programming page]].  &lt;br /&gt;
&lt;br /&gt;
{{TipBox2|float=right|titlebg=red|Bug reports|&lt;br /&gt;
If you are using DFHack (or other utilities), do not report bugs on the Dwarf Fortress bug tracker unless you can prove that the bug is not being caused by DFHack or one of its plugins. On Linux and OS X, DFHack can be bypassed by running the &amp;quot;df&amp;quot; script. On Windows, DFHack can be temporarily disabled by renaming SDL.dll to a temporary name, then renaming SDLreal.dll to SDL.dll.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Documentation ==&lt;br /&gt;
* [[/Installation|Installation and uninstallation]]&lt;br /&gt;
* [[/Compiling|Compiling from source]]&lt;br /&gt;
==Common Uses==&lt;br /&gt;
DFHack is often used to automate some aspects of the game, add features, fix bugs, or to make a specific one-off change.  &lt;br /&gt;
&lt;br /&gt;
===Automation===&lt;br /&gt;
See: workflow, autolabor, autobutcher, autochop, autonestbox, seedwatch, df-ai, dwarf manipulator.  &lt;br /&gt;
&lt;br /&gt;
===One-off changes===&lt;br /&gt;
Includes commands like &amp;quot;cleanowned scattered x&amp;quot; or &amp;quot;reveal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Additional features===&lt;br /&gt;
Steam engines, power meter, improved siege engines.&lt;br /&gt;
&lt;br /&gt;
===Stonesense===&lt;br /&gt;
DFHack comes with [[Stonesense]] by default (except for unofficial r4 builds).&lt;br /&gt;
&lt;br /&gt;
===Isoworld===&lt;br /&gt;
DFHack also has [[Isoworld]] integration.&lt;br /&gt;
&lt;br /&gt;
===Adventure mode===&lt;br /&gt;
See: advfort, companion-order.&lt;br /&gt;
&lt;br /&gt;
==Scripts and Plugins== &lt;br /&gt;
&lt;br /&gt;
Originally a simple memory hacking tool, DFHack has grown to become a full-fledged unofficial extension of the game itself, adding in functionality where official development has lacked. One of the best features of DFHack is its extensibility - anyone can create scripts or plugins. Due to its open-source and collaborative nature, anyone can add their own contribution to this tool. There are different kinds of contributions:&lt;br /&gt;
&lt;br /&gt;
*Binpatches are raw memory edits that alter the game's behavior, which is usually deduced from disassembling. Their main use is bugfixing or the removal of cumbersome, easily alterable constraints. &lt;br /&gt;
*Plugins are snippets of C++ code that uses DFHack's library to fix bugs or add functionality. They must be compiled before use and are thus platform and dfhack-version dependent. They can be found in the hack/plugins folder.&lt;br /&gt;
*Scripts are files written in a scripting language DFHack provides bindings for (usually Lua or Ruby) that when loaded by DFHack fix bugs or add functionality. Contrary to plugins, they are not compiled and can be transferred between any platform. However any change within the DFHack data structures (i.e. between versions) may break some of these scripts. &lt;br /&gt;
&lt;br /&gt;
Some of the more notable are listed below; feel free to add to the list.&lt;br /&gt;
&lt;br /&gt;
=== User Interface ===&lt;br /&gt;
&lt;br /&gt;
The best-known are [http://www.bay12forums.com/smf/index.php?topic=119575 Falconne's UI Plugins], a collection which improves the in-game interface with features such as search functions in screens with big lists, the ability to place furniture before it's built and have it automatically allocated when available, box-select constructions(like laying designations) - including easier material selection and open space placement, easier pasturing, live happiness monitor, '''mouse support''', and an enhanced stocks screen.  The plugins make existing tasks significantly easier, and also add new functions to the game which greatly enhance the experience - such as the autochop log quotas, or the ability (with buildingplanner) to lay out rooms with Quickfort before creating the required furniture.  &lt;br /&gt;
&lt;br /&gt;
There is also a [http://www.bay12forums.com/smf/index.php?topic=124708 GUI for the Autobutcher plugin].  &lt;br /&gt;
&lt;br /&gt;
=== Bugfixing ===&lt;br /&gt;
Many bugfixes are included with DFHack, but not enabled by default - check dfhack.init to see if the &amp;quot;tweak *&amp;quot; and &amp;quot;fix/*&amp;quot; lines are commented out. The [[Utility:Lazy_Newb_Pack|Starter Packs]] enable all bugfixes by default.&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
These plugins and scripts add features to the game that enhance the user's gameplay.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=127116 Digging invaders], a plugin that allows hostiles to dig and deconstruct walls to path to one's fortress.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=128487 Rendermax], a plugin that implements a lighting system at the graphics level.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=136155 Dwarven Emigration], a plugin that allows unhappy dwarves to emigrate with their families.&lt;br /&gt;
&lt;br /&gt;
=== Modding tools ===&lt;br /&gt;
These plugins and scripts add features to the game that enhance modding possibilities.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=135597 DFHack scripts designed for use in interactions as &amp;quot;spells&amp;quot;]&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=135506 Miscellaneous DFHack script collection]&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Cistern&amp;diff=212315</id>
		<title>DF2014:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Cistern&amp;diff=212315"/>
		<updated>2014-11-17T04:16:06Z</updated>

		<summary type="html">&lt;p&gt;Breadman: Switching to 2014 redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2014:Reservoir]]&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Cistern&amp;diff=212314</id>
		<title>DF2014:Cistern</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Cistern&amp;diff=212314"/>
		<updated>2014-11-17T04:15:29Z</updated>

		<summary type="html">&lt;p&gt;Breadman: Redirecting to Reservoir, via Screw pump page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2012:Reservoir]]&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=211826</id>
		<title>Squad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Squad&amp;diff=211826"/>
		<updated>2014-10-22T04:14:15Z</updated>

		<summary type="html">&lt;p&gt;Breadman: The &amp;quot;Long Patrol&amp;quot; bug appears to have been fixed in 40.05&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:32, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A '''squad''' is a group of [[military]] dwarves who share the same [[scheduling|schedule]] and active military orders. Squads are a fundamental part of your fortress' military &amp;amp;mdash; they are the units who carry out all the orders you give them. Your ability to manage these iron-blooded dwarves could spell the difference between a healthy fort's life and death.&lt;br /&gt;
&lt;br /&gt;
For quick reference: from the main menu the '''military''' screen is accessible through the {{k|m}} key and the '''squads''' screen is accessible through the {{k|s}} key. The military screen and all its tabs are mouse-compatible, and can be navigated through mouse clicks rather than strictly keys (when in windowed mode).&lt;br /&gt;
&lt;br /&gt;
For a simple, ''very'' basic, unarmed/unarmoured &amp;quot;How to attack a creature&amp;quot;, see [[attack]].&lt;br /&gt;
&lt;br /&gt;
==Forming Squads==&lt;br /&gt;
&lt;br /&gt;
Before you can do anything with your military you may want to go into the [[noble]]s screen ({{k|n}}) and designate a '''[[militia commander]]'''. Your fortress can only have one militia commander, who acts as the commander-in-chief of all squads. The militia commander also serves as the leader of your first squad.&lt;br /&gt;
&lt;br /&gt;
Each squad after the first will have its own [[captain]], who reports to the militia commander. Squad captains can be designated through the nobles screen, or by creating a new squad on the {{k|m}}ilitary screen and then assigning a dwarf to the first position of that squad.&lt;br /&gt;
&lt;br /&gt;
When you have designated a commander or captain, going to the military screen will show that dwarf under the &amp;quot;Squads/Leaders&amp;quot; heading and you'll notice an option to create a new squad. You can also create a new squad before you designate your militia commander; the first dwarf you choose will automatically be assigned that position.&lt;br /&gt;
&lt;br /&gt;
When you create a squad, you will be asked what uniform to give them.  The game creates three uniforms by default; if you aren't sure what to use, or if you want to customize their uniform, choose ''No uniform''.  (See [[#Equipping Soldiers|Equipping Soldiers]], below, for details.)&lt;br /&gt;
&lt;br /&gt;
Once the first squad has been created, you can then fill out the squad with any military-capable dwarves in your fort. No more than ten dwarves can be assigned to any one squad. When you add a dwarf to one squad they will be removed from another; for this reason you will always see the majority of your dwarves in the rightmost pane. Dwarves that are already in a military squad will have the name of that squad in the uppermost box, allowing you to skip them over if necessary.&lt;br /&gt;
&lt;br /&gt;
==Equipping Soldiers==&lt;br /&gt;
&lt;br /&gt;
In the military screen, press {{k|n}} to open the '''uniforms''' tab. Each listing under the 'Uniforms' header is essentially a pre-designed set of equipment that you can quickly apply to any individual soldier or entire squad, much like a template. You can create new uniforms if you want, and add or remove items from any uniform (even the standard ones). Uniforms are only ''created'' or ''modified'' in this tab, not applied.&lt;br /&gt;
&lt;br /&gt;
While still in the military screen, press {{k|e}} to open the '''equipment''' tab. The default sub-tab, {{k|V}}iew/Customize, will be open.  We'll come back to that in a moment. To apply one of your uniform templates, press {{k|U}} to open the Assign Uniforms sub-tab. Make sure the squad you want is highlighted under Squads/Leaders and then move the selector to the Position Uniform header. Pressing {{k|enter}} will apply the selected uniform to the individual dwarf of your choosing, and {{k|shift}}+{{k|enter}} will apply the selected uniform to the entire squad. If you edit a uniform after this, you will need to reapply the uniform for the dwarves to recognize the changes.&lt;br /&gt;
&lt;br /&gt;
In the {{k|V}}iew/Customize sub-tab, you can select individual dwarves (technically squad positions) and apply individual pieces of equipment to them - {{k|A}}rmor, {{k|L}}eggings, {{k|H}}elms, {{k|G}}loves, {{k|B}}oots, {{k|S}}hields, and {{k|W}}eapons.  You can also specify {{k|M}}aterial and {{k|C}}olor depending on the piece of equipment highlighted.  Finally, there are two settings that can be toggled for each dwarf: ''Ove{{k|r}} clothing'' and ''Partial {{k|m}}atches''.  These are both on (highlighted) by default.  ''Over clothing'' means the dwarf will do his best to wear his uniform in addition to his civilian [[clothing]]; if toggled, it becomes ''Replace clothing'', and the dwarf will strip naked before donning his military gear.  ''Partial matches'' means that if a dwarf cannot satisfy an equipment assignment, he'll substitute something close; if toggled to ''Exact matches'', he'll go without rather than making do with a substitute.&lt;br /&gt;
&lt;br /&gt;
To select a specific piece of equipment (such as an artifact), select 'specific _____' under that equipment type (e.g. 'specific armor' in the Armor field); for your convenience, highest-quality equipment is listed first.&lt;br /&gt;
&lt;br /&gt;
You have the option to wear equipment over clothing or to replace clothing using the {{k|r}} key on the equipment screen. Wearing armor over clothing can cause problems as some civilian clothing (caps, gloves, and shoes) will conflict with their military counterparts (helms, gauntlets, and boots).  Even though the '''equipment''' tab will show that these items have been assigned to a solider they will not actually wear them.  To avoid this use the ''Replace clothing'' option.  As armor counts as clothing, dwarves will not get bad thoughts if only wearing armor.&lt;br /&gt;
&lt;br /&gt;
For ranged soldiers, open the '''ammunition''' tab ({{k|f}}) to assign [[ammunition]] to your dwarves. If you chose the ''Archer'' uniform when you created the squad, then the game has already assigned 250 bolts to this squad. Otherwise, you must assign them some ammo (Important: The assigned amount of ammunition refers to the total amount which is carried by the whole squad--you'll generally want about 30 bolts per soldier). If you don't care what type of bolts they use, just pick &amp;quot;bolts&amp;quot; and they will use any bolts they can find. Also note that [[quiver]]s must be available for marksdwarves to equip bolts/arrows. They are not assigned under the '''equipment''' tab and are automatically retrieved by dwarves that require them.&lt;br /&gt;
&lt;br /&gt;
If you want them to train at an [[archery target]], you may want to assign lower-quality [[wood]] or [[bone]] bolts for training use. While this prevents your dwarves from wasting high-quality bolts, it can cause problems when training or combat bolts become &amp;quot;stuck&amp;quot; in inventory{{bug|4530}}. By default, both training and combat use are allowed for all assigned ammunition; use {{k|C}} and {{k|T}} to toggle these settings. If the letter is present next to the ammunition the use is turned on.&lt;br /&gt;
&lt;br /&gt;
Soldiers who have more than one item to put on will not use distance to determine which of the remaining items will be equipped next. Therefore it is best to keep all dwarf-usable equipment within a small area, ideally near your [[barracks]].&lt;br /&gt;
&lt;br /&gt;
The {{k|m}}ilitary-{{k|e}}quipment screen can also be used to ''see'' what equipment has been assigned, without changing it.  A green checkmark will appear next to each equipment that has successfully been assigned to a dwarf (which doesn't necessarily mean the dwarf has actually picked it up yet).  For example, if your 9th and 10th squad members don't have a checkmark next to their gauntlets, then you may want to make some more. Pressing {{k|P}} lets you see ''precisely'' what items the dwarf has been assigned.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not share weapons and armor even if in the same squad and even if the equipment is currently unused by another squadmate who is off duty. This means, for example, that you cannot have one set of armor for a squad of four dwarves who share guard duty one at a time. When one dwarf is relieved from duty, he may take off his armor (if set to wear civilian clothes) but the new dwarf going on duty will not then pick it up and wear it. Each dwarf in a squad needs his own uniform.&lt;br /&gt;
&lt;br /&gt;
===Changing Equipment===&lt;br /&gt;
Let's suppose you started with the ''Leather armor '' uniform and then smithed some metal armor, and now you want to change your squads to the metal armor. From the military screen {{k|m}}, access the '''equipment''' view {{k|e}}. Then open the uniforms sub-view {{k|U}} which will show the standard Leather, Metal, and Archer uniforms on the right (if you haven't deleted them). To change a full squad, select the squad on the left, then select the uniform (metal) on the right, and hit {{k|shift}}-{{k|enter}} (if you only hit {{k|enter}} it will only apply the change to the lone selected squad member). Just hope you have enough metal armor and that Urist goes and picks it up!&lt;br /&gt;
&lt;br /&gt;
Dwarves will not always pick up their military equipment immediately.  An off-duty dwarf will sometimes prefer to perform one of his civilian jobs rather than putting on armor.  Giving squads an [[#Orders|order]] will put them on duty and force them to gather their equipment with a bit more hustle.&lt;br /&gt;
&lt;br /&gt;
===Equipping Bone and Shell Armor===&lt;br /&gt;
One peculiarity for equipping [[bone]] and [[shell]] armor is that, for the purposes of the '''equipment''' and '''uniforms''' tabs, bone and shell are white.  Further, they are not explicitly listed in the {{k|M}}aterial of the {{k|V}}iew/Customize sub-tab.  A workaround for this problem is that bone and shell are the only materials that are white colored and can be used to make armor by default.  So, to add bone or shell armor items to a preset uniform template, you need to add a specific type of armor (a helm, for instance) with the modifiers of {{k|C}}olour &amp;quot;white (dye)&amp;quot; (thus, a &amp;quot;white helm&amp;quot;).  This workaround is ONLY effective if you also have no unique artifact armor made out of a white metal (such as an Aluminum Breastplate, Platinum Helm, or Silver Low Boot).  It also requires that the armor template be for &amp;quot;Exact matches&amp;quot; (not &amp;quot;Partial matches&amp;quot;) using the {{k|m}} in the Uniforms tab.&lt;br /&gt;
&lt;br /&gt;
===Equipping Leather Shields===&lt;br /&gt;
[[Leather]] is not a selectable material in the uniform screen. However, its uniformly brown colour means that you can order dwarves to use only brown-coloured [[shield]]s and be reasonably confident that they will choose only leather shields. Leather and wood are quite similar as shield materials, but if your leatherworkers make better shields than your carpenters you may want to use their products instead. [[Highwood]] shields are also an option with this uniform setting, and will be chosen if their value is appropriately high.&lt;br /&gt;
&lt;br /&gt;
==Orders==&lt;br /&gt;
&lt;br /&gt;
Getting your military to actually ''do'' something is the second step.  Squads receive '''passive orders''' through [[scheduling]], and you can give '''direct orders''' to '''attack''' one or more specific targets or to '''move''' to a specific location at will through the {{k|s}}quads menu.&lt;br /&gt;
&lt;br /&gt;
Passive orders are programming that a squad will follow in the absence of direct orders.  Passive orders are typically used for training and defense, while direct orders are used for taking the fight to the enemy. The ''squads'' menu is predominantly used for direct orders, and the ''Alerts'' and ''Schedule'' tabs of the ''military'' menu are used for passive orders. This article will focus on active commands; for more information on passive orders, see [[scheduling]].&lt;br /&gt;
&lt;br /&gt;
A squad that is following a direct command is free to go wherever it is ordered to go, unhindered by any [[burrow]] restrictions.&lt;br /&gt;
&lt;br /&gt;
===Selecting Squads/Soldiers===&lt;br /&gt;
&lt;br /&gt;
When needed, soldiers can be sent to do specific tasks to &amp;lt;strike&amp;gt;satiate the blood god&amp;lt;/strike&amp;gt; defend your fortress. Once these orders have been canceled, your dwarves will return to their passive orders (if on duty), or their civilian lives (if off duty). Note, however, that your dwarves may continue to move towards their prior objective and mill about for some time afterwards. For this reason (and because canceling orders causes your dwarves to immediately drop any [[wear|worn-out]] clothing) it is best to order your dwarves back to a safe area '''before''' canceling their orders.&lt;br /&gt;
&lt;br /&gt;
In the {{k|s}}quad menu, you can press {{k|a}}/{{k|b}}/{{k|c}}/etc to select the squad that will execute an order, or hold {{k|shift}} to select multiple at once. You may press {{k|p}} if you want to toggle between having an individual dwarf or the squad perform the order.&lt;br /&gt;
&lt;br /&gt;
If a squad is off duty when you give them an order, they will switch to on-duty status before carrying out the order.  This may mean they need to pick up new equipment before they will carry out their orders.&lt;br /&gt;
&lt;br /&gt;
There are two types of active orders that can be given to your dwarves: a move order or an attack order.&lt;br /&gt;
&lt;br /&gt;
===Nobles in Squads ===&lt;br /&gt;
Here's a link to the DF forum, with some not always correct speculation on if you should put any nobles in the military:&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=113639.msg3467517#msg3467517&lt;br /&gt;
&lt;br /&gt;
====Move Order====&lt;br /&gt;
&lt;br /&gt;
From the {{k|s}}quad menu, a '''move order''' (also known as a ''Station'' order) is issued by selecting a squad, pressing {{k|m}}, choosing an area, and pressing {{k|enter}}.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will select a random (reachable) point within 3 tiles of the spot you specify, and will move directly to that point.  He will stand there until you cancel the order, or until he is overcome by [[hunger]], [[thirst]], or [[exhaustion]].&lt;br /&gt;
&lt;br /&gt;
On-duty soldiers will pursue and attack any hostile targets they see, either en route to their station point, or after arriving.  Hostile targets may include certain wild animals that are deemed dangerous.  If the dwarf loses sight of the enemy, he will return to his chosen station point.&lt;br /&gt;
&lt;br /&gt;
====Attack Order====&lt;br /&gt;
&lt;br /&gt;
The '''attack order''', sometimes referenced to as the '''kill command''', instructs your squad to pursue and attack one or more specific targets. It is a very unsubtle way of beating into your dwarves' booze-addled minds that they are to kill your target or be killed in the attempt. A kill order can be used to chase a kobold thief or goblin snatcher who is running away with your precious loot, or it may very well be your last command to your dwarves if things are getting desperate.&lt;br /&gt;
&lt;br /&gt;
After selecting which squad will execute the kill order, press {{k|k}} to Attack. You now have several options: you can move the cursor to what you want to attack and press {{k|enter}}, press {{k|l}}ist and select what you want to attack from a list, or {{k|r}}ectangle to select an area of things you want dead. Upon pressing {{k|enter}} your dwarves will happily run off to execute the order by executing the target.&lt;br /&gt;
&lt;br /&gt;
Each dwarf in the squad will attempt to move toward the target until he is within striking distance.  Ranged attackers will not do anything clever like climbing up to the top of your archery tower.  If you want them to fire from a specific position, use a move order instead. If they're already somewhere they can fire from safely, one can also cut off access to the intended targets and THEN issue a kill order. If they're stationed in an archery tower and ordered to kill something they can path to, they might charge the enemy even if they have a clear shot from their current position.&lt;br /&gt;
&lt;br /&gt;
This order will remain after the intended victim is killed (fixed in some of 34.* - in 34.11 they will cancel order when target is terminated), leaving your squad standing over the corpse of their slain enemy waiting for new orders. Similar behavior will emerge if the intended target is caught in a [[trap|cage trap]]; when the caged target is hauled to the animal stockpile, the dwarves given the orders to kill it will follow the cage as it is hauled and wait around it once it is stockpiled until the kill order is canceled.&lt;br /&gt;
&lt;br /&gt;
Dwarves go about this with a little more vigor than required and will also attack any other creatures nearby. As a result it is very difficult to attack members of an enemy group with any sort of precision, and if your dwarves cannot take down their target there is no real way to get them out of combat; it's do-or-die. It is unknown whether this is a bug or a feature {{version|0.34.07}}.&lt;br /&gt;
&lt;br /&gt;
====Cancelling Orders====&lt;br /&gt;
&lt;br /&gt;
Pressing the {{k|o}} key in the {{k|s}}quad screen will '''cancel''' the selected dwarves' active orders, sending them back to their civilian or pre-scheduled military lives. It appears that this does not always work properly; as a result, your over-eager dwarves may get themselves into some trouble. Take caution when sending them deep into unfamiliar territory.&lt;br /&gt;
&lt;br /&gt;
==Order Scheduling==&lt;br /&gt;
&lt;br /&gt;
''Full article: [[Scheduling]]''&lt;br /&gt;
&lt;br /&gt;
From the squad menu you can cycle through any alerts you have defined quite quickly by pressing {{k|t}}. This will set the order schedule for the entire squad even if you only have a single dwarf selected. &lt;br /&gt;
&lt;br /&gt;
To edit an existing order schedule or create a new one you need to visit the military schedule screen. This can be done directly from the squad menu by pressing {{k|s}} or alternatively you can back out of the squad menu and use {{k|m}}-{{k|s}} to get to the schedule page from the military screen. The details of setting up an order schedule are described on the [[scheduling]] page.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* When selecting new dwarves to place in a squad the cursor always returns to the first available dwarf instead of remaining where it is.&lt;br /&gt;
* Dwarves handle equipment conflicts poorly, often resulting in an ill-equipped military.{{bug|535}}&lt;br /&gt;
* Military dwarves may constantly perform &amp;quot;pickup equipment&amp;quot; jobs {{Bug|2687}}&lt;br /&gt;
* Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers).{{bug|1451}}&lt;br /&gt;
* Training or Combat bolts become stuck in inventory, preventing acquisition of combat or training bolts respectively.{{bug|4530}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Trap_design&amp;diff=211105</id>
		<title>DF2014 Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Trap_design&amp;diff=211105"/>
		<updated>2014-09-17T04:38:40Z</updated>

		<summary type="html">&lt;p&gt;Breadman: Goblin Grinder removal justification&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I've removed the Goblin Grinder, after discovering that it is no longer secure; goblins can now [[Jump|jump across]] or [[Climb|climb the walls]].  Granted, it slows down an invasion, so only a few goblins get through at a time, and managed to kill one goblin, but a false sense of security has led to some [[Fun]]!  Then again, perhaps it can be revived by using two hatches on each end, and smoothed natural walls.  [[User:Breadman|Breadman]] ([[User talk:Breadman|talk]]) 04:38, 17 September 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=211104</id>
		<title>Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap_design&amp;diff=211104"/>
		<updated>2014-09-17T04:29:34Z</updated>

		<summary type="html">&lt;p&gt;Breadman: Removing the Goblin Grinder, due to jumping and climbing.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Masterwork|21:15, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''This page is one of several inter-related articles on the broader topic of defending your fortress and your dwarves. '''Trap design''' focuses on the theory and design of complex traps, mechanical systems and other automation for defending your fortress, and also on unusual uses of simple mechanic's [[trap]]s. For a general overview of the threats that will challenge your fortress and things to consider when preparing a standard defense, see the '''[[defense guide]]'''. For tips on laying out your architecture to protect your military, see '''[[security design]]'''. For specific advice on how to get your soldiers prepared for any threat, see '''[[military]]'''.'' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:''For suggestions on disposing of nobles and other unwanted residents, see [[unfortunate accident]].''&lt;br /&gt;
:''For a basic overview of how the different machine parts work and work together, see [[machine component]].''&lt;br /&gt;
:''For information on catching [[vermin]]-sized creatures in [[animal trap]]s, see [[trapper]].''&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
Simple one-tile [[trap]]s* are just that - they exist only on their own tile, trigger themselves when a target walks onto that one tile, and affect only that one tile.  Complex traps and automation rely on linking [[door]]s, [[hatch cover|hatch]]es, [[floodgate]]s, and [[bridge]]s to [[lever]]s or [[pressure plate]]s, along with machinery to provide the [[power]] to run some of the more diabolical designs.  When the trigger is activated, it sends a [[lever|signal]] to the linked device. That signal is not always as simple as '''do it now''', but it's specifically either to '''open''' or to '''close'''.  By manipulating what does what and when, and what follows from that, impressive results can be achieved.&lt;br /&gt;
&lt;br /&gt;
:''(* specifically, the [[Trap#Stone-fall_Trap|stone-fall trap]], [[Trap#Weapon_Trap|weapon trap]], and [[Trap#Cage_Trap|cage trap]].)''&lt;br /&gt;
&lt;br /&gt;
* To fully understand how these component objects work individually (before combining them into diabolical and complex combinations), see those main articles.&lt;br /&gt;
&lt;br /&gt;
==Basic traps==&lt;br /&gt;
These are the simple [[trap]]s that are placed by a mechanic. They require one [[mechanism]] but do not require levers or pressure plates.  They can be a quick, easy and brutally effective &amp;quot;first defense&amp;quot; for a fledgling fortress, but they can also be combined into key parts of more complex set ups. For tips on using these basic traps effectively, see the Trap Strategies section.&lt;br /&gt;
&lt;br /&gt;
===Stone fall trap===&lt;br /&gt;
:This is the easiest trap to build, so you can easily build them in large numbers. Building lots of them is an easy way to earn experience for your [[mechanic]], and add to the depth of your fort's defenses at the same time. Surrounding intersections and stairways is a good way of handling threats that make it inside the fortress, including [[insanity|berserk]] dwarves.&lt;br /&gt;
&lt;br /&gt;
===Weapon trap===&lt;br /&gt;
:The gold standard of lethal traps. This is the only simple trap that works repeatedly without reloading. They do get jammed, however. View the trap with the '''items in room''' {{key|t}} mode, and if there's a corpse inside the trap, it's jammed. None of the weapons on a jammed trap will function. It may be wiser to have several weapon traps with fewer weapons, rather than a smaller number of ten-weapon traps. &lt;br /&gt;
&lt;br /&gt;
:Using [[crossbow]]s or other projectile weapons in weapon traps avoids the problem of jamming, but they must be kept loaded with [[ammo]].  Mechanics will load them with any ammo that is not forbidden.  They will load each until each type of weapon has ten rounds of ammo.  Hammers seem to jam less than swords or axes, and spears seem to jam the most. Your dwarves will attempt to unjam traps unless otherwise forbidden.&lt;br /&gt;
&lt;br /&gt;
===Cage trap===&lt;br /&gt;
:A very powerful type of trap. Maybe even too powerful - currently, even a wooden or glass [[cage]] can hold any creature indefinitely, even [[troll]]s and [[megabeast]]s. A cage trap never fails, although creatures with the [[trapavoid]] tag cannot be captured unless knocked [[unconscious]] or [[Giant cave spider|webbed]] first. Use cage traps as your outermost traps to catch the occasional wandering animal, angry wounded [[elephant]] or [[unicorn]], or even [[zombie]]s. Caged animals and enemies will be safely brought to any animal [[stockpile]]s you have, but may escape later if you are not careful. For more information, see [[captured creatures]].&lt;br /&gt;
&lt;br /&gt;
==Linked traps==&lt;br /&gt;
These traps require a trigger such as a [[pressure plate]] or [[lever]]. They will require at least three [[mechanisms]], one for the trigger and two to create the link. The trigger can be located any distance from the trap, typically close for a pressure plate or far away for a lever.&lt;br /&gt;
&lt;br /&gt;
For a system that repeatedly activates automatically and regularly regardless of enemies, see [[Repeater]].&lt;br /&gt;
&lt;br /&gt;
===Menacing spikes===&lt;br /&gt;
Menacing [[trap component|spike]]s or upright spears appear on the basic mechanic's {{k|T}}rap menu, but must be activated remotely to pop out of the ground and impale anyone standing on that tile.  Vast forests of these can make any area a killing field.  &lt;br /&gt;
&lt;br /&gt;
While upright spike defense systems never jam, they also do not discriminate. When activated, they will inflict piercing damage on whatever is standing on the tile, whether it be friend or foe.  You can use [[traffic|traffic designations]] to help somewhat.  Designate the spike trap tiles as ''restricted'' then make a longer path going around the spikes that's designated as ''high traffic''.  [[Domestic animal|Pets]] and [[Trade|merchants/diplomats]] will probably still get skewered, though.&lt;br /&gt;
&lt;br /&gt;
==Trap strategies==&lt;br /&gt;
These are some basic tricks that can be used with most any trap design, basic or complex.&lt;br /&gt;
&lt;br /&gt;
===Bait animals===&lt;br /&gt;
Enemies will hunt down and kill friendly tame animals wandering outside if they have nothing better to do. Put an expendable animal on a [[restraint]] or in a 1x1 [[Activity zone#Pen/Pasture|pen]] in some random spot outside, build a few [[construction|columns]] around it to reduce the chance of them shooting it, and trap that area to hell and back.&lt;br /&gt;
&lt;br /&gt;
Note that this is a horrible method of getting rid of [[cat]]s, as they will often adopt a dwarf who will then attempt to free the cat. This may lead to the unfortunate situation of Urist McCatlover getting skewered by an ambush party while on his way to free Mr. Baitykins.&lt;br /&gt;
&lt;br /&gt;
===Bait furniture===&lt;br /&gt;
[[Building destroyer]]s can be baited by furniture, which they will path to and destroy, if they can.  Furniture bait allows you to selectively target building destroyers, to draw them away from other aggressors or to a different trap.  This can be useful when, for instance, you'd like to draw a building destroyer like a [[giant cave spider]] into a cage trap, but don't want to bother caging all of the other wildlife around it.  It can also be useful for trapping monsters with special attacks that you'd rather not see go off, as the building destroyer won't use any special attacks on furniture as it would an animal.  For instance, you could use bait furniture to trap a [[forgotten beast]] with [[syndrome|deadly dust]] without causing it to spew more contagion.&lt;br /&gt;
&lt;br /&gt;
Bait furniture can be especially effective when used with [[Legendary artifact|artifact]] quality furniture.  Artifact furniture cannot be destroyed, but building destroyers will still attempt to path to it, at which point they will ineffectually attempt to destroy the furniture.  This makes traps baited with artifact furniture easily reusable.&lt;br /&gt;
&lt;br /&gt;
===Trapping efficiently===&lt;br /&gt;
&lt;br /&gt;
====Crosshair trapping====&lt;br /&gt;
As the converse of building many traps everywhere, consider instead herding your enemies into a few traps. A cross-hair pattern of walls or impassable channels with an array of traps in the middle gap will increase the usage of each individual trap. This is particularly useful when capturing wildlife.  You may also want a few traps near the edges, to catch the creatures that attempt to go around it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
 +++++++[#F00]^^^[#FFF]+++++++      legend&lt;br /&gt;
 ++++++++▓++++++++   ▓  stone/wall&lt;br /&gt;
 ++++++++▓++++++++   [#F00]^  trap[#FFF]&lt;br /&gt;
 ++++++++▓++++++++   +  floor&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^[#FFF]▓▓▓▓▓▓▓[#F00]^&lt;br /&gt;
 [#F00]^[#FFF]+++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]+++++[#F00]^[#FFF]&lt;br /&gt;
 ++++++[#F00]^^[#FFF]▓[#F00]^^[#FFF]++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 ++++++++▓++++++++&lt;br /&gt;
 +++++++[#F00]^[#F00]^[#F00]^[#FFF]+++++++&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Inside corner trapping====&lt;br /&gt;
If the path where you will place your traps has bends, expect the enemy to take the most direct path -  it's not guaranteed, but they will tend to hug the inside of a corner, and rarely detour to a dead-end.&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
       ╔═════════ &lt;br /&gt;
   ║[@cc0]   [@]║[@c00]  [@]    [@cc0]  [@] &lt;br /&gt;
   ║[@cc0]   [@]║[@c00] [@]    [@cc0]   [@] &lt;br /&gt;
   ║[@cc0]   [@]║   [@090] [@cc0]    [@]    [@c00] [@] Unlikely path&lt;br /&gt;
   ║[@cc0]   [@]║  [@090] [@]╔═════   [@cc0] [@] Unpredictable path&lt;br /&gt;
   ║ [@cc0]  [@]║ [@090] [@] ║        [@090] [@] &amp;quot;Most likely&amp;quot; path&lt;br /&gt;
   ║  [@090] [@]║[#f0f][@090]g[#@]  ║        [#f0f]g[#] Invader&lt;br /&gt;
   ║[@c00] [@]  [@090] [@]  [@c00] [@]║&lt;br /&gt;
   ║[@c00]  [@]   [@c00]  [@]║  &lt;br /&gt;
   ╚═══════╝&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
Once in a straight hall, anything is possible, but placing your best (or first) traps on the inside path near &amp;quot;inside&amp;quot; corners (and de-emphasizing outside &amp;quot;dead-end&amp;quot; corners) is the best bet. If two invaders are side-by-side, they will wander, and random actions are always possible, but if you had to guess, this is the way to do it.&lt;br /&gt;
&lt;br /&gt;
====Pass trapping====&lt;br /&gt;
If there are a lot of hills outside, remove most of the ramps, then trap those last few routes.  The only way for creatures to get around will be to go through your traps.&lt;br /&gt;
&lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 ▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲▲   Before&lt;br /&gt;
 ++++++++++++++++++&lt;br /&gt;
 &lt;br /&gt;
 ░░░░░░░░░░░░░░░░░░&lt;br /&gt;
 +++++++^▲^++++++++   After&lt;br /&gt;
 +++++++^^^++++++++&lt;br /&gt;
&lt;br /&gt;
====Ford trapping====&lt;br /&gt;
Have a river or any kind of chasm?  Construct a floor over it (not a bridge), then build traps over it.  Brooks won't work for this, because everything can already walk over the top of a brook.  It also won't work as well in winter on a map that freezes.&lt;br /&gt;
&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Nobody ever said that it had to end at the river banks.&lt;br /&gt;
 ~~ ~~ ~~ ~~░^^░~~ ~~ ~~ ~~  Building walls along the side allows you to make it longer&lt;br /&gt;
 +++++++++++░^^░+++++++++++  and to fill it with more traps.&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
 +++++++++++░^^░+++++++++++&lt;br /&gt;
&lt;br /&gt;
==Trap Designs==&lt;br /&gt;
===Bridge and drop traps===&lt;br /&gt;
&lt;br /&gt;
====Drawbridge trap====&lt;br /&gt;
Lowering drawbridges on invaders will [[dwarven atom smasher|crush]] them into nothingness. Known as the 'Dwarven Atom Smasher', bridges will destroy most things with some notable exceptions including [[jabberer]]s and [[elephant]]s, who will not only survive unscathed but also destroy the bridge.&lt;br /&gt;
&lt;br /&gt;
Try replacing the side wall of a part of your main entrance with a drawbridge, big enough so it spans the whole hallway.  Link the drawbridge to a [[lever|trigger]], and whenever you feel like it activate the trap.  This can be done with minimal effort and used to smash invaders, unwanted [[immigration|immigrants]], bothersome [[nobles]], or simply to destroy your garbage.&lt;br /&gt;
&lt;br /&gt;
====[[Pit trap]]====&lt;br /&gt;
A long retracting bridge in your entrance tunnel, with the pressure plate right in front of the fortress doors. The expression on the face of the point-goblin who reaches them only to watch his comrades plunge to whatever gruesome fate you have prepared for them will be a mental picture to cherish.  Remember when designing this trap that bridges do not open until 100 ticks after they've been triggered.&lt;br /&gt;
&lt;br /&gt;
You may also consider linking these bridges to levers for more control, just in case a goblin thief triggers the pressure plate while a caravan is on the bridge.  Or, you might consider linking the bridges to a [[repeater]].&lt;br /&gt;
&lt;br /&gt;
====Cave-in trap====&lt;br /&gt;
[[Support]]s can be linked to [[lever|triggers]]. Building a section of floor that is deliberately held up only by a trapped support allows for an intentional [[cave-in]].&lt;br /&gt;
* [[Invader]]s dropped into a pit can be wounded or killed. &lt;br /&gt;
* Dropping a floor or wall directly onto any creature will ''instantly'' kill it, regardless of its [[size]].&lt;br /&gt;
* The cave-in will also knock nearby invaders unconscious. This will stun them, and also make them susceptible to simple traps (even if they possess the TRAPAVOID token).&lt;br /&gt;
* Cave-ins will ''not'' reveal invisible invaders, such as [[ambush]]ers unless it kills them outright, in which case their bodies become visible.&lt;br /&gt;
&lt;br /&gt;
The biggest drawback of this sort of trap is the &amp;quot;reload&amp;quot; process, which can be relatively time consuming.  Have a drawbridge that can seal off the work area so your mechanics and [[mason]]s can reconstruct the setup in peace.&lt;br /&gt;
&lt;br /&gt;
=====Land mines=====&lt;br /&gt;
In any suitable open area which hasn't been dug out underneath, build a support and an adjacent multi-use pressure plate set to trigger on creatures (but not citizens), link them together, then build floor tiles above the support and pressure plate. When an enemy steps on the pressure plate, the game will pause and recenter the view with the announcement &amp;quot;''A section of the cavern has collapsed!''&amp;quot;, at which point the enemy will be crushed and its companions will be stunned or knocked unconscious by the cloud of dust (though not necessarily revealed, in the case of an [[ambush]]).&lt;br /&gt;
&lt;br /&gt;
More &amp;quot;traditional&amp;quot; landmines also exist, taking advantage of a bug. This involves setting a bridge to be deconstructed, then having this order be cancelled, all done while the bridge is in the down position. The bridge will then let fluids through, which with pressurized magma makes it a potent weapon.&lt;br /&gt;
&lt;br /&gt;
=====Chasm trap=====&lt;br /&gt;
The easiest chasm trap is just a retractable bridge, very high up or over a very deep hole; instead of flinging invaders when raised, it just drops them.&lt;br /&gt;
&lt;br /&gt;
A uselessly complicated collapsing spiral trap can take out ten goblins at a time. When finished, it looks like this:&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
           +++&lt;br /&gt;
 ..........+++&lt;br /&gt;
 .++++++++#+++&lt;br /&gt;
 .+╔══════.     # = retractable bridge &lt;br /&gt;
 .+║++++++.&lt;br /&gt;
 .+║+╔══╗+.     + = floor&lt;br /&gt;
 .+║+║A+║+.&lt;br /&gt;
 .+║+╚═+║+.     . = open space&lt;br /&gt;
 .+║+++^║+.&lt;br /&gt;
 .+╚════╝+.     ^ = pressure plate&lt;br /&gt;
 .++++++++.&lt;br /&gt;
 ..........     A = bait animal &lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
The goblins are lured in by a restrained bait animal, and can't shoot it due to the surrounding walls. Just before they reach the bait, they trigger a pressure plate that retracts the bridge and collapses the support holding up the whole spiral.  Goblins, bait animal, walls and all plummet into the chasm.&lt;br /&gt;
&lt;br /&gt;
When building, you will need to construct a span of floor underneath to place a support, as bridges do not support constructions (''which is also why you want a bridge as the access, so it will not hold up the trap*)''. You will also need to have a floor tile between your floor and solid ground or wall while constructing, as the bridge alone will not work as a base, but you can remove it once the support is in place.&lt;br /&gt;
&lt;br /&gt;
====Falling debris trap====&lt;br /&gt;
[[gravity|Falling objects]] tend to cause ridiculous injury to creatures below, and what better use for [[wear|worn]] socks than mangling intruders. Mix in some loose [[stone]], poor-quality [[furniture]], and any [[goblinite]] lying around, then bury your enemies under a pile of junk.&lt;br /&gt;
&lt;br /&gt;
A retracting [[bridge]] makes a good trigger mechanism (connected to either a [[lever]] or [[pressure plate]]), while garbage dump [[zone]]s above the bridge provide an easy means to load the trap. To reset the trap, use {{k|d}} {{k|b}} {{k|c}} to reclaim the garbage and {{k|d}} {{k|b}} {{k|d}} to have your dwarves haul the junk back to the garbage dumps above. The trap can also be fully automated via [[minecart]].&lt;br /&gt;
&lt;br /&gt;
====Canceled construction deadfall====&lt;br /&gt;
Canceling an incomplete construction immediately frees the building material. The simplest way to weaponize this knowledge is to create a one tile wide hallway that is several z-levels high, and carve down stairs into the roof from the level above. Assign your masons to create stairs in the top level of the hallway, but suspend construction on each tile after they begin. When danger threatens below, simply cancel constructions to send building material raining down on enemies below.&lt;br /&gt;
&lt;br /&gt;
A more advanced design uses incomplete 8x1 bridges--each bridge will release three stones when canceled. These stones will normally be deposited on the tile where the architect was standing when the bridge was designed. A (completed) retracting bridge at the top of the hallway can provide a place for your architects to stand while loading the trap, but still allow the rocks to rain down when retracted.&lt;br /&gt;
&lt;br /&gt;
This trap has the distinction of being the only overseer-triggered trap--it doesn't require dwarves to pull levers, enemies to cross pressure plates, or any sort of timing delay. With some practice, it can be used selectively to take out priority targets (elite archers, squad leaders, dangerous creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
===Water traps===&lt;br /&gt;
These traps drown, freeze, boil, or wash targets away.  Errors in execution can be quite &amp;lt;s&amp;gt;[[flood|harmful]] to your fortress&amp;lt;/s&amp;gt; [[fun]], so use with caution.&lt;br /&gt;
&lt;br /&gt;
====Drown and burn====&lt;br /&gt;
A flooding room trap combined with an unextinguishable [[fire|burning]] [[lignite]] bin. The water will evaporate on the bin's tile, causing the water from the surrounding tiles to move to it, which then get evaporated as well. The water will also push the invaders onto the fire, causing them to burn to death... in a flooding chamber.&lt;br /&gt;
&lt;br /&gt;
NOTE: Traps involving large quantities of water turning into [[steam]] are as effective at killing your framerate as they are [[goblin|goblins]]. Use with caution, and have the cut-off lever at the ready.&lt;br /&gt;
&lt;br /&gt;
====Drowning hall====&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt;  - Wall &lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt;  - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++▼··················▼++-&amp;gt;   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt;  - Floor  &lt;br /&gt;
  ░░░░░░░░░░░░░░░░░░░░░░░░░░░░   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
			&lt;br /&gt;
'''Level -1'''&lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;X &amp;lt;/tt&amp;gt; - Inflow &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &amp;lt;tt&amp;gt;▲&amp;lt;/tt&amp;gt; - Up-Ramps &lt;br /&gt;
    ░░▲++▼··▼++++++▼··▼++▲░░   &lt;br /&gt;
    ░░░░░░XX░░░░░░░░XX░░░░░░   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps&lt;br /&gt;
			&lt;br /&gt;
'''Level -2'''&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░   &amp;lt;tt&amp;gt;x&amp;lt;/tt&amp;gt; - Outflow&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░▲++▲░░░░░░▲++▲░░░░░&lt;br /&gt;
    ░░░░░░xx░░░░░░░░xx░░░░░░&lt;br /&gt;
&lt;br /&gt;
If enemies are in the middle of Level -1, open the inflow, then the water will first trap, and then drown them. If the pit is full, close the inflow and open the outflow. You can automate this by using [[pressure plate]]s, or if you want to have more fun, replace the water with [[magma]] (which would require pressure plates and floodgates to be [[magma-safe]]).&lt;br /&gt;
&lt;br /&gt;
====Drowning tower====&lt;br /&gt;
This is a trap that can be built in discrete units. Each unit requires a lot of labor and protects only a small area, though in a dramatic manner. A wall of these around the map sharing a single massive water reservoir makes a very effective [[siege]] defense, as each tower component can be linked to a [[lever]] and used to wipe out a single invading squad at a time. Note: This may count as a [[stupid dwarf trick#Pressure Washer|stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
While a [[pressure plate]] in the center of this trap can trigger it and drown hidden ambushers, such an arrangement is subject to double-activation and failure.  A pressure plate that only triggers once will break and the system will be incapable of self-reloading. A lever or [[pressure plate#Latching Pressure Plates|latch]] is highly recommended.&lt;br /&gt;
&lt;br /&gt;
Using a cross-hair pattern of walls, invaders are herded through the trap. Inside the fortress, Urist McLeverpuller does his job. Floodgates on the ground close, hatches on the ceiling open, and drowning ensues. When all enemies are dead, the lever is pulled again. The hatches close and the floodgates open, allowing a rush of water and bodies to spill out. &lt;br /&gt;
&lt;br /&gt;
Schematics shown are for a stand-alone tower, though the upper level can be linked with many similar towers for a grid-like defensive system.&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ░░X░░X░X░░X░░   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor&lt;br /&gt;
  X+++++░+++++X   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;H&amp;lt;/tt&amp;gt; - Hatch&lt;br /&gt;
  ░+++++░+++++░   &amp;lt;tt&amp;gt;-&amp;lt;/tt&amp;gt; - Water reservoir&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░░░░░░+░░░░░░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  X+++++░+++++X&lt;br /&gt;
  ░+++++░+++++░&lt;br /&gt;
  ░░X░░X░X░░X░░&lt;br /&gt;
&lt;br /&gt;
'''Level 1'''&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H-------H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░-H--H-H--H-░&lt;br /&gt;
  ░-----------░&lt;br /&gt;
  ░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
====Ice trap====&lt;br /&gt;
Water open to the sky in freezing [[biome]]s will freeze instantly, completely destroying anything caught in it. By digging a channel entrance to your fort and selectively allowing it to flood as invaders pass through, you can commit genocide with appalling efficiency. The only disadvantage to this trap is its size: because water freezes so quickly, each entry channel must have a source of non-freezing water right next to it. &lt;br /&gt;
&lt;br /&gt;
Observe in action [http://mkv25.net/dfma/movie-231-degrinchinator here], or a wider version [http://mkv25.net/dfma/movie-1675-semi-automaticorcsiclemaker here].  For more information, see [[User:Vattic/Orcsicle_maker_Explained|these detailed instructions]].&lt;br /&gt;
&lt;br /&gt;
=====Fully Automatic Ice Trap=====&lt;br /&gt;
The hallway is exposed to the elements, and water there freezes instantly. The rest of the trap is underground. When an enemy steps on the pressure plate, the hallway is flooded with water immediately. Some of the water that doesn't freeze also triggers a second pressure plate. The second pressure plate pumps magma into the room directly beneath the main hallway, which melts the ice. The water is pumped out and retracting bridges then return the water and magma to their original positions. This trap was also inspired by the Degrinchinator.&lt;br /&gt;
&lt;br /&gt;
Observe: http://mkv25.net/dfma/movie-2239-automaticresettingicetrap&lt;br /&gt;
&lt;br /&gt;
For more info, see [http://www.bay12forums.com/smf/index.php?topic=63346.0 this] thread.&lt;br /&gt;
&lt;br /&gt;
====Flusher====&lt;br /&gt;
Have a water reservoir to one side of the path the intruders should take, and a deep chasm at the other side. When invaders are on the path, just pull a lever to flush them out- or into the trap-filled corridor leading to the alligator pit.&lt;br /&gt;
&lt;br /&gt;
A compact version of this can be set up with a reservoir tower and a path circling it:&lt;br /&gt;
&lt;br /&gt;
'''Level 0'''&lt;br /&gt;
&lt;br /&gt;
  ·····························   &amp;lt;tt&amp;gt;░&amp;lt;/tt&amp;gt; - Wall &lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;-&amp;amp;gt;&amp;lt;/tt&amp;gt; - Direction of traffic&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;▼&amp;lt;/tt&amp;gt; - Down-Ramps (as visible from one level above = see [[ramp]])&lt;br /&gt;
  -&amp;gt;++++++++++++++++++++++++++·   &amp;lt;tt&amp;gt;+&amp;lt;/tt&amp;gt; - Floor  &lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·   &amp;lt;tt&amp;gt;·&amp;lt;/tt&amp;gt; - Open space &lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;X&amp;lt;/tt&amp;gt; - Floodgate OR retracting bridge&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·   &amp;lt;tt&amp;gt;~&amp;lt;/tt&amp;gt; - Water&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░&amp;lt;nowiki&amp;gt;~~~~~~~~~~~~~~~~~~~~~~~&amp;lt;/nowiki&amp;gt;X+++·&lt;br /&gt;
  ░XXXXXXXXXXXXXXXXXXXXXXX░+++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  &amp;lt;-++++++++++++++++++++++++++·&lt;br /&gt;
  ·····························&lt;br /&gt;
	&lt;br /&gt;
Be sure that the reservoir can hold enough water to flush everything out (3 levels should be enough), that it can be automatically or easily refilled quickly, and be advised that flushing your own dwarves can be much fun. Adjust the height of the chasm depending on how much damage you want to cause to intruders or to [[Unfortunate accident|innocent bystanders]] (7 levels start to do some serious damage).&lt;br /&gt;
&lt;br /&gt;
Once flushed, the victims will try to find a way out (to re-invade the fortress, or to flee). Make sure there are some maintenance-free traps in their way. If you plan to collect [[goblinite]] afterwards, have a way to drain the bottom of the trap dry.&lt;br /&gt;
&lt;br /&gt;
===Magma and fire traps===&lt;br /&gt;
These traps incinerate targets, or possibly encase them in [[obsidian]].  Magma does not play favorites - read up (again) on magma, and use with ''extreme'' caution. Fire traps are included in this category because magma is often the best method of starting a fire. &lt;br /&gt;
&lt;br /&gt;
====Magma chamber====&lt;br /&gt;
Create an airlock using two bridges, two doors or whatever you like best.  Make it a medium sized chamber, perhaps 10x10 or so.  Channel out the floors around the rim, and rig up a system to pump magma into the room, or drop it from the roof.  Enemies will quickly be destroyed, and with the magma in the channels, you can pump it out for future use or just leave it.  The idea here is a re-usable magma trap; you can use this with a pressure plate, too.  It also leaves behind any magma-proof items the invaders might have been carrying.&lt;br /&gt;
&lt;br /&gt;
Variation: By placing magma-safe hatches on the ceiling and quickly activating and deactivating the trap, you can limit the use of magma. It doesn't take a lot of magma to set a goblin on fire: only 1/7 deep will do it, and using less magma means it will dry on its own. It does take a while for an enemy to burn to death, but what's better than spending the whole summer watching a room full of smoke and dying goblins?&lt;br /&gt;
&lt;br /&gt;
====Incinerator hall====&lt;br /&gt;
Certain minerals such as [[lignite]] and [[graphite]] have an ignition point but no melting point, meaning that once they are set on [[fire]] they will burn for a very long time (about 9-10 months) unless exposed to water or [[weather|rain]]. Any item made out of these materials has this property, which can be used to design horrifying fiery death traps.&lt;br /&gt;
&lt;br /&gt;
Consider a hallway filled with lignite [[floor grate]]s, which can be built directly on the floor and do not impede the passage of enemies. Pouring magma on any one of these grates will set it alight, and the fire will spread to all connected grates. The end result is a lot of constant smoke and a hallway that kills anything that passes through it. Consider [[traffic|restricting access]] to your dwarves or building this in a pit with a retractable bridge over top: the mere fact that a location is on fire will not stop them from walking through it. On the plus side, goblins are just as stupid.&lt;br /&gt;
&lt;br /&gt;
====Flamethrower bunker====&lt;br /&gt;
&lt;br /&gt;
Catch a creature that has a fire breath attack, such as a [[dragon]], [[fire imp]], [[fire man]], or anything else. Tame it if you can, and drop it into a 3x3 square of fortifications surrounded by bridges. Drop the bridge when necessary, and watch the creature lay waste on your opponents. Note that this may cause you to rage if the beast is not hostile to invaders. Beware of enemy archer squads as well.&lt;br /&gt;
&lt;br /&gt;
You may want to build the bridge and mechanisms out of [[dragonfire]]-safe materials if you are using a dragon.&lt;br /&gt;
&lt;br /&gt;
You may do this with [[magma crab]]s (but first you must catch one) for a machinegun bunker, or [[giant cave spider]]s (or anything that has a [[web]] attack) for a paralyzing bunker.&lt;br /&gt;
&lt;br /&gt;
===Weapon traps===&lt;br /&gt;
Traditional trap components can be used in sometimes interesting ways.&lt;br /&gt;
&lt;br /&gt;
====Casual impalement====&lt;br /&gt;
One method of creating a zone of constant slaughter is to link a pressure plate in your main dining hall or main hallway to a patch of menacing spikes or spears. As your dwarves/pets mill around conversing/mating, they will constantly trigger the spike system without regard to the consequences.&lt;br /&gt;
&lt;br /&gt;
Variation: Drop goblins into a holding pit with various spike traps linked to your pressure plate artfully placed around the chamber. Watch as every dining hall [[party]] begins to be measured in goblin blood.&lt;br /&gt;
&lt;br /&gt;
====Caravan-Safe Traps====&lt;br /&gt;
Since traps block caravans, how can one have a depot but not have a trap-free entrance to the fortress?  Simple!  Caravans need 3-wide corridors, but that corridor does not need to be straight.  Invaders will path straight (or as straight as they can).  By knowing this, you can make trap layouts that have 3-wide corridors that intersect straight paths.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   Like so:&lt;br /&gt;
 &lt;br /&gt;
       Zig-Zag                               Alternating U&lt;br /&gt;
       T+P+T+++      T = Trap                ++++P+++++++++++++P++++&lt;br /&gt;
       +T+P+T++      + = Ground/floor        ++T+P+TTTTTTTTTTT+P+T++&lt;br /&gt;
       ++T+P+T+      E = Ramps going down    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       +++T+P+T        to tunnel to depot    ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+      P  = Caravan path       ++T+P+T+++++++++T+P+T++&lt;br /&gt;
       ++++T+P+                              ++T+P+T+++EEE+++T+P+T++&lt;br /&gt;
       +++T+P+T                              ++T+P+++++++++++++P+T++&lt;br /&gt;
       ++T+P+T+                              ++T+PPPPPPPPPPPPPPP+T++&lt;br /&gt;
       +T+P+T++                              ++T+++++++++++++++++T++&lt;br /&gt;
       T+P+T+++                              ++TTTTTTTTTTTTTTTTTTT++&lt;br /&gt;
       +P+T++++                              +++++++++++++++++++++++&lt;br /&gt;
&lt;br /&gt;
Both designs can be repeated for maximum effect or used together (make the entrance on the U wider and put Zig-Zag traps on the corridor to the depot).  &lt;br /&gt;
&lt;br /&gt;
====Dodge Me Trap====&lt;br /&gt;
Passing over a catwalk of traps, invaders will find themselves dodging into your pit. Since you can seal the pit with bridges, it doesn't complicate access to your fortress while inactive. Beware of dwarves fighting on top of it when active, as they will dodge too. Using weapon traps with a lot of possible hits can make an invader dodge multiple times at once, allowing him to dodge across an open space tile, skipping the pit. This can be dealt with in some variants by the strategic placement of walls and/or by having an incredibly broad pit. Using a low quality mechanism will also force invaders to dodge, as opposed to using a high quality mechanism in the weapon trap, which will cause the weapon trap to actually land hits on the invader.&lt;br /&gt;
&lt;br /&gt;
Simple version:&lt;br /&gt;
 +............+  ^ weapon trap  &lt;br /&gt;
 +............+  + floor, your fort on one side; the savage wilds on the other&lt;br /&gt;
 +^^^^^^^^^^^^+  . Pit&lt;br /&gt;
 +............+&lt;br /&gt;
 +............+&lt;br /&gt;
&lt;br /&gt;
Compact version:&lt;br /&gt;
 +#########+     # retractable bridge with pit underneath&lt;br /&gt;
 +#^^^^^^^^+&lt;br /&gt;
 +#^#######+     + floor&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 +#######^#+     ^ traps&lt;br /&gt;
 +#^^^^^^^#+&lt;br /&gt;
 ══+++═══════&lt;br /&gt;
&lt;br /&gt;
===Building destroyer and trapavoid traps===&lt;br /&gt;
&lt;br /&gt;
====Door number one====&lt;br /&gt;
If you're having trouble dealing with building destroyers that don't set off traps, consider the following design, as seen from the side:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
════╝╬╬&lt;br /&gt;
[#F00]~X[#F0F]^  ▲╔═&lt;br /&gt;
══════╝&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Put the magma {{Raw Tile|~|#F00|#000}} behind a floodgate {{Raw Tile|X|#FFF|#000}}.  In front of the floodgate, place a pressure plate {{Raw Tile|^|#F0F|#000}} set to go off on magma of 0 to 0.  Link the pressure plate to a retracting bridge {{Raw Tile|╬|#FFF|#000}}{{Raw Tile|╬|#FFF|#000}} that covers the exit ramp {{Raw Tile|▲|#FFF|#000}} to the area.  Although you can't get the creature to set off traps, when it breaks the door, magma will spill over the pressure plate, locking the creature in the hallway that is rapidly filling with magma.  You could combine this with a simple levered hatch for drainage, but there's only one way to be certain: obsidianify it from orbit.&lt;br /&gt;
&lt;br /&gt;
Note that the trap as pictured is too short-- in order to catch a creature, your bridge has to close before the creature can escape from the tunnel.&lt;br /&gt;
&lt;br /&gt;
====Artifact awe trap====&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
═════&lt;br /&gt;
+¢╬ ╬&lt;br /&gt;
═════&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This simple containment trap is designed to trap any number of building destroyers, even trapavoid building destroyers, on a single tile, after which you can do whatever you'd like with them-- bolt 'em, ice 'em, drop 'em, spike 'em, it's all good.  Building destroyers are drawn by a piece of [[legendary artifact|artifact-quality]] furniture, in this case, a hatch cover {{Raw Tile|¢|#FFF|#000}}.  A door {{Raw Tile|+|#FFF|#000}} prevents them from seeing further into your fort and being distracted from the enchanting beauty of your furniture.  When you've captured as many creatures as you'd like on that tile, simple raise both bridges {{Raw Tile|╬|#FFF|#000}}-- first, the far one, then, the one near the artifact-- and you may even remove the artifact, to create a new trap elsewhere.&lt;br /&gt;
&lt;br /&gt;
===Other traps===&lt;br /&gt;
Anything that can be weaponized can be turned into a trap.  And anything can be weaponized.&lt;br /&gt;
&lt;br /&gt;
====Bioweapon trap====&lt;br /&gt;
Some of the underground's nastier creatures are capable of breathing [[syndrome]]-bearing deadly dust.  While such dust can easily spread and lead to the downfall of a fort, more masochistic players may seek ways to weaponize it.  Syndrome-bearing blood may be used similarly, but placement of the trap is a great deal more difficult.&lt;br /&gt;
&lt;br /&gt;
At its simplest, a bioweapon trap is a single tile of syndrome-bearing extract.  It can be placed by moving an item covered in dust to the desired location via stockpiling or dumping, and then pouring a [[bucket]] of water over the item, transferring the dust from the item to the tile it sits on.  A simple way to get your dwarves to pour a bucket of water over the item is via designation of a [[activity zone#Pit/Pond|pond]] zone.  Alternatively, one can take advantage of the natural tendency of [[User:Uristocrat/Dwarven__Bathtub|dwarven bathtub]]s and simply drag contaminated items through a trench full of shallow water to create a contamination trench.&lt;br /&gt;
&lt;br /&gt;
Any affected creature is likely to carry the contamination with it past the location of the bioweapon.  This can be useful, if you've discovered a particularly interesting extract that you no longer have a way to generate, but it can also be dangerous to the well-being of your fortress.  A pile of extract sitting in 2/7 water will not block pathing, and will simultaneously infect and wash creatures passing through it.  Placement of extract in a damp trench can be difficult, as the water will tend to carry the extract on to the walls, but with persistence, it can be done.  Extract/water combos like this are best placed underground to prevent freezing or evaporation.  You may have difficulty preventing your dwarves from [[cleaning]] tiles affected by the extract.&lt;br /&gt;
&lt;br /&gt;
The deadliness of a bioweapon depends entirely on the extract used to create it, and can range from debilitating nausea (perfect to incapacitate invaders while your military mops them up, yet unlikely to lead to serious damage to your own fort), to death by bleeding within 600 ticks (a half day).  Given the proper extract, you could even create a beneficial bioweapon trap that prevents those affected from suffering pain.  Footwear appears to protect, leaving any bioweapon trap much more deadly to your own dwarves than to any invader.&lt;br /&gt;
&lt;br /&gt;
Bioweapon traps have the potential to be very powerful but should be considered extremely [[fun]], as extracts are capable of multiplication and don't distinguish between friend or foe.  A single bioweapon trap could easily kill all of your dwarves in a season.  Bioweapons never require cleaning or resetting, but won't work on many foes.&lt;br /&gt;
&lt;br /&gt;
Alternative biotraps are possible.  Using a 'deadly dust' creature rather than its extract is possible, but such interactions have rather short range (2 tiles at least) and may ignore invaders passing by a bit further away. By forcing invaders to walk right next to fortification that separates the beast and invader you can ensure a syndromey greeting to your unwanted guests, but the creature will be vulnerable to enemy archers.  Should you discover a creature with noxious secretions that boil at a low temperature, such a creature can be used even while caged: its secretions will affect anything nearby, but the creature that bears the syndrome remains invulnerable to attack.  Good luck getting the cage where you want it!&lt;br /&gt;
&lt;br /&gt;
=== Animal/Gladiator Traps ===&lt;br /&gt;
War animals can be a messy way of dispatching your invaders. Since most war animals aren't grazers, you can put a pasture in a room and assign a bunch of war animals without any need for maintenance. Keep in mind size, a war dog is not going to do nearly as well against a troll as a lion would. However, 5 dogs should be able to overcome it. If you don't want your animals to die, simply use cage traps to catch invaders, disarm them, then drop them into the animal arena unarmed with a pit above the room. Although, this isn't a guarantee, unarmed goblins are incredibly weak. This trap has a lot more randomness involved than others, so it's more of a novelty than an effective and practical trap. Exotic animals can be much more brutal, so bonus points for catching tigers, bears,(or buying them from elves) or dragons. If you do manage to catch a dragon and tame it, you'll probably want to clear out any other animals, unless they don't mind dragon fire.&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves has been plagued by [[Vampire|Vampirism]], all the better. Build him/her a nice pit outfitted as barracks, throw in good weapons and armor, and watch as they train themselves nonstop up to Legendary skill in most combat abilities.&lt;br /&gt;
&lt;br /&gt;
When you want to make them practice, just throw a caged prisoner in, order them to open it, and watch as they tear them to shreds.&lt;br /&gt;
&lt;br /&gt;
=== Minecarts ===&lt;br /&gt;
A [[minecart]], while you think about it, is just a large hunk of metal traveling at a very fast speed in a straight line. Its nature can be used for your advantage.&lt;br /&gt;
==== Minecart grinder ====&lt;br /&gt;
All you need is a straight, narrow corridor, some tracks, and a way to make a minecart gain momentum (rolling down 3 z-levels worth of ramps should be more than enough).&lt;br /&gt;
&lt;br /&gt;
Using the hauling designation, assign a minecart to the top of the ramp, without giving it any departure conditions. As soon as the enemies are approaching the other side of the corridor, change the departure condition to &amp;quot;push&amp;quot; and &amp;quot;always&amp;quot;. Once a dwarf comes by and pushes it, the minecart will jolt down the hallway flattening everything on its path, and may even put a dent in an attacking [[Megabeast]].&lt;br /&gt;
By dumping minecarts on either rollers or downward ramps, multiple carts can be used on the same track without any hauling routes, allowing for multishot weapons, increasing the efficiency of the trap.&lt;br /&gt;
Rollers or impulse ramps can be used to make a cart return system, allowing for fully automatic systems.&lt;br /&gt;
&lt;br /&gt;
==== Shotgun ====&lt;br /&gt;
Minecarts have the interesting properties of spilling their contents when they hit a solid object like another minecart at high speed. This can be used by filling minecarts with either heavy objects like stones, sharp objects like surplus weapons or simply a lot of them, then sending them down some ramps onto a target. On impact, the contents will continue their way at high speed, dealing damage to anything in the way. You know you want to fill a minecart with !!lignite blocks!! now. [http://www.bay12forums.com/smf/index.php?topic=109460.msg3341586#msg3341586 Here] is an example.&lt;br /&gt;
&lt;br /&gt;
==== Water/Magma gun ====&lt;br /&gt;
Minecarts submerged in [[Water]] fill themselves with liquid, which then counts as a quite heavy object. Using the shotgun effect, this allows for a weapon without need to manually load minecarts, resulting in higher rate of fire and fewer dwarves running on potentially lethal tracks. First proposed [http://www.bay12forums.com/smf/index.php?topic=114654.0 here], with an updated version [http://www.bay12forums.com/smf/index.php?topic=119831.0 here].&lt;br /&gt;
&lt;br /&gt;
Using [[Magma]] makes the design potentially more lethal and certainly more dwarven, and adds the &amp;lt;s&amp;gt;usual dangers&amp;lt;/s&amp;gt; [[fun]] of working with this fluid.&lt;br /&gt;
&lt;br /&gt;
==== Minecart thumper ====&lt;br /&gt;
When falling minecarts land on a floor, they injure creatures in the tile below.{{bug|6068}} Add some rollers and a very short track loop to maximize the damage potential. Since the minecart remains physically separated from its targets, it shouldn't jam or jump off track.&lt;br /&gt;
&lt;br /&gt;
{{Category|Traps}}&lt;br /&gt;
{{category|Fortress defense}}&lt;br /&gt;
{{category|Design}}&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=182888</id>
		<title>v0.34 Talk:Gravity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Gravity&amp;diff=182888"/>
		<updated>2013-03-26T18:30:30Z</updated>

		<summary type="html">&lt;p&gt;Breadman: /* g */ Answering the acceleration constant question&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Some new 34.08 !!science!!&lt;br /&gt;
&lt;br /&gt;
If you drop a creature from a hatch onto another creature, the falling creature will be unharmed. The creature acting as a cushion, however, can sustain injuries.&lt;br /&gt;
&lt;br /&gt;
It used to be that a single level fall would only stun- this is no longer the case, although the injuries are likely to be minor bruising&lt;br /&gt;
&lt;br /&gt;
[[User:Kaypy|Kaypy]] 13:06, 14 May 2012 (UTC)kaypy&lt;br /&gt;
&lt;br /&gt;
== falling into water ==&lt;br /&gt;
&lt;br /&gt;
I am curious if falling into non-drowning water will soften the fall. Assume 1 z-level. I was watching Captainduck's video and he raises a bridge and a dwarf falls and breaks his leg. I wonder if it could have been avoided with, say 4/7  water under the bridge?[[User:Discipol|Discipol]] 13:26, 21 September 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== g ==&lt;br /&gt;
I know it is constant for DF but are there any specific numbers for acceleration due to gravity? --[[User:HYBRID BEING|HYBRID BEING]] 06:03, 28 February 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
khearn [http://www.bay12forums.com/smf/index.php?topic=110718.msg3356848#msg3356848 calculated it] as .032075 ± .000015 Z-levels/tick&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; in fortress mode.  [[User:Breadman|Breadman]] 18:30, 26 March 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vermin&amp;diff=168683</id>
		<title>v0.34:Vermin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vermin&amp;diff=168683"/>
		<updated>2012-03-26T20:45:33Z</updated>

		<summary type="html">&lt;p&gt;Breadman: Collecting new VERMIN_HATEABLE creatures from the raws.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Exceptional|22:00, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Vermin''' are small [[creature]]s such as [[rat|rats]], [[bat|bats]], and [[lizard|lizards]] which are difficult to see, and also the type of [[fish]] which are caught by [[fisherdwarf]]s. They are below 2 kg (4 lb) in size, much smaller than cats. The presence of vermin can be noted if you are particularly observant, as they will occasionally blink into and out of view on the screen.  The main distinctions between vermin and [[creature|creatures]] are that vermin:&lt;br /&gt;
# Do not attack and cannot be engaged in [[combat]] or trigger [[trap|traps]] &lt;br /&gt;
# Do not provide [[meat]], [[bone|bones]] and other by-products of butchery&lt;br /&gt;
# Do not breed, but &amp;quot;spawn&amp;quot;, spontaneously appearing in their natural environment or [[biome]]{{verify}}&lt;br /&gt;
# Some vermin are &amp;quot;hateable&amp;quot;, meaning dwarves can have an anti-[[preference]] which gives them a negative [[thought]] when they see the hated vermin.&lt;br /&gt;
&lt;br /&gt;
Vermin can be problematic as many types feed on [[stockpile|stockpiles]], thus making it more difficult to keep enough [[food]] and [[alcohol|drink]] to survive. Vermin can be hunted by [[cat|cats]] to reduce this problem, though the [[remains]] will still need to be [[Activity zone#Garbage Dump|removed]].&lt;br /&gt;
&lt;br /&gt;
Vermin can, however be captured in [[Animal trap|animal traps]], and can be tamed as [[pet]]s.&lt;br /&gt;
&lt;br /&gt;
Dwarves will eat vermin if no [[food]] source is available, resulting in an [[unhappy thought]].&lt;br /&gt;
&lt;br /&gt;
See {{Catlink|Vermin|the vermin category page}} for a list of vermin.&lt;br /&gt;
&lt;br /&gt;
==Hateable vermin==&lt;br /&gt;
* [[Bark scorpion]]s&lt;br /&gt;
* [[Bat]]s&lt;br /&gt;
* [[Blood gnat]]s&lt;br /&gt;
* [[Brown recluse spider]]s&lt;br /&gt;
* [[Cave spider]]s&lt;br /&gt;
* [[Fire snake]]s&lt;br /&gt;
* [[Fly|Flies]]&lt;br /&gt;
* [[Hamster]]s&lt;br /&gt;
* [[Jumping spider]]s&lt;br /&gt;
* [[Leech]]es&lt;br /&gt;
* [[Lizard]]s&lt;br /&gt;
* [[Moon snail]]s&lt;br /&gt;
* [[Mosquito]]s&lt;br /&gt;
* [[Mussel]]s&lt;br /&gt;
* [[Oyster]]s&lt;br /&gt;
* [[Purring maggot]]s&lt;br /&gt;
* [[Rat]]s&lt;br /&gt;
* [[Large roach|Roaches]]&lt;br /&gt;
* [[Slug]]s&lt;br /&gt;
* [[Snail]]s&lt;br /&gt;
* [[Toad]]s&lt;br /&gt;
* [[Worm]]s&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Vermin]]&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Bony_fish&amp;diff=152867</id>
		<title>Modification:Ark Project/Animals/Bony fish</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Ark_Project/Animals/Bony_fish&amp;diff=152867"/>
		<updated>2011-09-05T17:36:57Z</updated>

		<summary type="html">&lt;p&gt;Breadman: /* Acipenseriformes (sturgeons and paddlefishes) */ Adding the Paddlefish and a few sturgeon species&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ark section|status=1}}&lt;br /&gt;
&lt;br /&gt;
=[http://en.wikipedia.org/wiki/Actinopterygii#Classification Actinopterygii (ray-finned fish)]=&lt;br /&gt;
&lt;br /&gt;
==Acipenseriformes (sturgeons and paddlefishes)==&lt;br /&gt;
&lt;br /&gt;
Sturgeon http://en.wikipedia.org/wiki/Sturgeon '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
* Lake Sturgeon http://en.wikipedia.org/wiki/Acipenser_fulvescens&lt;br /&gt;
* Starry Sturgeon http://en.wikipedia.org/wiki/Acipenser_stellatus&lt;br /&gt;
* Beluga http://en.wikipedia.org/wiki/Huso_huso&lt;br /&gt;
* Shovelnose Sturgeon http://en.wikipedia.org/wiki/Scaphirhynchus_platorynchus&lt;br /&gt;
&lt;br /&gt;
Paddlefish http://en.wikipedia.org/wiki/Polyodontidae&lt;br /&gt;
&lt;br /&gt;
==Lepisosteiformes (gars)==&lt;br /&gt;
&lt;br /&gt;
Alligator gar http://en.wikipedia.org/wiki/Alligator_gar&lt;br /&gt;
&lt;br /&gt;
[[Longnose gar]] http://en.wikipedia.org/wiki/Longnose_gar '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Spotted gar http://en.wikipedia.org/wiki/Lepisosteus_oculatus&lt;br /&gt;
&lt;br /&gt;
==Amiiformes (bowfins)==&lt;br /&gt;
&lt;br /&gt;
Bowfin http://en.wikipedia.org/wiki/Bowfin&lt;br /&gt;
&lt;br /&gt;
==Osteoglossiformes (bony-tongued fishes)==&lt;br /&gt;
&lt;br /&gt;
===Osteoglossidae (arapaima and arowanas)===&lt;br /&gt;
&lt;br /&gt;
Arapaima http://en.wikipedia.org/wiki/Arapaima (Big and weird looking.)&lt;br /&gt;
&lt;br /&gt;
Arowana http://en.wikipedia.org/wiki/Osteoglossinae (They're all about the same size.)&lt;br /&gt;
&lt;br /&gt;
===Other Osteoglossiformes===&lt;br /&gt;
&lt;br /&gt;
Frankfish http://en.wikipedia.org/wiki/Gymnarchidae&lt;br /&gt;
&lt;br /&gt;
Elephantfish http://en.wikipedia.org/wiki/Mormyridae&lt;br /&gt;
&lt;br /&gt;
Featherfin knifefish http://en.wikipedia.org/wiki/Notopteridae&lt;br /&gt;
&lt;br /&gt;
Freshwater butterflyfish http://en.wikipedia.org/wiki/Freshwater_butterflyfish&lt;br /&gt;
&lt;br /&gt;
==Hiodontiformes (mooneye and goldeye)==&lt;br /&gt;
&lt;br /&gt;
Mooneye http://en.wikipedia.org/wiki/Mooneye&lt;br /&gt;
&lt;br /&gt;
Goldeye http://en.wikipedia.org/wiki/Goldeye&lt;br /&gt;
&lt;br /&gt;
==Elopiformes (ladyfishes and tarpon)==&lt;br /&gt;
&lt;br /&gt;
Ladyfish http://en.wikipedia.org/wiki/Elopidae&lt;br /&gt;
&lt;br /&gt;
Tarpon http://en.wikipedia.org/wiki/Tarpon&lt;br /&gt;
&lt;br /&gt;
==Albuliformes (bonefishes)==&lt;br /&gt;
&lt;br /&gt;
Bonefish http://en.wikipedia.org/wiki/Bonefish&lt;br /&gt;
&lt;br /&gt;
==Notacanthiformes (halosaurs and deep-sea spiny eels)==&lt;br /&gt;
&lt;br /&gt;
===Halosauridae (halosaurs)===&lt;br /&gt;
&lt;br /&gt;
Halosaur http://en.wikipedia.org/wiki/Halosaur&lt;br /&gt;
&lt;br /&gt;
===Notacanthidae (deep-sea spiny eels)===&lt;br /&gt;
&lt;br /&gt;
Longnose tapirfish http://www.fishbase.org/summary/SpeciesSummary.php?id=6956&lt;br /&gt;
&lt;br /&gt;
Spiny-back eel http://www.fishbase.org/summary/SpeciesSummary.php?id=10234&lt;br /&gt;
&lt;br /&gt;
Snubnosed spiny eel http://www.fishbase.org/summary/SpeciesSummary.php?id=2661&lt;br /&gt;
&lt;br /&gt;
Shortfin spiny eel http://www.fishbase.org/summary/SpeciesSummary.php?id=9021&lt;br /&gt;
&lt;br /&gt;
==Anguilliformes (true eels)==&lt;br /&gt;
Freshwater eel http://en.wikipedia.org/wiki/European_eel&lt;br /&gt;
&lt;br /&gt;
Marbled eel http://en.wikipedia.org/wiki/Marbled_eel&lt;br /&gt;
&lt;br /&gt;
False moray http://en.wikipedia.org/wiki/Chlopsidae&lt;br /&gt;
&lt;br /&gt;
Mud eel http://en.wikipedia.org/wiki/Heterenchelyidae&lt;br /&gt;
&lt;br /&gt;
Worm eel http://en.wikipedia.org/wiki/Moringuidae&lt;br /&gt;
&lt;br /&gt;
Moray eel http://en.wikipedia.org/wiki/Moray_eel (Family may deserve more specific representation.)&lt;br /&gt;
&lt;br /&gt;
[[Conger eel]] http://en.wikipedia.org/wiki/Congridae '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Longneck eel http://en.wikipedia.org/wiki/Derichthyidae&lt;br /&gt;
&lt;br /&gt;
Pike conger http://en.wikipedia.org/wiki/Muraenesocidae&lt;br /&gt;
&lt;br /&gt;
Duckbill eel http://en.wikipedia.org/wiki/Nettastomatidae&lt;br /&gt;
&lt;br /&gt;
Snake eel http://en.wikipedia.org/wiki/Ophichthidae&lt;br /&gt;
&lt;br /&gt;
Snipe eel http://en.wikipedia.org/wiki/Nemichthyidae&lt;br /&gt;
&lt;br /&gt;
Sawtooth eel http://en.wikipedia.org/wiki/Serrivomeridae&lt;br /&gt;
&lt;br /&gt;
Cutthroat eel http://en.wikipedia.org/wiki/Synaphobranchidae&lt;br /&gt;
&lt;br /&gt;
==Saccopharyngiformes (gulper eels)==&lt;br /&gt;
===Cyematoidei===&lt;br /&gt;
&lt;br /&gt;
Pelican Eel [http://en.wikipedia.org/wiki/Eurypharyngidae http://en.wikipedia.org/wiki/Eurypharyngidae]&lt;br /&gt;
&lt;br /&gt;
===Saccopharyngoidei===&lt;br /&gt;
&lt;br /&gt;
Bobtail snipe eel [http://en.wikipedia.org/wiki/Cyematidae http://en.wikipedia.org/wiki/Cyematidae]&lt;br /&gt;
&lt;br /&gt;
==Clupeiformes (herrings and anchovies)==&lt;br /&gt;
&lt;br /&gt;
[[Herring]] http://en.wikipedia.org/wiki/Herring '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Shad]] http://en.wikipedia.org/wiki/Shad '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Fish|Anchovy]] http://en.wikipedia.org/wiki/Anchovy '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Gonorynchiformes (milkfishes)==&lt;br /&gt;
[[Milkfish]] http://en.wikipedia.org/wiki/Milkfish '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Cypriniformes (carps, minnows, and loaches)==&lt;br /&gt;
===Cyprinidae (carps, minnows, barbs, and barbels)===&lt;br /&gt;
'''(may need further representation)'''&lt;br /&gt;
&lt;br /&gt;
[[Carp]] http://en.wikipedia.org/wiki/Common_Carp '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Minnow http://en.wikipedia.org/wiki/Minnow&lt;br /&gt;
&lt;br /&gt;
Black carp http://en.wikipedia.org/wiki/Black_carp&lt;br /&gt;
&lt;br /&gt;
Silver carp http://en.wikipedia.org/wiki/Silver_carp&lt;br /&gt;
&lt;br /&gt;
Giant barb http://en.wikipedia.org/wiki/Giant_Barb&lt;br /&gt;
&lt;br /&gt;
Barbel http://en.wikipedia.org/wiki/Common_Barbel (Has poisonous roe)&lt;br /&gt;
&lt;br /&gt;
Chub http://en.wikipedia.org/wiki/Couesius&lt;br /&gt;
&lt;br /&gt;
Bighead carp http://en.wikipedia.org/wiki/Hypophthalmichthys_nobilis&lt;br /&gt;
&lt;br /&gt;
Tench http://en.wikipedia.org/wiki/Tench&lt;br /&gt;
&lt;br /&gt;
Bream http://en.wikipedia.org/wiki/Abramis_bjoerkna&lt;br /&gt;
&lt;br /&gt;
Dace http://en.wikipedia.org/wiki/Common_Dace&lt;br /&gt;
&lt;br /&gt;
===Balitoridae (river loaches)===&lt;br /&gt;
Stone loach http://en.wikipedia.org/wiki/Stone_loach&lt;br /&gt;
&lt;br /&gt;
Weather loach http://en.wikipedia.org/wiki/Muddy_loach (changes behaviour based on pressure (i.e. predicts the weather))&lt;br /&gt;
&lt;br /&gt;
===Catostomidae (suckers)===&lt;br /&gt;
Quillback http://en.wikipedia.org/wiki/Quillback (has a cool fin on its back.)&lt;br /&gt;
&lt;br /&gt;
Bigmouth buffalo http://en.wikipedia.org/wiki/Bigmouth_buffalo (big sucker)&lt;br /&gt;
&lt;br /&gt;
Golden redhorse http://en.wikipedia.org/wiki/Golden_Redhorse&lt;br /&gt;
&lt;br /&gt;
Copper redhorse http://en.wikipedia.org/wiki/Copper_Redhorse&lt;br /&gt;
&lt;br /&gt;
Silver redhorse http://en.wikipedia.org/wiki/Silver_Redhorse (Three redhorses, chosen for the obvious metallurgical link.)&lt;br /&gt;
&lt;br /&gt;
===Cobitidae (true loaches)===&lt;br /&gt;
[[Fish|Clown loach]] http://en.wikipedia.org/wiki/Clown_loach '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Zebra loach http://en.wikipedia.org/wiki/Zebra_loach&lt;br /&gt;
&lt;br /&gt;
Coolie loach* http://en.wikipedia.org/wiki/Coolie_loach (Maybe &amp;quot;leopard loach&amp;quot;, if the name's etymological roots to Heinrich Kuhl can't be ignored)&lt;br /&gt;
&lt;br /&gt;
===Gyrinocheilidae (sucking loaches)===&lt;br /&gt;
Sucking loach http://en.wikipedia.org/wiki/Chinese_algae_eater&lt;br /&gt;
&lt;br /&gt;
===Poeciliidae (live-bearers)===&lt;br /&gt;
&lt;br /&gt;
[[Guppy]] http://en.wikipedia.org/wiki/Guppy '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Sailfin molly]] http://en.wikipedia.org/wiki/Sailfin_molly '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Psilorhynchidae===&lt;br /&gt;
These guys don't seem to be very popular (in terms of Wikipedia at least), but with the rainbow minnow and the torrent stone carp, these guys seem like they should have representation, if not for their names alone.&lt;br /&gt;
&lt;br /&gt;
==Characiformes (characins)==&lt;br /&gt;
===Serrasalminae (piranhas)===&lt;br /&gt;
Wimple piranha http://en.wikipedia.org/wiki/Wimple_piranha&lt;br /&gt;
&lt;br /&gt;
Tambaqui http://en.wikipedia.org/wiki/Tambaqui&lt;br /&gt;
&lt;br /&gt;
Red-bellied piranha http://en.wikipedia.org/wiki/Red-bellied_piranha&lt;br /&gt;
&lt;br /&gt;
Black-tailed piranha http://en.wikipedia.org/wiki/Pygocentrus_piraya&lt;br /&gt;
&lt;br /&gt;
Pike piranha http://en.wikipedia.org/wiki/Elongated_Piranha&lt;br /&gt;
&lt;br /&gt;
Redeye piranha http://en.wikipedia.org/wiki/Redeye_piranha&lt;br /&gt;
&lt;br /&gt;
===Hyphessobrycon (tetras)===&lt;br /&gt;
Ember tetra http://en.wikipedia.org/wiki/Ember_tetra&lt;br /&gt;
&lt;br /&gt;
Flame tetra http://en.wikipedia.org/wiki/Flame_tetra&lt;br /&gt;
&lt;br /&gt;
Black phantom tetra http://en.wikipedia.org/wiki/Black_phantom_tetra&lt;br /&gt;
&lt;br /&gt;
Lemon tetra http://en.wikipedia.org/wiki/Lemon_tetra&lt;br /&gt;
&lt;br /&gt;
===Gasteropelecidae (freshwater hatchetfishes)===&lt;br /&gt;
Black-winged hatchetfish http://en.wikipedia.org/wiki/Black-winged_Hatchetfish&lt;br /&gt;
&lt;br /&gt;
Marbled hatchetfish http://en.wikipedia.org/wiki/Marbled_hatchetfish&lt;br /&gt;
&lt;br /&gt;
Silver hatchetfish http://en.wikipedia.org/wiki/Gasteropelecus_levis&lt;br /&gt;
&lt;br /&gt;
Spotted hatchetfish http://fish.mongabay.com/species/Gasteropelecus_maculatus.html&lt;br /&gt;
&lt;br /&gt;
River hatchetfish http://en.wikipedia.org/wiki/Common_hatchetfish&lt;br /&gt;
&lt;br /&gt;
===Alestidae (African tetras)===&lt;br /&gt;
&lt;br /&gt;
[[Tigerfish]] http://en.wikipedia.org/wiki/Alestiidae '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
===Other Characiformes===&lt;br /&gt;
Freshwater barracuda http://en.wikipedia.org/wiki/Acestrorhynchidae&lt;br /&gt;
&lt;br /&gt;
Marbled headstander http://en.wikipedia.org/wiki/Abramites_hypselonotus&lt;br /&gt;
&lt;br /&gt;
Penguinfish http://en.wikipedia.org/wiki/Thayeria&lt;br /&gt;
&lt;br /&gt;
Croaking tetra http://en.wikipedia.org/wiki/Mimagoniates&lt;br /&gt;
&lt;br /&gt;
Cave tetra http://en.wikipedia.org/wiki/Mexican_tetra&lt;br /&gt;
&lt;br /&gt;
Blue tetra http://www.aquaticcommunity.com/fish/cochusbluetetra.php&lt;br /&gt;
&lt;br /&gt;
Bucktooth tetra http://en.wikipedia.org/wiki/Bucktooth_tetra&lt;br /&gt;
&lt;br /&gt;
Red eye tetra http://en.wikipedia.org/wiki/Red_eye_tetra&lt;br /&gt;
&lt;br /&gt;
Cardinal tetra http://en.wikipedia.org/wiki/Cardinal_tetra&lt;br /&gt;
&lt;br /&gt;
Glowing tetra http://en.wikipedia.org/wiki/Neon_tetra&lt;br /&gt;
&lt;br /&gt;
Goldfinch tetra http://en.wikipedia.org/wiki/Pristella&lt;br /&gt;
&lt;br /&gt;
Headstander http://en.wikipedia.org/wiki/Chilodontidae_(fishes)&lt;br /&gt;
&lt;br /&gt;
Pike characin http://en.wikipedia.org/wiki/Ctenoluciidae&lt;br /&gt;
&lt;br /&gt;
Toothless characin http://en.wikipedia.org/wiki/Curimatidae&lt;br /&gt;
&lt;br /&gt;
Dogteeth tetra http://en.wikipedia.org/wiki/Cynodontidae&lt;br /&gt;
&lt;br /&gt;
Trahira http://en.wikipedia.org/wiki/Erythrinidae&lt;br /&gt;
&lt;br /&gt;
Splashing tetra http://en.wikipedia.org/wiki/Copella_(genus)&lt;br /&gt;
&lt;br /&gt;
Pencilfish http://en.wikipedia.org/wiki/Pencil_fish&lt;br /&gt;
&lt;br /&gt;
Flannel-mouthed characin http://en.wikipedia.org/wiki/Prochilodontidae&lt;br /&gt;
&lt;br /&gt;
==Gymnotiformes (electric eels and knifefishes)==&lt;br /&gt;
[[Banded knifefish]] http://en.wikipedia.org/wiki/Banded_knifefish '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Siluriformes (catfishes)==&lt;br /&gt;
===Ictaluridae (North American catfish)===&lt;br /&gt;
Bullhead catfish http://en.wikipedia.org/wiki/Ameiurus&lt;br /&gt;
&lt;br /&gt;
Channel catfish http://en.wikipedia.org/wiki/Channel_catfish&lt;br /&gt;
&lt;br /&gt;
Blue catfish http://en.wikipedia.org/wiki/Blue_catfish&lt;br /&gt;
&lt;br /&gt;
Madtom catfish http://en.wikipedia.org/wiki/Noturus&lt;br /&gt;
&lt;br /&gt;
Phantom blindcat http://en.wikipedia.org/wiki/Prietella (Cave-dwelling.)&lt;br /&gt;
&lt;br /&gt;
Flathead catfish http://en.wikipedia.org/wiki/Pylodictis&lt;br /&gt;
&lt;br /&gt;
Widemouth blindcat http://en.wikipedia.org/wiki/Satan_eurystomus (Cave-dwelling.)&lt;br /&gt;
&lt;br /&gt;
Toothless blindcat http://en.wikipedia.org/wiki/Trogloglanis (Cave-dwelling.)&lt;br /&gt;
&lt;br /&gt;
===Loricariidae===&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Siluridae (sheatfish)===&lt;br /&gt;
Glass catfish http://en.wikipedia.org/wiki/Glass_Catfish&lt;br /&gt;
&lt;br /&gt;
Wels catfish http://en.wikipedia.org/wiki/Wels_catfish&lt;br /&gt;
&lt;br /&gt;
Wallago http://en.wikipedia.org/wiki/Wallago_attu&lt;br /&gt;
&lt;br /&gt;
===Other Siluriformes===&lt;br /&gt;
Stream catfish http://en.wikipedia.org/wiki/Akysidae&lt;br /&gt;
&lt;br /&gt;
Torrent catfish http://en.wikipedia.org/wiki/Amblycipitidae&lt;br /&gt;
&lt;br /&gt;
Loach catfish http://en.wikipedia.org/wiki/Amphiliidae&lt;br /&gt;
&lt;br /&gt;
Crucifix catfish http://en.wikipedia.org/wiki/Ariidae&lt;br /&gt;
&lt;br /&gt;
Banjo catfish http://en.wikipedia.org/wiki/Aspredinidae&lt;br /&gt;
&lt;br /&gt;
Climbing catfish http://en.wikipedia.org/wiki/Astroblepidae&lt;br /&gt;
&lt;br /&gt;
Driftwood catfish http://en.wikipedia.org/wiki/Auchenipteridae&lt;br /&gt;
&lt;br /&gt;
Naked catfish http://en.wikipedia.org/wiki/Bagridae&lt;br /&gt;
&lt;br /&gt;
Armored catfish http://en.wikipedia.org/wiki/Callichthyidae&lt;br /&gt;
&lt;br /&gt;
Whale catfish http://en.wikipedia.org/wiki/Cetopsidae&lt;br /&gt;
&lt;br /&gt;
Frogmouth catfish http://en.wikipedia.org/wiki/Chacidae&lt;br /&gt;
&lt;br /&gt;
Walking catfish http://en.wikipedia.org/wiki/Walking_catfish&lt;br /&gt;
&lt;br /&gt;
Giraffe catfish http://en.wikipedia.org/wiki/Giraffe_catfish&lt;br /&gt;
&lt;br /&gt;
Armorhead catfish http://en.wikipedia.org/wiki/Cranoglanididae&lt;br /&gt;
&lt;br /&gt;
Velvet catfish http://en.wikipedia.org/wiki/Diplomystidae&lt;br /&gt;
&lt;br /&gt;
Thorny catfish http://en.wikipedia.org/wiki/Doradidae&lt;br /&gt;
&lt;br /&gt;
Electric catfish http://en.wikipedia.org/wiki/Malapteruridae&lt;br /&gt;
&lt;br /&gt;
Squeaker catfish http://en.wikipedia.org/wiki/Mochokidae&lt;br /&gt;
&lt;br /&gt;
Shark catfish http://en.wikipedia.org/wiki/Mekong_giant_catfish&lt;br /&gt;
&lt;br /&gt;
Long-whiskered catfish http://en.wikipedia.org/wiki/Pimelodidae&lt;br /&gt;
&lt;br /&gt;
Eeltail catfish http://en.wikipedia.org/wiki/Plotosidae&lt;br /&gt;
&lt;br /&gt;
Bumblebee catfish http://en.wikipedia.org/wiki/Pseudopimelodidae&lt;br /&gt;
&lt;br /&gt;
==Argentiniformes (barreleyes and slickheads)==&lt;br /&gt;
Slickhead http://en.wikipedia.org/wiki/Alepocephalidae&lt;br /&gt;
&lt;br /&gt;
Tubeshoulder http://en.wikipedia.org/wiki/Platytroctidae&lt;br /&gt;
&lt;br /&gt;
Herring smelt http://en.wikipedia.org/wiki/Argentinidae&lt;br /&gt;
&lt;br /&gt;
Deep-sea smelt http://en.wikipedia.org/wiki/Bathylagidae&lt;br /&gt;
&lt;br /&gt;
Pencil smelt http://en.wikipedia.org/wiki/Microstomatidae&lt;br /&gt;
&lt;br /&gt;
Barreleye http://en.wikipedia.org/wiki/Opisthoproctidae (Seriously bizarre eyes.)&lt;br /&gt;
&lt;br /&gt;
==Salmoniformes (salmon and trout)==&lt;br /&gt;
===Oncorhynchus (Pacific salmon and trout)===&lt;br /&gt;
Cutthroat trout http://en.wikipedia.org/wiki/Cutthroat_trout&lt;br /&gt;
&lt;br /&gt;
Pink salmon http://en.wikipedia.org/wiki/Pink_salmon&lt;br /&gt;
&lt;br /&gt;
Chum salmon http://en.wikipedia.org/wiki/Chum_salmon&lt;br /&gt;
&lt;br /&gt;
Silver salmon http://en.wikipedia.org/wiki/Coho_salmon&lt;br /&gt;
&lt;br /&gt;
Cherry salmon http://en.wikipedia.org/wiki/Oncorhynchus_masou&lt;br /&gt;
&lt;br /&gt;
[[Fish|Rainbow trout]] http://en.wikipedia.org/wiki/Rainbow_trout '''(already included)''' (also same species as steelhead trout)&lt;br /&gt;
&lt;br /&gt;
Red salmon http://en.wikipedia.org/wiki/Sockeye_salmon&lt;br /&gt;
&lt;br /&gt;
Black salmon http://en.wikipedia.org/wiki/Chinook_salmon&lt;br /&gt;
&lt;br /&gt;
===Salmo (Atlantic salmon and trout)===&lt;br /&gt;
Softmouth trout http://en.wikipedia.org/wiki/Adriatic_trout&lt;br /&gt;
&lt;br /&gt;
Bay salmon http://en.wikipedia.org/wiki/Salmo_salar&lt;br /&gt;
&lt;br /&gt;
Brown trout http://en.wikipedia.org/wiki/Brown_trout&lt;br /&gt;
&lt;br /&gt;
===Other Salmoniformes===&lt;br /&gt;
Whitefish http://en.wikipedia.org/wiki/Coregonus&lt;br /&gt;
&lt;br /&gt;
Round whitefish http://en.wikipedia.org/wiki/Prosopium&lt;br /&gt;
&lt;br /&gt;
Inconnu http://en.wikipedia.org/wiki/Stenodus&lt;br /&gt;
&lt;br /&gt;
Grayling http://en.wikipedia.org/wiki/Grayling_(genus)&lt;br /&gt;
&lt;br /&gt;
Huchen http://en.wikipedia.org/wiki/Huchen&lt;br /&gt;
&lt;br /&gt;
Taimen http://en.wikipedia.org/wiki/Hucho_taimen&lt;br /&gt;
&lt;br /&gt;
[[Fish|Char]] http://en.wikipedia.org/wiki/Arctic_char '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Bull trout http://en.wikipedia.org/wiki/Bull_trout&lt;br /&gt;
&lt;br /&gt;
Brook trout http://en.wikipedia.org/wiki/Brook_trout&lt;br /&gt;
&lt;br /&gt;
Lake trout http://en.wikipedia.org/wiki/Salvelinus_namaycush&lt;br /&gt;
&lt;br /&gt;
==Esociformes (pikes)==&lt;br /&gt;
&lt;br /&gt;
[[Pike]] http://en.wikipedia.org/wiki/Esox '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Mudminnow http://en.wikipedia.org/wiki/Umbridae&lt;br /&gt;
&lt;br /&gt;
==Ateleopodiformes (jellynose fish)==&lt;br /&gt;
&lt;br /&gt;
Jellynose fish http://en.wikipedia.org/wiki/Jellynose_fish&lt;br /&gt;
&lt;br /&gt;
==Stomiiformes (bristlemouths and marine hatchetfishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Aulopiformes (lizardfishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Myctophiformes (lanternfishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Lampriformes (oarfish, opah, and ribbonfishes)==&lt;br /&gt;
[[Opah]] http://en.wikipedia.org/wiki/Opah '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Polymixiiformes (beardfishes)==&lt;br /&gt;
&lt;br /&gt;
Beardfish http://en.wikipedia.org/wiki/Beardfish&lt;br /&gt;
&lt;br /&gt;
==Percopsiformes (cavefishes and trout-perches)==&lt;br /&gt;
&lt;br /&gt;
Trout-perch http://en.wikipedia.org/wiki/Percopsidae&lt;br /&gt;
&lt;br /&gt;
Pirate perch http://en.wikipedia.org/wiki/Pirate_perch&lt;br /&gt;
&lt;br /&gt;
[[Fish|Cavefish]] http://en.wikipedia.org/wiki/Amblyopsidae '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
==Batrachoidiformes (toadfishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Lophiiformes (anglerfishes)==&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Gadiformes (cods and hakes)==&lt;br /&gt;
[[Cod]] http://en.wikipedia.org/wiki/Cod '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Hake]] http://en.wikipedia.org/wiki/Merlucciidae '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Ophidiiformes (pearlfishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Mugiliformes (mullets)==&lt;br /&gt;
&lt;br /&gt;
Flathead mullet http://en.wikipedia.org/wiki/Flathead_mullet&lt;br /&gt;
&lt;br /&gt;
Silver mullet http://en.wikipedia.org/wiki/Silver_mullet&lt;br /&gt;
&lt;br /&gt;
Yellow-eyed mullet http://en.wikipedia.org/wiki/Yellow-eye_mullet&lt;br /&gt;
&lt;br /&gt;
River mullet http://en.wikipedia.org/wiki/Cestraeus&lt;br /&gt;
&lt;br /&gt;
==Atheriniformes (silversides and rainbowfishes)==&lt;br /&gt;
Grunion http://en.wikipedia.org/wiki/Grunion&lt;br /&gt;
&lt;br /&gt;
Silverside http://en.wikipedia.org/wiki/Old_World_silverside&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Beloniformes (needlefish-like fishes)==&lt;br /&gt;
Ballyhoo http://en.wikipedia.org/wiki/Ballyhoo&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Cetomimiformes (whalefishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Cyprinodontiformes (livebearers and killifishes)==&lt;br /&gt;
[[Fish|Guppy]] http://en.wikipedia.org/wiki/Guppy '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Stephanoberyciformes (ridgeheads)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Beryciformes (fangtooths and pineconefishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Zeiformes (dories)==&lt;br /&gt;
Silver dory http://en.wikipedia.org/wiki/Silver_dory&lt;br /&gt;
&lt;br /&gt;
King dory http://en.wikipedia.org/wiki/King_dory&lt;br /&gt;
&lt;br /&gt;
Tinselfish http://en.wikipedia.org/wiki/Tinselfish&lt;br /&gt;
&lt;br /&gt;
Black oreo http://en.wikipedia.org/wiki/Black_oreo&lt;br /&gt;
&lt;br /&gt;
Warty oreo http://en.wikipedia.org/wiki/Warty_oreo&lt;br /&gt;
&lt;br /&gt;
Spiky oreo http://en.wikipedia.org/wiki/Spiky_oreo&lt;br /&gt;
&lt;br /&gt;
Smooth oreo http://en.wikipedia.org/wiki/Smooth_oreo&lt;br /&gt;
&lt;br /&gt;
Mirror dory http://en.wikipedia.org/wiki/Mirror_dory&lt;br /&gt;
&lt;br /&gt;
Yellow dory http://en.wikipedia.org/wiki/John_dory&lt;br /&gt;
&lt;br /&gt;
Capro dory http://en.wikipedia.org/wiki/Capro_dory&lt;br /&gt;
&lt;br /&gt;
Elongate dory http://en.wikipedia.org/wiki/Elongate_dory&lt;br /&gt;
&lt;br /&gt;
Boarfish http://en.wikipedia.org/wiki/Caproidae&lt;br /&gt;
&lt;br /&gt;
==Gobiesociformes (clingfishes)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Gasterosteiformes (sticklebacks)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Syngnathiformes (seahorses and pipefishes)==&lt;br /&gt;
&lt;br /&gt;
[[Seahorse]] http://en.wikipedia.org/wiki/Seahorse '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Synbranchiformes (swamp eels)==&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Tetraodontiformes (filefishes and pufferfish)==&lt;br /&gt;
[[Ocean sunfish]] http://en.wikipedia.org/wiki/Molidae '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[White-spotted puffer]] http://en.wikipedia.org/wiki/White-spotted_puffer '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Triggerfish http://en.wikipedia.org/wiki/Triggerfish&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Pleuronectiformes (flatfishes)==&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Pleuronectidae (righteye flounders)===&lt;br /&gt;
&lt;br /&gt;
[[Halibut]] http://en.wikipedia.org/wiki/Halibut '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Flounder]] http://en.wikipedia.org/wiki/European_flounder '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Soleidae (soles)===&lt;br /&gt;
&lt;br /&gt;
[[Sole]] http://en.wikipedia.org/wiki/Soleidae '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
==Scorpaeniformes (scorpionfishes and sculpins)==&lt;br /&gt;
&lt;br /&gt;
===Anoplopomatidae (sablefishes)===&lt;br /&gt;
&lt;br /&gt;
Sablefish http://en.wikipedia.org/wiki/Sablefish&lt;br /&gt;
&lt;br /&gt;
Skilfish http://en.wikipedia.org/wiki/Skilfish&lt;br /&gt;
&lt;br /&gt;
===Cottoidea (sculpins)===&lt;br /&gt;
&lt;br /&gt;
Poacher http://en.wikipedia.org/wiki/Poacher_(fish)&lt;br /&gt;
&lt;br /&gt;
Oilfish http://en.wikipedia.org/wiki/Comephoridae (Good source of fish fat)&lt;br /&gt;
&lt;br /&gt;
Cabezon http://en.wikipedia.org/wiki/Cabezone&lt;br /&gt;
&lt;br /&gt;
Deepwater sculpin http://en.wikipedia.org/wiki/Deepwater_sculpin&lt;br /&gt;
&lt;br /&gt;
Short-spined sea scorpion http://en.wikipedia.org/wiki/Father_Lasher&lt;br /&gt;
&lt;br /&gt;
Long-spined sea scorpion http://en.wikipedia.org/wiki/Long-spined_Sea_Scorpion&lt;br /&gt;
&lt;br /&gt;
Mottled sculpin http://en.wikipedia.org/wiki/Mottled_sculpin&lt;br /&gt;
&lt;br /&gt;
Staghorn sculpin http://en.wikipedia.org/wiki/Pacific_staghorn_sculpin&lt;br /&gt;
&lt;br /&gt;
Snubnose sculpin http://en.wikipedia.org/wiki/Snubnose_sculpin&lt;br /&gt;
&lt;br /&gt;
Twohorn sculpin http://en.wikipedia.org/wiki/Twohorn_sculpin&lt;br /&gt;
&lt;br /&gt;
Sea raven http://en.wikipedia.org/wiki/Sea_raven&lt;br /&gt;
&lt;br /&gt;
Blobfish http://en.wikipedia.org/wiki/Blobfish&lt;br /&gt;
&lt;br /&gt;
Grunt sculpin http://en.wikipedia.org/wiki/Rhamphocottidae&lt;br /&gt;
&lt;br /&gt;
===Hexagrammidae (greenlings)===&lt;br /&gt;
&lt;br /&gt;
Rock greenling http://en.wikipedia.org/wiki/Hexagrammos_lagocephalus&lt;br /&gt;
&lt;br /&gt;
Lingcod http://en.wikipedia.org/wiki/Lingcod&lt;br /&gt;
&lt;br /&gt;
Painted greenling http://en.wikipedia.org/wiki/Painted_greenling&lt;br /&gt;
&lt;br /&gt;
Mackerel greenling http://en.wikipedia.org/wiki/Atka_mackerel&lt;br /&gt;
&lt;br /&gt;
===Platycephaloidei (flatheads)===&lt;br /&gt;
&lt;br /&gt;
Deepwater flathead http://en.wikipedia.org/wiki/Bembridae&lt;br /&gt;
&lt;br /&gt;
Ghost flathead http://en.wikipedia.org/wiki/Ghost_flathead&lt;br /&gt;
&lt;br /&gt;
Crocodilefish http://en.wikipedia.org/wiki/De_Beaufort%27s_flathead&lt;br /&gt;
&lt;br /&gt;
Dusky flathead http://en.wikipedia.org/wiki/Platycephalus_fuscus (Reports of males changing to females at a large size)&lt;br /&gt;
&lt;br /&gt;
Tentacled flathead http://en.wikipedia.org/wiki/Tentacled_flathead&lt;br /&gt;
&lt;br /&gt;
===Scorpaenidae (scorpionfishes)===&lt;br /&gt;
&lt;br /&gt;
Zebra lionfish http://en.wikipedia.org/wiki/Dendrochirus_zebra&lt;br /&gt;
&lt;br /&gt;
Blackfoot lionfish http://en.wikipedia.org/wiki/Parapterois&lt;br /&gt;
&lt;br /&gt;
Broadbarred firefish http://en.wikipedia.org/wiki/Pterois_antennata&lt;br /&gt;
&lt;br /&gt;
Clearfin lionfish http://en.wikipedia.org/wiki/Clearfin_lionfish&lt;br /&gt;
&lt;br /&gt;
Red lionfish http://en.wikipedia.org/wiki/Red_lionfish&lt;br /&gt;
&lt;br /&gt;
Devil firefish http://en.wikipedia.org/wiki/Devil_firefish&lt;br /&gt;
&lt;br /&gt;
Rockfish http://en.wikipedia.org/wiki/Sebastes&lt;br /&gt;
&lt;br /&gt;
Scorpionfish http://www.fishbase.org/nomenclature/SpeciesList.php?genus=Scorpaena&lt;br /&gt;
&lt;br /&gt;
Thornyhead http://www.afsc.noaa.gov/Rockfish-Game/description/longspine.htm&lt;br /&gt;
&lt;br /&gt;
===Other Scorpaeniformes===&lt;br /&gt;
&lt;br /&gt;
Lumpsucker http://en.wikipedia.org/wiki/Cyclopteridae (Scandinavian food fish, quite fitting for dwarves)&lt;br /&gt;
&lt;br /&gt;
Snailfish http://en.wikipedia.org/wiki/Snailfish&lt;br /&gt;
&lt;br /&gt;
Flying gurnard http://en.wikipedia.org/wiki/Dactylopteridae&lt;br /&gt;
&lt;br /&gt;
Waspfish http://en.wikipedia.org/wiki/Apistidae&lt;br /&gt;
&lt;br /&gt;
Velvetfish http://en.wikipedia.org/wiki/Velvetfish&lt;br /&gt;
&lt;br /&gt;
Pigfish http://en.wikipedia.org/wiki/Congiopodidae&lt;br /&gt;
&lt;br /&gt;
Red velvetfish http://en.wikipedia.org/wiki/Gnathanacanthidae&lt;br /&gt;
&lt;br /&gt;
Armored gurnard http://en.wikipedia.org/wiki/Peristediidae&lt;br /&gt;
&lt;br /&gt;
Stonefish http://en.wikipedia.org/wiki/Synanceia&lt;br /&gt;
&lt;br /&gt;
Waspfish http://en.wikipedia.org/wiki/Tetrarogidae&lt;br /&gt;
&lt;br /&gt;
Sea robin http://en.wikipedia.org/wiki/Sea_robin&lt;br /&gt;
&lt;br /&gt;
==Perciformes (perch-like fish)==&lt;br /&gt;
[[Fish|Perch]] http://en.wikipedia.org/wiki/Perch '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
Wahoo http://en.wikipedia.org/wiki/Wahoo&lt;br /&gt;
&lt;br /&gt;
Mahi-mahi http://en.wikipedia.org/wiki/Mahi-mahi&lt;br /&gt;
&lt;br /&gt;
Pompano http://en.wikipedia.org/wiki/Pompano&lt;br /&gt;
&lt;br /&gt;
Parrotfish http://en.wikipedia.org/wiki/Parrotfish&lt;br /&gt;
&lt;br /&gt;
Humphead wrasse http://en.wikipedia.org/wiki/Humphead_wrasse&lt;br /&gt;
&lt;br /&gt;
Crappie http://en.wikipedia.org/wiki/Crappie&lt;br /&gt;
&lt;br /&gt;
Largemouth bass http://en.wikipedia.org/wiki/Largemouth_bass&lt;br /&gt;
&lt;br /&gt;
Smallmouth bass http://en.wikipedia.org/wiki/Smallmouth_bass&lt;br /&gt;
&lt;br /&gt;
Peacock bass http://en.wikipedia.org/wiki/Peacock_bass&lt;br /&gt;
&lt;br /&gt;
Bluegill http://en.wikipedia.org/wiki/Bluegill&lt;br /&gt;
&lt;br /&gt;
===Istiophoridae (marlins)===&lt;br /&gt;
&lt;br /&gt;
[[Marlin]] http://en.wikipedia.org/wiki/Marlin '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Latidae (lates)===&lt;br /&gt;
&lt;br /&gt;
[[Glasseye|Glasseye perch]] http://en.wikipedia.org/wiki/Waigeo_seaperch '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
===Pomacentridae (damselfishes  and clownfishes)===&lt;br /&gt;
&lt;br /&gt;
[[Clownfish]] http://en.wikipedia.org/wiki/Clownfish '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Scombridae (mackerels, tunas, and bonitos)===&lt;br /&gt;
&lt;br /&gt;
[[Bluefin tuna]] http://en.wikipedia.org/wiki/Thunnus '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Mackerel]] http://en.wikipedia.org/wiki/Atlantic_mackerel '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Serranidae (groupers and sea basses)===&lt;br /&gt;
&lt;br /&gt;
[[Giant grouper]] http://en.wikipedia.org/wiki/Giant_grouper '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Sphyraenidae (barracudas)===&lt;br /&gt;
&lt;br /&gt;
[[Great barracuda]] http://en.wikipedia.org/wiki/Great_barracuda '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
'''UNFINISHED'''&lt;br /&gt;
&lt;br /&gt;
===Other Perciformes===&lt;br /&gt;
&lt;br /&gt;
[[Bluefish]] http://en.wikipedia.org/wiki/Bluefish '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Swordfish]] http://en.wikipedia.org/wiki/Swordfish '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
=Sarcopterygii (lobe-finned fish)=&lt;br /&gt;
[[Coelacanth]] http://en.wikipedia.org/wiki/Coelacanth '''(already included)'''&lt;br /&gt;
&lt;br /&gt;
[[Fish|Lungfish]] http://en.wikipedia.org/wiki/Lungfish '''(already included)'''&lt;/div&gt;</summary>
		<author><name>Breadman</name></author>
	</entry>
</feed>