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	<updated>2026-06-14T10:45:01Z</updated>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Yeti&amp;diff=154984</id>
		<title>v0.31:Yeti</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Yeti&amp;diff=154984"/>
		<updated>2011-11-30T06:02:36Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{quality|Fine|19:35, 11 October 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|meat=31&lt;br /&gt;
|fat=18&lt;br /&gt;
|lung=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|bone=32&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Yetis are large dangerous creatures only found in {{l|savage}} areas that will invade your fortress to drink your booze and is a {{l|building destroyer}}. One should always use caution when engaging them as their immense size allows them to easily incapacitate a dwarf.&lt;br /&gt;
&lt;br /&gt;
{{l|Glacier}} areas will have a lot of trouble with them, especially early game. Due to Glacier's lack of animal life, your map &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com/recommended-psychics.php &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;most popular psychic&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; will almost always spawn one right after the other, making them a hazard for an early fortress. Fortunately, since they have a relatively low population number, you will receive no more then 5-10 Yetis before they become extinct in your biome.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Though many take the Yeti to be violent, demented beasts, some have been tamed (with great difficulty) and even integrated into dwarven society. This can be attributed to their joyful and cheery nature; often they can be seen playfully tipping over workshops and 'accidentally' crushing anyone working within. Many dwarves admire this warped sense of humour and the Yeti's obvious love of beer, wine and spirits.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=154983</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=154983"/>
		<updated>2011-11-30T06:02:04Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{quality|Unrated}}{{av}}&lt;br /&gt;
Every dwarf is born with a unique {{L|personality}} that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Preferences will include:&lt;br /&gt;
:* one type of {{L|stone}}, {{L|soil}}, {{L|ore}}, or {{L|raw adamantine}}&lt;br /&gt;
:* one type of {{L|metal}}, or {{L|adamantine}}&lt;br /&gt;
:* one type of {{L|gem}}&lt;br /&gt;
&lt;br /&gt;
Preferences may also include:&lt;br /&gt;
:* a specific type of {{L|wood}}&lt;br /&gt;
:* a type of {{L|leather}}&lt;br /&gt;
:* a type of {{L|glass}}&lt;br /&gt;
:* a type of decoration material: a specific type of {{L|bone}}, horn, ivory, etc.&lt;br /&gt;
:* a type of {{L|cloth}} &lt;br /&gt;
:* a color&lt;br /&gt;
:* a design/motif&lt;br /&gt;
:* a {{L|weapon}} (inc. picks and bolts) &lt;br /&gt;
:* a specific {{L|armor piece|piece of armor}} &lt;br /&gt;
:* a specific piece of {{L|clothing}}&lt;br /&gt;
:* a type of finished goods or craft&lt;br /&gt;
:* a type of {{L|furniture}} (inc. anvils)&lt;br /&gt;
:* {{L|trap}} or {{L|siege weapon}} components&lt;br /&gt;
:* one or more {{L|domestic animal}}s, {{L|creature}}s or {{L|vermin}} ({{L|domestic animal}}s seem to dominate)&lt;br /&gt;
:* a type of {{L|crop}} (or, rarely, a type of {{L|tree}})&lt;br /&gt;
:* one or more favourite {{L|food}}s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})&lt;br /&gt;
:* one or more favourite {{L|alcohol|drink}}s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})&lt;br /&gt;
:* detesting a type of {{L|vermin}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}&lt;br /&gt;
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}&lt;br /&gt;
&lt;br /&gt;
Note that it is guaranteed that each of your initial seven dwarfs &amp;quot;likes working outdoors&amp;quot; and &amp;quot;grumbles only mildly at inclement weather&amp;quot;.  {{L|Immigrant}}s most likely will not have these preferences.&lt;br /&gt;
&lt;br /&gt;
All dwarfs &amp;quot;need alcohol to get through the working day&amp;quot; - that's part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
== Effect on Skill Use (Crafting) ==&lt;br /&gt;
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a {{L|glassmaker}}, she has real potential as a {{L|carpenter}} or even {{L|trapper}} as well.&lt;br /&gt;
&lt;br /&gt;
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes {{L|pig tail}} {{L|cloth}}, or {{L|giant cave spider}} {{L|silk}}, it will improve both their {{L|Weaver|weaving}} and {{L|Clothier|clothesmaking}} with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.&lt;br /&gt;
&lt;br /&gt;
== Effect on Thoughts and Behavior ==&lt;br /&gt;
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also try to acquire items they like; adopting {{L|pet}}s, purchasing items from a {{L|shop}}, and in the case of {{L|noble}}s, {{L|demand|demanding}} furniture in their {{L|room}}s or {{L|mandate|mandating}} construction of items in their favourite metal/stone.&lt;br /&gt;
&lt;br /&gt;
Of particular note, dwarves that like {{L|cat}}s are more vulnerable to {{L|Catsplosion|cuddly-wuddly syndrome}}.&lt;br /&gt;
&lt;br /&gt;
== Effect on Artifacts and Demands ==&lt;br /&gt;
A dwarf's preferences have a strong impact on their {{L|artifact}} construction during a {{L|strange mood}}.  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like {{L|magnetite}} {{L|bed}}s (normally only wood can be used to make beds) or {{L|billon}} {{L|armor|plate mail}} (normally billon is not suitable for weapons or armor).  &lt;br /&gt;
&lt;br /&gt;
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. {{L|blue shark}} {{L|bone}} {{L|instrument|piccolo}}).  Any noble that likes a material you cannot create (for example, one who likes {{L|green glass}} items on a map without sand) should probably be {{L|unfortunate accident|dealt with}} at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
== Civilian and Military Positions ==&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com/recommended-psychics.php &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;top psychics&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations. &lt;br /&gt;
&lt;br /&gt;
== Continuing Study ==&lt;br /&gt;
Dwarven {{L|personality}} is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Badger&amp;diff=154982</id>
		<title>v0.31:Badger</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Badger&amp;diff=154982"/>
		<updated>2011-11-30T06:01:53Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{quality|Exceptional|03:48, 21 September 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|fat=11&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|bone=10&lt;br /&gt;
|meat=11&lt;br /&gt;
|lung=2&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
A small mammal (about half the size of a dog) that travels in groups referred to in the community as &amp;quot;congas&amp;quot;, badgers distinguish themselves from the common pack critter that occasionally wanders onto your map by their Prone To Rage feature.  This means that badgers occasionally go berserk when they see your dwarves or livestock instead of fleeing like the typical mountain goat will.  &lt;br /&gt;
&lt;br /&gt;
Badgers that are enraged will hunt down common peasant dwarves going about their business on the surface, disrupting early fortress setup procedures as they force a terrified dwarf to run to the edge of the map before being cornered by the badger.&lt;br /&gt;
&lt;br /&gt;
Fortunately, it's still a small and fairly harmless creature due to its size and lack of any notable form of attacks, and a common adult unarmed dwarf will probably cripple it with a single kick (which is not to say that a badger can't get lucky, but it mostly seems to be limited to bruises and scratches).  However, {{L|children}} are vulnerable to their attacks, especial the young (and hence small) ones.&lt;br /&gt;
&lt;br /&gt;
If you are attacked by aggressive badgers early on while still digging out your fort, consider training some of your dogs to be wardogs - a wardog is more than a match for a badger, and spares you the need to set a valuable soldier dwarf to badger-hunting duty.&lt;br /&gt;
&lt;br /&gt;
{{L|Honey badger}}s are identical to normal badgers, but found in {{L|tropical}} and {{L|desert}} regions rather than {{L|temperate}} ones.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:American Badger Sow.JPG| American Badger (female)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:European Badger.jpg| European Badger&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Here is a lovely quote from Untelligent of the Bay12 forums.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For ages, the crown of the King of Beasts has rested upon no head, the title long being vacant. Elephants became docile long ago, Carp have shrunk even smaller than they once were and dwarves made less fearful of their terrifying stare, and Giant Cave Spiders had the razor-tips of their fangs filed off.&lt;br /&gt;
&lt;br /&gt;
But now, a new beast, freshly wrought from the blood-forges of Armok himself, has begun its reign of terror over the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;psychic readings&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; land. He made it ubiquitous, such that all would know its name. He filled it with fury, such that none would think it harmless. And He granted several of them tremendous size and insatiable anger far beyond that of their normal kin, such that even those who had thought they had mastered them had still more treacherous foes to be slain by.&lt;br /&gt;
&lt;br /&gt;
There is a new King of Beasts, and its name is Badger. Tremble before it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This may seem to contradict earlier claims of the badger being harmless. This is true, for a single badger or for small groups. Unfortunately, they tend to enter the map in huge &amp;quot;badger storms&amp;quot;, swirling masses of highly irritable, lightning quick, sharp-clawed monsters. Any dwarf unlucky enough to be caught alone in a badger storm will soon find themselves being torn to shreds, reduced to a mangled pile of flesh. &lt;br /&gt;
&lt;br /&gt;
''..Hands and feet will be severed.'' &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Liaison&amp;diff=154981</id>
		<title>v0.31:Liaison</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Liaison&amp;diff=154981"/>
		<updated>2011-11-30T06:01:38Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{quality|Fine|00:44, 12 October 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
==Dwarven==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Our fortunes rise and fall together.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Liaisons from other civilisations arrive with their caravans. If your liaison is &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://tinyurl.com/64zn3j6 &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;psychic reading&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; killed somehow, he or she should be replaced next year and visit you eventually. The elevation of your colony will not occur unless the liaison leaves the map alive. You will, however, get another chance for elevation when the new one visits. It is speculated that donations to your homeland can speed this up.&lt;br /&gt;
&lt;br /&gt;
Liaisons will attempt to attend a meeting with your leader.  They will typically follow your leader around, waiting for an opportunity to discuss your situation.  Your leader will need to perform the Conduct Meeting job, sometimes for quite a while, to satisfy the visiting liaison.&lt;br /&gt;
&lt;br /&gt;
If your liaison goes without meeting for a long period of time (or your mayor was taken by a {{L|strange mood}}), he or she will leave and you will get a screen informing you &amp;quot;Diplomacy stymied: A diplomat has left unhappy&amp;quot;. This also happens when the expedition leader/mayor is replaced.&lt;br /&gt;
&lt;br /&gt;
The Dwarven liaison will seek to draw up a trade agreement.  You'll be asked to indicate your demand for all the different kinds of goods; this will cause prices to be quoted, and will strongly influence the contents of next year's caravan.  In return, the liaison will indicate the prices that will be paid for goods the dwarven civilization particularly desires (you are not obligated to trade any of those items). If you have satisfied the requirements for becoming a barony, the liaison will also grant you the opportunity to appoint a {{L|baron}}; upon satisfying the requirements for becoming a county or duchy, the liaison will also promote your baron to a {{L|count}} or {{L|duke}}.  Dwarven liaisons no longer arrive once the {{L|monarch}} moves to your fortress.&lt;br /&gt;
&lt;br /&gt;
==Other Civilizations==&lt;br /&gt;
In version 0.31.12 and earlier, Human and Elven caravans erroneously sent a liaison which claimed to be from the mountainhomes and happened to perform {{L|diplomat}}ic functions; this has since been fixed.{{bug|3089}}&lt;br /&gt;
&lt;br /&gt;
In 0.28.181.40d and earlier, Human caravans included a '''merchant noble''' (typically a &amp;quot;Guild Representative&amp;quot;) who would make trade agreements; however, they do not exist in the current version.&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Satyr&amp;diff=154980</id>
		<title>v0.31:Satyr</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Satyr&amp;diff=154980"/>
		<updated>2011-11-30T06:01:25Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{quality|Fine|15:15, 22 January 2011 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Satyrs are intelligent, half man-half &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;psychic reading&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; goat creatures, found in good biomes. They are dangerous opponents when disturbed. Fortunately, they are not usually aggressive. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sculpture_garden&amp;diff=154979</id>
		<title>40d:Sculpture garden</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sculpture_garden&amp;diff=154979"/>
		<updated>2011-11-30T06:01:08Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{av}}{{Quality|Exceptional|08:20, 9 June 2010 (UTC)}}&lt;br /&gt;
A '''sculpture garden''' is a {{L|room}} defined from a {{L|statue}}. They act as meeting places for dwarves and tame {{L|animal}}s, causing them to gather there when idle.  When dwarves take a break in a sculpture garden, they will admire any built furniture in the room - therefore, you should define the room from a high quality statue and likewise place other high value furniture in the room. When viewing a dwarf's {{L|thought}}s, any admired furniture within a sculpture garden will be 'tastefully arranged'. Occasionally an idle dwarf will host a {{L|party}} at the statue, and dwarves who attend will have a chance to make {{L|friend}}s.&lt;br /&gt;
&lt;br /&gt;
== Disadvantages ==&lt;br /&gt;
The major problem with setting up a sculpture garden is that it will encourage your dwarves to throw {{L|party|parties}}.  While parties have some virtues, they are generally regarded as a waste of important labor time.  Fortunately, parties started at a sculpture garden are easily stopped.  Simply {{K|f}}ree the room, and the party is over.&lt;br /&gt;
&lt;br /&gt;
== Advantages ==&lt;br /&gt;
Despite the problem with parties, there are some definite advantages to be had from sculpture gardens, especially when augmented by other things beloved of dwarves. An external garden (hopefully in some sort of &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://tinyurl.com/d24n7vx &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;most popular psychic&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; surface keep) will prevent or treat {{L|cave adaptation}} for a large number of your dwarves. A garden also tends to be the favorite play area of dwarven children and off-duty soldiers, which makes it much more likely that a soldier will be handy when a goblin snatcher shows up. Combined with the extra spot checks from all the farm animals loitering there, a garden turns out to be a remarkably safe place. &lt;br /&gt;
&lt;br /&gt;
Gardens are an excellent place to install some types of {{L|artifact}} {{L|furniture}}, since the dwarves will loiter there and have a greater chance of observing the magnificent creation.  Even if an artifact {{L|floodgate}} is not blocking any fluid, dwarves still enjoy seeing it in built in the middle of a garden.  With a few miscellaneous masterwork objects ({{L|grate}}s, {{L|lever}}s, {{L|weapon rack}}s, etc.) a trip to the garden can easily make a dwarf's year -- and happy dwarves are hard-working dwarves. A sculpture garden can also be an excellent place to build a {{L|waterfall}} or other form of {{L|mist}} generator.&lt;br /&gt;
&lt;br /&gt;
==Roof Level Extension==&lt;br /&gt;
[[Image:Outdoor_Scuplture_Garden-Vomitorium.png|thumb|right|Good old fashioned vomit bath. We just don't get them like we used to.]]&lt;br /&gt;
If your indoor sculpture garden is on the top z-level of your fortress, you can simply build a stair up and on the new level {{L|wall}} an area and build a second garden, do not however build a floor (roof) above this garden, as it will then function the same as an indoor sculpture garden. Also doubles as a vomitorium for the excessive orgies your dwarves will partake in.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Rooms}}&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=154978</id>
		<title>v0.31:Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Siege&amp;diff=154978"/>
		<updated>2011-11-30T06:00:37Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{buggy}}&lt;br /&gt;
{{quality|Exceptional|23:02, 17 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see {{L|Siege engine}}.&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other {{L|civilization}}s.  They are usually announced with the message screen &amp;quot;''A vile force of darkness has arrived!''&amp;quot; (the message screen differs depending on the attacking race), and the main screen shows &amp;quot;SIEGE&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't reach your fortress site, meaning you'll never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the {{L|Embark}} site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
=== Structure of a siege ===&lt;br /&gt;
&lt;br /&gt;
Siege forces usually consist of several unit groups.  Using the {{L|goblin}}s as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads), the squad leader can be mounted, even if his squad is not.  Occasionally, a squad will be mounted - this means each of its members will be riding a suitable {{L|creature}}, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are {{L|building destroyer}}s, or have substantially different combat traits than a goblin (for example a {{L|Jabberer}} tends to grab {{L|body parts}} and tear them off).&lt;br /&gt;
&lt;br /&gt;
After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from.  Once all of the remaining attackers have decided to retreat, the &amp;quot;SIEGE&amp;quot; tag will go away.&lt;br /&gt;
&lt;br /&gt;
It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well. &lt;br /&gt;
&lt;br /&gt;
Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in 31.&lt;br /&gt;
&lt;br /&gt;
You can also turn off sieges and [[Forgotten Beasts]] all together by editing the {{L|d_init.txt}} file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
=== {{L|Goblin}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a population of around 80 dwarves. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Sometimes goblins will charge blindly toward your fortress and attempt to kill your {{L|dwarves}}.&lt;br /&gt;
&lt;br /&gt;
Goblins sieges often include groups of {{L|Troll}}s or {{L|Ogre}}s, that can {{L|Building destroyer|break buildings}}.  Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving {{L|migrants}}, usually possess random civilian classes, and show little of the organized behavior of the squads.&lt;br /&gt;
&lt;br /&gt;
Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with {{L|cave crocodile}}s or {{L|giant olm}}s, or {{L|rutherer}}s for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride {{L|Kennel|tamed}} {{L|giant bat}}s or {{L|Giant cave swallow}}s making them able to fly over your fortress {{L|wall}}s. Other possible mounts include creatures such as the {{L|voracious cave crawler}}.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Elf|Elven}} sieges ===&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one. You can check this when you embark while looking at nearby civilizations, where it will read WAR next to the elf civilization, though it seems to be entirely dependent on how world gen plays out and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. &lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, to hide their numbers and locations. {{verify}} It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in vast numbers, atop mighty (and tasty) unicorns &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com/recommended-psychics.php &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;recommended psychics&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; or other exotic beasts. Fortunately, unlike goblins and humans, who wear heavy armor and wield metal weapons that can cause considerable damage, elves fight with flimsy wooden swords, and march into battle wearing nothing but cloth robes and trousers. That isn't to say the attack should be taken lightly, because their melee forces aren't what you should be worrying about, as their bowmen are still deadly and can perforate your dwarves with hails of arrows in very short order.&lt;br /&gt;
&lt;br /&gt;
=== {{L|Human}} sieges ===&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should let their {{L|diplomat}} die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with.&amp;lt;br /&amp;gt;&lt;br /&gt;
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.{{verify}}&lt;br /&gt;
Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.&lt;br /&gt;
&lt;br /&gt;
Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
=== Bugs ===&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Expand Topic}}&lt;br /&gt;
&lt;br /&gt;
{{Military v0.31}}&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Tower-cap&amp;diff=154977</id>
		<title>23a:Tower-cap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Tower-cap&amp;diff=154977"/>
		<updated>2011-11-30T06:00:20Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{quality|Exceptional|15:30, 9 August 2010 (UTC)}}&lt;br /&gt;
{{23a treelookup/0|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tower-caps''' are a type of mushroom which will grow on muddy areas inside the fortress. They are in all respects like {{L|tree}}s that grow underground. Only 200 Tower-cap &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com/recommended-psychics.php &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;top psychics&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; saplings (called &amp;quot;Young Tower-caps&amp;quot;) and can exist in a fortress at any one time. With some effort, tower-caps can be used as a renewable, in-cave source of wood.&lt;br /&gt;
&lt;br /&gt;
Tower-caps will grow on any muddied rough stone tile, including tiles with items on them, stockpiles, farm plots, and even impassable building tiles. Fortunately, even in such odd places they can still be harvested. Tower-caps will not grow on {{L|smoothing|smooth}} or {{L|engraving|engraved}} floors.&lt;br /&gt;
&lt;br /&gt;
Unlike other tree saplings, young tower-caps seem to be entirely immune to trampling. Be sure to chop down any tower-caps that grow to maturity in active corridor(s), as they will block the passage of your dwarves.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Cavern_map&amp;diff=154976</id>
		<title>23a:Cavern map</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Cavern_map&amp;diff=154976"/>
		<updated>2011-11-30T05:59:50Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
''If you're looking for information on Caverns in the current version of the game, please click [[cv:Cavern|here]].''&lt;br /&gt;
&lt;br /&gt;
This article is a rough guide to what you can expect to find as you dig into the mountain. Every mountain in Dwarf Mode has the same internal geological features stretching from the top edge of the map to the bottom in a narrow band, found in the same sequence. From west to east, they are: the underground river, the chasm, the magma flow, the glowing pits, and adamantine. The first three features (river, chasm, and magma) zigzag back and forth quite a bit, so the gems and ores listed may occasionally be found slightly on the near side of the corresponding feature. For instance, you may find a vein of hematite extending just a little bit west of the chasm.&lt;br /&gt;
&lt;br /&gt;
Additionally, when mining gems, you will occasionally get a message that &amp;quot;a miner has found some &amp;lt;gem&amp;gt; mixed in with &amp;lt;some other gem&amp;gt;&amp;quot;. This can happen anywhere in the cave and will always produce a gem (of the same color) one level rarer than the type displayed in the cluster. For instance, rose quartz (red) may have red spinel mixed in with it, red spinel may have ruby, or ruby may have red diamond. As always, the Random Number Generator is both your enemy and your friend.&lt;br /&gt;
&lt;br /&gt;
Usually one kind of enemy humanoid will be predominant at each geological feature. For instance, if you encounter antmen at the chasm, you will not see many, if any, ratmen or batmen. However, you may still encounter any of the nonhumanoid enemies.&lt;br /&gt;
&lt;br /&gt;
==Initial rock==&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;initial rock&amp;quot; is the part of the mountain that stretches from the mountain face to the cave river.&lt;br /&gt;
&lt;br /&gt;
{{L|Gem}}s:&lt;br /&gt;
* {{L|Turquoise}}&lt;br /&gt;
* {{L|Rock crystal}}&lt;br /&gt;
* {{L|Rose quartz}}&lt;br /&gt;
* {{L|Aventurine}}&lt;br /&gt;
&lt;br /&gt;
{{L|Ore}}:&lt;br /&gt;
* {{L|Sphalerite}} ({{L|zinc}} ore; half of {{L|brass}})&lt;br /&gt;
* {{L|Cassiterite}} ({{L|tin}} ore; half of {{L|bronze}})&lt;br /&gt;
* {{L|Malachite}} ({{L|copper}} ore; other half of both {{L|bronze}} and {{L|brass}})&lt;br /&gt;
* {{L|Galena}} ({{L|silver}} ore)&lt;br /&gt;
&lt;br /&gt;
==Cave river==&lt;br /&gt;
&lt;br /&gt;
The {{L|cave river}} is between 5 and 8 spaces wide, and twists and turns between roughly 48 spaces from the cliff face to about 103 spaces from the cliff face. It is surrounded by {{L|limestone}} 1-2 squares deep on both banks. &amp;quot;Offshoots&amp;quot; of the river will contain either waterfalls or small chasms. These offshoots will stay inside the range of the river, that is, offshoots would appear on the left side only when the river bends far to the right.&lt;br /&gt;
&lt;br /&gt;
===Waterfalls and sinks===&lt;br /&gt;
&lt;br /&gt;
Waterfalls appear at the ends of &amp;quot;offshoots&amp;quot; that flow downstream into river (i.e. offshoots that point north). In their center, they produce a &amp;quot;fine mist&amp;quot; which causes a happy thought for each dwarf that comes into contact with it.&lt;br /&gt;
&lt;br /&gt;
Sinks appear at the ends of &amp;quot;offshoots&amp;quot; that receive a downstream flow of water from a river (i.e. offshoots that point south). They are surrounded by a few chasm tiles. A dwarf that falls in the water at the end of one of these channels will immediately die, with the message &amp;quot;fell into a deep chasm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
* {{L|Frogman|Frogmen}}&lt;br /&gt;
* {{L|Lizardman|Lizardmen}}&lt;br /&gt;
* {{L|Snakeman|Snakemen}}&lt;br /&gt;
* {{L|Cave crocodile}}s&lt;br /&gt;
* {{L|Giant toad}}s&lt;br /&gt;
* {{L|Mud man|Mud men}}&lt;br /&gt;
&lt;br /&gt;
Directly interacting with the river (drinking, fishing, etc.) will trigger subsequent attacks from its denizens. Using wells built anywhere inside the mountain can also trigger attacks, which will sometimes cause enemies to emerge from the wells themselves.&lt;br /&gt;
&lt;br /&gt;
==After the river==&lt;br /&gt;
&lt;br /&gt;
Gems:&lt;br /&gt;
* {{L|Aquamarine}}&lt;br /&gt;
* {{L|Red spinel}}&lt;br /&gt;
* {{L|Chrysoberyl}}&lt;br /&gt;
* {{L|Opal}}&lt;br /&gt;
&lt;br /&gt;
==Chasm==&lt;br /&gt;
&lt;br /&gt;
The {{L|chasm}} is between 3 and 5 spaces wide, and angles between 148 to 200 spaces from the cliff face. The chasm tends to make sharper turns than the river, and its offshoots are always straight and between 1 and 2 spaces wide.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
* {{L|Gremlin}}s&lt;br /&gt;
* {{L|Ratman|Ratmen}}&lt;br /&gt;
* {{L|Batman|Batmen}}&lt;br /&gt;
* {{L|Antman|Antmen}}&lt;br /&gt;
* {{L|Troll}}s&lt;br /&gt;
* {{L|Giant bat}}s&lt;br /&gt;
* {{L|Giant rat}}s&lt;br /&gt;
* {{L|Large rat}}s&lt;br /&gt;
* {{L|Naked mole dog}}s&lt;br /&gt;
* {{L|Troglodyte}}s&lt;br /&gt;
* {{L|Giant mole}}s&lt;br /&gt;
* {{L|Giant cave spider}}s&lt;br /&gt;
* {{L|Iron man|Iron men}}&lt;br /&gt;
&lt;br /&gt;
Chasming {{L|refuse}} will trigger attacks from chasm-based creatures. This can result in an extended &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com/recommended-psychics.php &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;most popular psychic&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; series of attacks as creatures emerge, kill or get killed, and leave remains behind which get thrown into the chasm, triggering more attacks. Flooding the chasm with magma will increase attacks for a short time, then attacks will stop as the bottom of the chasm fills with magma (the center of the chasm turns red). Flooding the chasm with water may reduce attacks, but will never eliminate them.&lt;br /&gt;
&lt;br /&gt;
Attacks from trolls are very rare, but can be dangerous. Trolls are strong and are capable of destroying buildings (including doors and floodgates). Gremlins can throw levers, which can lead to all sorts of havoc, so hide your levers behind a door and a trap or two. But be warned, Gremlins themselves do not set off traps.&lt;br /&gt;
&lt;br /&gt;
==After the chasm==&lt;br /&gt;
&lt;br /&gt;
Gems:&lt;br /&gt;
* {{L|Diamond}}&lt;br /&gt;
* {{L|Emerald}}&lt;br /&gt;
* {{L|Ruby}}&lt;br /&gt;
* {{L|Sapphire}}&lt;br /&gt;
&lt;br /&gt;
Rare gems (only found when mixed in with the above gems):&lt;br /&gt;
* {{L|Clear diamond}}&lt;br /&gt;
* {{L|Red diamond}}&lt;br /&gt;
* {{L|Green diamond}}&lt;br /&gt;
* {{L|Blue diamond}}&lt;br /&gt;
* {{L|Star sapphire}}&lt;br /&gt;
* {{L|Star ruby}}&lt;br /&gt;
&lt;br /&gt;
Ore:&lt;br /&gt;
* {{L|Native gold}}&lt;br /&gt;
* {{L|Native platinum}}&lt;br /&gt;
* {{L|Hematite}} ({{L|iron}} ore)&lt;br /&gt;
* {{L|Bituminous coal}} (technically not an ore but with many related properties) &lt;br /&gt;
&lt;br /&gt;
==Magma flow==&lt;br /&gt;
&lt;br /&gt;
The {{L|magma flow}} is between roughly 240 and 310 spaces from the cliff face, and is between 7 and 11 spaces wide. Only {{L|steel}} or {{L|adamantine}} may be used to create any bridges or aqueducts that cross it, though there is an exploit where only the topmost material selected to build a structure determines its material. The magma river is surrounded by {{L|obsidian}} 1-2 squares deep on both banks.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
* {{L|Fire imp}}s&lt;br /&gt;
* {{L|Fire man|Fire men}}&lt;br /&gt;
* {{L|Magma man|Magma men}}&lt;br /&gt;
&lt;br /&gt;
==The Pits==&lt;br /&gt;
&lt;br /&gt;
Digging past the magma is extremely dangerous. From about 330 to 360 spaces from the cliff face, small {{L|eerie glowing pit}}s are randomly scattered. These pits are usually arranged such that it is impossible to completely avoid them when trying to dig past them (unless you're psychic). Demons emerge from pits not long after they are unearthed, so keep your military ready.&lt;br /&gt;
&lt;br /&gt;
===Enemies===&lt;br /&gt;
&lt;br /&gt;
* {{L|Frog demon}}s&lt;br /&gt;
* {{L|Spirit of fire|Spirits of fire}}&lt;br /&gt;
* {{L|Tentacle demon}}s&lt;br /&gt;
&lt;br /&gt;
Approximately a half-dozen demons will show up shortly after you first reach the pits, and not all at once. They are tougher than anything else you are likely to have encountered before this point, and can easily wipe out an entire fortress that is not thoroughly prepared for their arrival. They are wholly immune to traps, magma and steam. Frog demons can breathe underwater, but the others can't.&lt;br /&gt;
&lt;br /&gt;
Beyond the pits is one of the game's greatest rewards: {{L|adamantine}}.&lt;br /&gt;
&lt;br /&gt;
==Adamantine==&lt;br /&gt;
&lt;br /&gt;
The final part of the cave is a layer of {{L|raw adamantine}} in front of a chasm that you cannot go past (because the game simply won't scroll that far). The chasm occasionally sends a 1x10 cut to the left that is surrounded by adamantine. The adamantine is 1-2 squares thick on the edge of this chasm, much like {{L|limestone}} lines the edge of the cave river. Once you start mining raw adamantine, the game will check each season and use your total raw adamantine mined so far as a percentage chance to doom your fortress. When this happens, a one-season timer will start, and then the game will end with a screen describing how you have dug too deep, and released a {{L|demon}}. There is no safe level of raw adamantine to mine: Once you have mined any, your game will end eventually. You can find (and kill, if you're fast, lucky, and smart) this demon in {{L|adventurer mode}} if you find your old fortress again.&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=154975</id>
		<title>Modification:Deserted squad mod</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Deserted_squad_mod&amp;diff=154975"/>
		<updated>2011-11-30T05:59:24Z</updated>

		<summary type="html">&lt;p&gt;DMundell: None&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
      {{mod}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress Deserted Squad: HELL UNLEASHED is an expansion on DF: Deserted Squad. The original &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://tinyurl.com/d24n7vx &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;recommended psychics&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt; is curently under development by BW Mods. The mod will include several modifications, such as:&lt;br /&gt;
&lt;br /&gt;
== Telepaths ==&lt;br /&gt;
        *Ancient Telepaths are pure-blooded, and can create powerful weapons using their knowledge of nature. &lt;br /&gt;
Weapons include: Staves, Wands, Books, Dragonswords, and Throwing Darts [tipped w/ poison]&lt;br /&gt;
&lt;br /&gt;
        *Medieval Telepaths have tainted blood, and lack the knowledge required to manufacture &lt;br /&gt;
Staves, Wands, Books, and [[Dragonswords]].&lt;br /&gt;
&lt;br /&gt;
        *Modern Telepaths are humans with some mental powers. Some call them &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://www.psychicreviewonline.com &amp;lt;span style=&amp;quot;color:black;font-weight:normal;text-decoration:none!important;background:none!important; text-decoration:none;&amp;quot;&amp;gt;psychics&amp;lt;/span&amp;gt;]&amp;lt;/span&amp;gt;. They cannot &lt;br /&gt;
create or use any weapons of the Ancient Telepaths, and only have three of the Powers--Telekinesis, Telepathy, and Teleportation. Thus, they are weak.&lt;br /&gt;
&lt;br /&gt;
== Basilisks ==&lt;br /&gt;
        *Red Basilisks found inside volcanoes&lt;br /&gt;
&lt;br /&gt;
        *Blue Basilisks found in bodies of water&lt;br /&gt;
&lt;br /&gt;
        *Cyan Basilisks found everywhere but water and in magma&lt;br /&gt;
&lt;br /&gt;
        *Green Basilisks found in forests&lt;br /&gt;
&lt;br /&gt;
== Dwarves ==&lt;br /&gt;
        *Mountain Dwarves life in cities above the ground&lt;br /&gt;
&lt;br /&gt;
        *Deep Dwarves live in tunnels beneath the earth, and have so adapted.&lt;br /&gt;
&lt;br /&gt;
        *Forest Dwarves live in forest retreats, much like the elves.&lt;br /&gt;
&lt;br /&gt;
== Gods ==&lt;br /&gt;
        *Can come down to assist or attack your settlement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wyyvern Guards ==&lt;br /&gt;
&lt;br /&gt;
        Animated statues made of Goldsteel, designed to defend the fortress. Can suppliment a Dwarven Military.&lt;br /&gt;
&lt;br /&gt;
== Minerals added ==&lt;br /&gt;
        Dragonstone used for strengthening weapons&lt;br /&gt;
&lt;br /&gt;
        Darkstone cannot be used for forging directly, but can be mixed with iron to form Darkmetal, &lt;br /&gt;
a magic-absorbing substance that can be used to create armor or weapons to be used by those possessing no magic of their own.&lt;br /&gt;
&lt;br /&gt;
        Gen, an embodiment of magic itself, can be added to any mineral to create Genmetal, the rarest metal of all.&lt;br /&gt;
&lt;br /&gt;
        Goldsteel, an alloy of gold, Gen, and Darkstone, can be used to make powerful weapons like Wyyvern Guards&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Additional Info ==&lt;br /&gt;
&lt;br /&gt;
Deserted Squad will also come with a fortress already settled, with a military and equipment selected to ensure military efficiency.&lt;br /&gt;
&lt;br /&gt;
== Future Plans? ==&lt;br /&gt;
&lt;br /&gt;
    Another mod '''may''' be released, under the name of &amp;quot;DFDS: Dark Warriors&amp;quot;.&lt;/div&gt;</summary>
		<author><name>DMundell</name></author>
	</entry>
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