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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=DPhKraken</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/DPhKraken"/>
	<updated>2026-06-08T03:06:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Observer&amp;diff=316028</id>
		<title>Observer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Observer&amp;diff=316028"/>
		<updated>2026-05-24T06:10:03Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Observer&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = &lt;br /&gt;
* Notice creatures and [[attack]]s&lt;br /&gt;
* Research animal-related [[topic]]s&lt;br /&gt;
| attributes =&lt;br /&gt;
* Spatial sense&lt;br /&gt;
* Analytical ability&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Observer''' [[skill]] represents situational awareness: the ability of a [[creature]] to notice key details about their surroundings. For general patrol, this skill increases the chance to spot a [[ambusher|stealth]] unit; the higher the skill the greater the range{{verify}}. The skill is particularly good to have for [[military|guards]] at your entrance or marksdwarves on your walls.&lt;br /&gt;
&lt;br /&gt;
The maximum detection range is currently unknown, although experiments suggest that it is much longer than the 3 tiles of previous versions. Detections at a range of 20 tiles have been reported.&lt;br /&gt;
&lt;br /&gt;
In combat, the observer skill is used to note and anticipate the [[attack]]s of enemies. Skilled observers are less likely to be surprised by an opponent's charge, for instance, and less likely to receive a penalty for being attacked from the side. Higher skill levels give the observer more information, such as which arm the opponent is using for its next attack. &lt;br /&gt;
&lt;br /&gt;
[[Soldier]]s will gradually increase this skill while training. It is currently uncertain whether observing combat demonstrations improves observer skill directly, or if improvement is limited to [[sparring]] and [[combat]]. For targeted [[live training]], fighting a group of weak or harmless enemies should increase the number of observer rolls as your trainee is surrounded. However, Observer can also be trained just by witnessing a fight. IE; an arena with lots of opponents will also significantly train Observer, as long as the dwarves 'watching' the fights are close enough to observe the attacks.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the Observer skill directly influences the level of detail shown when identifying opponents' attacks, and is used to locate hidden creatures and traps. It slowly increases during combat, by successfully spotting traps, and by walking near hidden creatures, whether detected or not. You are also able to speed up training of your '''Observer''' [[skill]] while dodging. Warning: Detecting giant cave spiders and giant brown recluse spiders may be ''more'' hazardous than remaining blissfully ignorant to their location.  In [[fortress mode]], however, this is simply used by [[scholar]]s who are [[naturalist]]s.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/nature}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Scholarship}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Observer&amp;diff=316027</id>
		<title>Observer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Observer&amp;diff=316027"/>
		<updated>2026-05-24T06:09:46Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Observer&lt;br /&gt;
| profession = None&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = &lt;br /&gt;
* Notice creatures and [[attack]]s&lt;br /&gt;
* Research animal-related [[topic]]s&lt;br /&gt;
| attributes =&lt;br /&gt;
* Spatial sense&lt;br /&gt;
* Analytical ability&lt;br /&gt;
* Intuition&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Observer''' [[skill]] represents situational awareness: the ability of a [[creature]] to notice key details about their surroundings. For general patrol, this skill increases the chance to spot a [[ambusher|stealth]] unit; the higher the skill the greater the range{{verify}}. The skill is particularly good to have for [[military|guards]] at your entrance or marksdwarves on your walls.&lt;br /&gt;
&lt;br /&gt;
The maximum detection range is currently unknown, although experiments suggest that it is much longer than the 3 tiles of previous versions. Detections at a range of 20 tiles have been reported.&lt;br /&gt;
&lt;br /&gt;
In combat, the observer skill is used to note and anticipate the [[attack]]s of enemies. Skilled observers are less likely to be surprised by an opponent's charge, for instance, and less likely to receive a penalty for being attacked from the side. Higher skill levels give the observer more information, such as which arm the opponent is using for its next attack. &lt;br /&gt;
&lt;br /&gt;
[[Soldier]]s will gradually increase this skill while training. It is currently uncertain whether observing combat demonstrations improves observer skill directly, or if improvement is limited to [[sparring]] and [[combat]]. For targeted [[live training]], fighting a group of weak or harmless enemies should increase the number of observer rolls as your trainee is surrounded. However, Observer can also be trained just by witnessing a fight. IE; an arena with lots of opponents will also significantly train Observer, as long as the dwarves 'watching' the fights are close enough to observe the attacks.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the Observer skill directly influences the level of detail shown when identifying opponents' attacks, and is used to locate hidden creatures and traps. It slowly increases during combat, by successfully spotting traps, and by walking near hidden creatures, whether detected or not. You are also able to speed up training of your '''Observer''' [[skill]] while dodging. Warning: Detecting giant cave spiders and giant brown recluse spiders may be ''more'' hazardous than remaining blissfully ignorant to their location.  In [[fortress mode]], however, this is simply used by [[scholar]]s who are [[naturalist]]s.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/nature}}&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
{{Category|Scholarship}}&lt;br /&gt;
{{Category|Combat Skills}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Critical_thinker&amp;diff=316026</id>
		<title>DF2014:Critical thinker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Critical_thinker&amp;diff=316026"/>
		<updated>2026-05-24T06:04:49Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:20, 3 June 2018 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Historian&lt;br /&gt;
| profession = Scholar&lt;br /&gt;
| job name   = &lt;br /&gt;
| tasks      = * Ponder&lt;br /&gt;
* Discuss&lt;br /&gt;
* Research&lt;br /&gt;
| attributes =&lt;br /&gt;
*Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:Thomas Waterman Wood - Thinking It Over - 1919.990 - Cleveland Museum of Art.jpg|thumb|250px|right|&amp;quot;How do cats ''never'' care?&amp;quot;]]'''Critical thinker''' is a [[scholar]] skill. It is used by scholars when thinking about history [[topics]]. It seems to be an important skill for [[scholar]]s in general, especially when writing [[book]]s/[[scroll]]s. As dwarves level in this skill very slowly, it can be worth assigning dwarves that already have a few levels in it as your [[scholar]]s.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/history}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014:Critical_thinker&amp;diff=316025</id>
		<title>DF2014:Critical thinker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014:Critical_thinker&amp;diff=316025"/>
		<updated>2026-05-24T06:04:38Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|22:20, 3 June 2018 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Critical thinker&lt;br /&gt;
| profession = Historian&lt;br /&gt;
| job name   = &lt;br /&gt;
| tasks      = * Ponder&lt;br /&gt;
* Discuss&lt;br /&gt;
* Research&lt;br /&gt;
| attributes =&lt;br /&gt;
*Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
[[File:Thomas Waterman Wood - Thinking It Over - 1919.990 - Cleveland Museum of Art.jpg|thumb|250px|right|&amp;quot;How do cats ''never'' care?&amp;quot;]]'''Critical thinker''' is a [[scholar]] skill. It is used by scholars when thinking about history [[topics]]. It seems to be an important skill for [[scholar]]s in general, especially when writing [[book]]s/[[scroll]]s. As dwarves level in this skill very slowly, it can be worth assigning dwarves that already have a few levels in it as your [[scholar]]s.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/history}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Critical_thinker&amp;diff=316024</id>
		<title>Critical thinker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Critical_thinker&amp;diff=316024"/>
		<updated>2026-05-24T06:04:24Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Historian&lt;br /&gt;
| profession = Scholar&lt;br /&gt;
| job name   = &lt;br /&gt;
| tasks      = * Ponder&lt;br /&gt;
* Discuss&lt;br /&gt;
* Research&lt;br /&gt;
| attributes =&lt;br /&gt;
*Analytical Ability&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Thomas Waterman Wood - Thinking It Over - 1919.990 - Cleveland Museum of Art.jpg|thumb|250px|right|&amp;quot;How do cats ''never'' care?&amp;quot;]]'''Critical thinker''' is a [[scholar]] skill. It is used by scholars when thinking about history [[topics]]. It seems to be an important skill for [[scholar]]s in general, especially when writing [[book]]s/[[scroll]]s. As dwarves [[Learning|level]] in this skill very slowly, it can be worth assigning dwarves that already have a few levels in it as your [[scholar]]s.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/history}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Scholarship}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Critical_thinker&amp;diff=316023</id>
		<title>Critical thinker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Critical_thinker&amp;diff=316023"/>
		<updated>2026-05-24T06:04:08Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Critical thinker&lt;br /&gt;
| profession = Historian&lt;br /&gt;
| job name   = &lt;br /&gt;
| tasks      = * Ponder&lt;br /&gt;
* Discuss&lt;br /&gt;
* Research&lt;br /&gt;
| attributes =&lt;br /&gt;
*Analytical Ability&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:Thomas Waterman Wood - Thinking It Over - 1919.990 - Cleveland Museum of Art.jpg|thumb|250px|right|&amp;quot;How do cats ''never'' care?&amp;quot;]]'''Critical thinker''' is a [[scholar]] skill. It is used by scholars when thinking about history [[topics]]. It seems to be an important skill for [[scholar]]s in general, especially when writing [[book]]s/[[scroll]]s. As dwarves [[Learning|level]] in this skill very slowly, it can be worth assigning dwarves that already have a few levels in it as your [[scholar]]s.&lt;br /&gt;
&lt;br /&gt;
{{DF2014:Topic/table/history}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
{{Category|Scholarship}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Mythical_remnant&amp;diff=316015</id>
		<title>Mythical remnant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Mythical_remnant&amp;diff=316015"/>
		<updated>2026-05-22T21:06:14Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Redirected page to Primordial remnant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Primordial remnant]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Remnant&amp;diff=316014</id>
		<title>Remnant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Remnant&amp;diff=316014"/>
		<updated>2026-05-22T21:05:10Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Redirected page to Primordial remnant&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Primordial remnant]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF_Talk&amp;diff=316013</id>
		<title>DF Talk</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF_Talk&amp;diff=316013"/>
		<updated>2026-05-22T20:53:42Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Redirected page to Dwarf Fortress Talk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Dwarf Fortress Talk]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=315945</id>
		<title>Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Utilities&amp;diff=315945"/>
		<updated>2026-05-11T20:56:49Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Calculators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:utilities_icon.png|120px|right]]A collection of third-party '''Utilities''' that are useful for ''[[Dwarf Fortress]]'' players and [[modding|modders]] alike, of which this page serves as a list. ''Dwarf Fortress'' is a difficult game to play, and any help that can be had in the task is welcome help. &lt;br /&gt;
&lt;br /&gt;
If you would like to add an article on a ''specific'' game utility to the wiki, please do so under the &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=102 Utility]&amp;lt;/span&amp;gt; namespace. &lt;br /&gt;
Not included on this page: [[Main:Tileset repository|tileset repositories]] and [[Main:Graphics set repository|graphics set repositories]], due to having been given their own, separate pages. [[Modding|Mods]] have also been listed under their own &amp;lt;span class=&amp;quot;plainlinks&amp;quot;&amp;gt;[http://dwarffortresswiki.org/index.php?title=Special%3AAllPages&amp;amp;from=&amp;amp;to=&amp;amp;namespace=104 Modification] namespace. &lt;br /&gt;
&lt;br /&gt;
To avoid namespace clutter, websites ''are'' considered utilities and have been included.&lt;br /&gt;
&lt;br /&gt;
A [http://www.bay12forums.com/smf/index.php?board=29.0 subsection of the Bay12 forums] is devoted to such third-party programs, and contains development threads for most of them.&lt;br /&gt;
&lt;br /&gt;
== Game manipulation tools ==&lt;br /&gt;
=== DFHack ===&lt;br /&gt;
{{main|Utility:DFHack}}&lt;br /&gt;
[[File:dfhack_cmd.png|left|frameless|200px|]] &lt;br /&gt;
DFHack is an advanced ''Dwarf Fortress'' memory access library and a set of tools and scripts using this library, providing direct object-oriented access to Dwarf Fortress's internals as if it were compiled into the game itself. Runs on Windows, macOS, and Linux (natively if supported by DF, or through [https://www.winehq.org/ Wine]). The standard configuration enables a variety of included bugfixes and interface upgrades, and provides many useful tools such as &amp;quot;clean all&amp;quot;. See [[Utility:DFHack|main page]] for a summary of features, common use, and more.&lt;br /&gt;
* Links: {{F|164123|Bay12 Forum Thread}}, [https://docs.dfhack.org/en/stable/ Documentation], [https://github.com/DFHack/dfhack/releases Releases], [https://github.com/DFHack/dfhack GitHub Repository], [https://store.steampowered.com/app/2346660/DFHack Steam page]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Therapist ===&lt;br /&gt;
{{main|Utility:Dwarf therapist}}&lt;br /&gt;
[[File:dwarf_therapist.png|left|frameless|200px|]]&lt;br /&gt;
Dwarf Therapist gives you an advanced GUI to manage and check dwarf job allocations, military assignments, statistics (such as attributes, personality traits and happiness), sort dwarves by various criteria (e.g. profession, migration wave, happiness, number of assigned jobs etc.) and generally manage the Dwarven Resources of your fortress in a very convenient way. Available for Windows, Mac and GNU + Linux.  &lt;br /&gt;
* Links: {{F|168411|Bay12 Forum Thread}}, [https://github.com/Dwarf-Therapist/Dwarf-Therapist/releases Releases], [https://github.com/Dwarf-Therapist/Dwarf-Therapist/ GitHub Repository], [https://github.com/Dwarf-Therapist/Manual/releases Manual] (outdated)&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Legends tools==&lt;br /&gt;
=== LegendsViewer-Next ===&lt;br /&gt;
[[File:LegendsViewerNext.png|border|200x200px|left]]&lt;br /&gt;
A web-browser-based multi-platform tool to browse the information in an [[Legends#Exporting_World_information|exported legends file]]. It creates wiki style backlinks, searchable lists, interactive maps and family trees for historical figures. LegendsViewer-Next is a replacement for the classic [[Utility:Legends viewer|Legends Viewer]] fully compatible with v50+ premium and classic. Builds for Windows, Linux and macOS are provided.&lt;br /&gt;
* Links: [http://www.bay12forums.com/smf/index.php?topic=154617.0 Bay12 Forum Thread], [https://github.com/Kromtec/LegendsViewer-Next Github Repository]&lt;br /&gt;
&lt;br /&gt;
=== Legends Browser ===&lt;br /&gt;
[[File:LegendsBrowser2.png|border|200x200px|left]]&lt;br /&gt;
Another web-browser-based multi-platform legends information viewer (including using legends_plus.xml generated via DFHack) fully compatible with v50+ premium and classic.&lt;br /&gt;
&lt;br /&gt;
* links: [https://www.bay12forums.com/smf/index.php?topic=179848.0 bay12forums]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:DF Storyteller|DF Storyteller]] ===&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
[[File:DF_Storyteller_Logo.svg|border|200x200px|left]]&lt;br /&gt;
[[Utility:DF Storyteller|Dwarf Fortress Storyteller]] (DF Storyteller, DF ST) is an application that parses ''Dwarf Fortress'' legends files, stores them internally and makes them queryable using API's. (Cross platform: Windows, Linux, macOS) This utility can be used to easily create new visualizers to view the legends data. &lt;br /&gt;
&lt;br /&gt;
* links: [https://dfstoryteller.com/ Website], [https://gitlab.com/df_storyteller/df-storyteller Gitlab project], list of visualizers can be found [https://gitlab.com/df_storyteller/df-storyteller/-/blob/master/docs/paintings.md here]. An example of a visualizer is [https://gitlab.com/df_storyteller/the-bard The Bard] created in DF ST.&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== 3D Visualizers ==&lt;br /&gt;
=== Stonesense ===&lt;br /&gt;
[[File:stonesense_prev.jpg|left|frameless|200px|none]]&lt;br /&gt;
Stonesense is a third party visualizer, implemented as a [[Utility:DFHack|DFHack]] plugin, that lets you view your fortress in a classic isometric perspective. It runs alongside ''Dwarf Fortress'', and can follow the main game's view, updating in real-time. It is included in DFHack, and can be opened by typing &amp;lt;code&amp;gt;stonesense&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ssense&amp;lt;/code&amp;gt; into the console window.&lt;br /&gt;
&lt;br /&gt;
* Links: [[Utility:Stonesense]]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== Vox Uristi ===&lt;br /&gt;
[[File:VoxUristi.png|left|frameless|200px|none]]&lt;br /&gt;
A tool that exports fortresses to a 3D voxel format (.vox). Once exported, rendering software such as [https://ephtracy.github.io/index.html?page=mv_main MagicaVoxel (for Windows and Mac)] or alternatively [https://goxel.xyz/ Goxel (for Linux)] can make detailed 3D renders  of it. It requires DFHack, and is mostly tested with the Steam version, though previous versions should work too.&lt;br /&gt;
&lt;br /&gt;
* Links: [https://plule.github.io/vox-uristi Website], {{F|181728|Bay12 Forum Thread}}&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
== [http://dffd.wimbli.com/file.php?id=2354 Perfect World DF] ==&lt;br /&gt;
A tool for creating custom world maps allowing highly customized world generation. Creates a [[world_gen.txt]] entry or file.&lt;br /&gt;
&lt;br /&gt;
* Links: [http://www.bay12forums.com/smf/index.php?topic=57428.0 forum thread]&lt;br /&gt;
&lt;br /&gt;
== Music and Sounds ==&lt;br /&gt;
&lt;br /&gt;
{{ambox|type=warn|text=Note that these tools all rely on [[gamelog.txt]], which is no longer populated by vanilla DF as of 50.07. This functionality can be restored with [[Utility:DFHack|DFHack]].}}&lt;br /&gt;
&lt;br /&gt;
=== SoundSense ===&lt;br /&gt;
{{main|Utility:SoundSense}}&lt;br /&gt;
[[File:soundsense_prev.png|left|frameless|100px]]&lt;br /&gt;
SoundSense parses game logs and plays reacts to game events with sound effects, incidental music and dwarfy comments. Due to it being written in Java, Soundsense is portable to all platforms.&lt;br /&gt;
&lt;br /&gt;
Note that older Soundsense users may have different default seasonal soundtracks, which were removed and replaced in early 2011. These are available [http://www.krauselabs.net/dump/music.zip here].&lt;br /&gt;
&lt;br /&gt;
* Links: [http://df.zweistein.cz/soundsense/ Website], {{F|60287|Bay12 Forum Thread}}, [https://code.google.com/archive/p/df-soundsense/ Google Code Repository]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== SoundCenSe ===&lt;br /&gt;
[[File:soundCenSe_prev.png|left|frameless|100px|]]&lt;br /&gt;
A C# port of SoundSense, it uses the existing sound pack files and XMLs present in SoundSense, but with some added enhancements. More information regarding what specific type of enhancements and how to install SoundCenSe can be gathered at the [http://www.bay12forums.com/smf/index.php?topic=159567.0 official forum thread]. If problems emerge while trying to get SoundSense to work with the latest versions of Java, this port may prove to be a useful alternative.&lt;br /&gt;
&lt;br /&gt;
* Links: {{F|159567|Bay12 Forum Thread}}, [https://github.com/Algorithman/SoundCenSe/releases Releases], [https://github.com/Algorithman/SoundCenSe GitHub Repository]&lt;br /&gt;
{{Clear}}&lt;br /&gt;
&lt;br /&gt;
=== SoundSense-RS ===&lt;br /&gt;
[[File:SoundSense-RS_prev.png|left|frameless|100px|]]&lt;br /&gt;
A SoundSense alternative in Rust with a minimalistic GUI. Sound volumes can be adjusted realtime, based on channel. Events can be ignored with a custom list based on log patterns.&lt;br /&gt;
&lt;br /&gt;
* Links: {{F|174585|Bay12 Forum Thread}}, [https://github.com/prixt/soundsense-rs/releases Releases], [https://github.com/prixt/soundsense-rs GitHub Repository]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Modding tools ==&lt;br /&gt;
&lt;br /&gt;
=== [https://gitlab.com/df-modding-tools/df-raw-language-server DF RAW Language server] ===&lt;br /&gt;
Modding support for DF RAW files in IDE/Code/Text editors.&lt;br /&gt;
Checks syntax of files, detects errors and syntax highlighting.&lt;br /&gt;
&lt;br /&gt;
Current extensions:&lt;br /&gt;
* [https://marketplace.visualstudio.com/items?itemName=df-modding-tools.dwarf-fortress-raw-vscode VS Code]&lt;br /&gt;
* [https://gitlab.com/df-modding-tools/df-raw-language-server#supported-editors-and-ides (more are coming)]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=200px&amp;gt;&lt;br /&gt;
File:DF_RAW_Language_server_Logo.png|DF RAW Language server Logo&lt;br /&gt;
File:DF_RAW_Language_server_VSCode_screenshot_1.png|DF RAW Language server in VSCode&lt;br /&gt;
File:DF_RAW_Language_server_VSCode_screenshot_2.png|DF RAW Language server in VSCode&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[wikipedia:Language_Server_Protocol|Language server]] is a shared component that can be used to easily add support for more IDE's.&lt;br /&gt;
&lt;br /&gt;
=== Notepad++ Highlighting ===&lt;br /&gt;
language highlighting modes for the text editor Notepad++  [https://dffd.bay12games.com/file.php?id=16251 link]&lt;br /&gt;
&lt;br /&gt;
== Modding tools pre v50==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140853.0 Rubble]===&lt;br /&gt;
&lt;br /&gt;
A useful plugin-based modding tool that generates raws and supports easy installation of reactions, tilesets, macros, modding fixes and DFHack scripts. It is a fork of the now abandoned [http://www.bay12forums.com/smf/index.php?topic=125997.0 Blast]. Binaries are available for Linux 32-bits, OS X 32-bits and Windows 64-bits, as well as the source (written in Go with building instructions). As of 4.0, a GUI is available for Windows.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=150857.0 PyDwarf] ===&lt;br /&gt;
&lt;br /&gt;
For players, PyDwarf is an easy way to manage and configure preferred mods in a way that avoids almost entirely the problems of outdated mods or incompatible groups of mods. For modders, PyDwarf's mod manager exposes a powerful Python API for interacting with raws and other data files.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=103360 Raw Explorer] ===&lt;br /&gt;
A tree-based raw files browser, editor and manager.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=174431.0 Dwarf_RAW] ===&lt;br /&gt;
A GUI for editing raw files, updated 2019.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140645.0 Dwarf Fortress real-life material helper] ===&lt;br /&gt;
A Python script that generates raws based on custom real-life material values.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140688.0 Roses' Random Creature Script] ===&lt;br /&gt;
A Python script that generates random creature raws.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=175695.0 DF Diagnosipack] ===&lt;br /&gt;
A collection of modding tools, with a focus on diagnosing problems and getting statistics on what is found within the raws.&lt;br /&gt;
It includes:&lt;br /&gt;
* DF Duplisearch - checks your raws folder for duplicated objects, and counts the number of objects of each type (creature, entity, reaction, etc.).&lt;br /&gt;
* DF Creatureclasser - tells you what [[cv:Creature_token#CREATURE_CLASS|creature classes]] are in your raws, and what they are used for.&lt;br /&gt;
* DF CVunpack - unpacks creature variations, so you can see how the raws for e.g. wolf men really look (spoiler: they have 7 fingers).&lt;br /&gt;
* DF Creaturescale - calculates creature weights, and the proportions of each body part and tissue.&lt;br /&gt;
* DF Biomeviewer - shows what creature/plants can be found in which biomes.&lt;br /&gt;
* DF Rawminer - extracts procedurally generated raws (of Forgotten Beasts etc.) from save files.&lt;br /&gt;
&lt;br /&gt;
== Remote playing tools ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
=== [[Utility:Dfterm3|Dfterm3]]===&lt;br /&gt;
&lt;br /&gt;
[[Utility:Dfterm3|Dfterm3]] is a remote ''Dwarf Fortress''-playing software for multiple users through a web interface. DFterm3 enables play through a web interface, and games can also be viewed on mobile - or even played if a bluetooth keyboard is attached.  The web interface should work with Chrome or Firefox browsers, but there are known problems using Internet Explorer. DFTerm3 functions via a DFHack plugin, and is thus dependent on each version of DFHack.&lt;br /&gt;
&lt;br /&gt;
It is a successor to [[Utility:dfterm2|dfterm2]], which functions similarly using telnet instead of a web browser. This utility only works with version 0.34.11 or earlier.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139167.0 Webfort] ===&lt;br /&gt;
[[File:webfortress.png|thumb|200px|none|Playable in Mac browser.]]&lt;br /&gt;
A newer alternative to dfterm3 that functions similarly, but players must wait in a queue before assuming control for a given period of time. It also functions via a DFHack plugin. Binaries are available for Windows, as well as the source (written in C++).  ''(Note: [https://github.com/mifki/df-webfort main repo] unmaintained.  [https://github.com/Ankoku/df-webfort New repo] last updated 5/22/2015.)''&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=140892.0 DorfServer] ===&lt;br /&gt;
[[File:dorfserver.png|thumb|200px|none|Like Twitch, without Twitch.]]&lt;br /&gt;
A remote SSH-based ''Dwarf Fortress'' host software.  ([http://www.bay12forums.com/smf/index.php?topic=140892.0 repo])&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=139975.0 DFEverywhere] ===&lt;br /&gt;
&lt;br /&gt;
A utility that connects a locally-run ''Dwarf Fortress'' instance to a proprietary remote website, allowing remote browser-based play. ''(Note: Main website no longer available.  [https://github.com/tpainter/df_everywhere Client source here.])''&lt;br /&gt;
&lt;br /&gt;
=== [http://mifki.com/df Dwarf Fortress Remote] ===&lt;br /&gt;
&lt;br /&gt;
iOS app (paid) that allows one to play ''Dwarf Fortress'' remotely with native UI. A server can be set up at home, or on DigitalOcean, AWS or other hosting service.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.bay12forums.com/smf/index.php?topic=176070.msg DFPlex ] ===&lt;br /&gt;
&lt;br /&gt;
DFPlex is a plugin for DFHack which introduces simultaneous, real-time online co-op to fortress mode: each player has their own independent view, cursor, menus, etc. so nobody has to wrestle for control. It's a fork of webfort, so players join just by connecting from their web browser.&lt;br /&gt;
&lt;br /&gt;
=== [https://github.com/ptitSeb/box64 Box64] ===&lt;br /&gt;
&lt;br /&gt;
Box64 allows ''Dwarf Fortress'' to be run locally on Android devices. A more detailed tutorial is available [https://www.reddit.com/r/dwarffortress/comments/r80m7y/dwarf_fortress_mobile_running_dwarf_fortress_on/ here].&lt;br /&gt;
&lt;br /&gt;
==Language tools==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=47332.0 DFLang]===&lt;br /&gt;
A language creating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=136098.0 Toadese Language Utility]===&lt;br /&gt;
A language editing and translating tool.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=140432.0 DFlangOpt]===&lt;br /&gt;
A little tool meant to prevent redundancy when importing or updating language files.&lt;br /&gt;
&lt;br /&gt;
===[http://dffd.wimbli.com/file.php?id=8288 Python language extraction and injection script]===&lt;br /&gt;
This simple script will extract words from language files and put them a word per line, for easy automatic translation or treatment. It can also read that list and put the translated words back in their place.&lt;br /&gt;
&lt;br /&gt;
==Announcement tools==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130590 DFMon] ===&lt;br /&gt;
&lt;br /&gt;
An announcement monitoring/filtering program, useful to hide some types of job cancellation spam or other more advanced filtering. Note that you can set the game to announce no job cancellations ''without'' any utilities or mods from the {{k|o}}rders menu, with {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=130030 DF Announcement Filter]===&lt;br /&gt;
&lt;br /&gt;
An alternative to DFMon written in Java (and thus portable to Linux and OS X).&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=153777 Announcement Window+]===&lt;br /&gt;
&lt;br /&gt;
Announcement Window+ is a Python application that interfaces with ''Dwarf Fortress'' to print announcements and combat reports to a separate window. It was written to fix some annoying bugs that are present in DF Announcement Filter, which is no longer being updated.&lt;br /&gt;
&lt;br /&gt;
[[File:announce+_prev.png|thumb|300px|none|One less game-pausing hotkey.]]&lt;br /&gt;
&lt;br /&gt;
==Filesharing websites==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
=== [http://dffd.wimbli.com/ Dwarf Fortress File Depot] ===&lt;br /&gt;
The Dwarf Fortress File Upload Service - an excellent place to store mods, community games, tilesets and other files. Courtesy of [[User:Janus|Janus]]; for files related to ''Dwarf Fortress'' only.&lt;br /&gt;
&lt;br /&gt;
=== [http://mkv25.net/dfma/ Dwarf Fortress Map Archive] ===&lt;br /&gt;
{{main|Utility:Dwarf Fortress Map Archive}}&lt;br /&gt;
&lt;br /&gt;
The Dwarf Fortress Map Archive is a large collection of user-submitted maps and videos and a nice flash viewer for perusing them. Maps are uploaded, stored, and downloaded in a special compressed format created by the DF Map Compressor; videos are stored in a compressed version of Toady One's own video-recording format.&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
==Launchers==&lt;br /&gt;
&lt;br /&gt;
Historically, [[Starter pack|starter pack]]s were used to easily configure settings, keep the game up to date, and integrate third-party mods and bugfixes. With the release of [[Release information/50.01|v50]] on Steam, much of this can be done in-game and through the Steam workshop, making starter packs no longer necessary.&lt;br /&gt;
&lt;br /&gt;
=== PyLNP ===&lt;br /&gt;
A cross-platform port of the [[Utility:Lazy Newb Pack|Lazy Newb Pack]], written in Python and providing some support for v50. See [[Utility:Lazy_Newb_Pack#PyLNP:_The_modern_cross_platform_launcher|PyLNP: The modern cross platform launcher]] for more information.&lt;br /&gt;
* Links: {{F|140808|Bay12 Forum Thread}}, [https://github.com/Pidgeot/python-lnp/releases Releases] (for pack maintainers), [https://github.com/Pidgeot/python-lnp GitHub Repository], [http://pylnp.birdiesoft.dk/docs/dev/content.html Documentation]&lt;br /&gt;
&lt;br /&gt;
== Other/miscellaneous ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
=== [http://shadowlord13.googlepages.com/dfmap-index.html DF Map Compressor] ===&lt;br /&gt;
[[File:dfmapcomp.png|thumb|200px|none|Main program window.]]&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from ''Dwarf Fortress'' into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.mindwerks.net/projects/exita/ Exita] ===&lt;br /&gt;
Exita is a Python program that takes your DF world map exports and dump them into several different text outputs.&lt;br /&gt;
&lt;br /&gt;
===[http://www.bay12forums.com/smf/index.php?topic=132153.0 DwarfFamily]===&lt;br /&gt;
A tool that lets you import your legends XML file and converts all dwarf entries to a .GED file, which you can use in Family Tree programs like MyHeritage to display a family tree for the dwarves.&lt;br /&gt;
&lt;br /&gt;
===[https://www.dropbox.com/s/dea50wrs557w283/kobold.py Kobold name generator]===&lt;br /&gt;
A Python script that generates random names in the way of kobold utterances&lt;br /&gt;
&lt;br /&gt;
===[https://play.google.com/store/apps/details?id=dae.dfnews Dwarf Fortress News - Android App]===&lt;br /&gt;
Watches the ''Dwarf Fortress'' devblog. Receives Push Notifications on new updates.&lt;br /&gt;
&lt;br /&gt;
===[https://github.com/eniteris/df2html DF2HTML]===&lt;br /&gt;
Converts DF screenshots into formatted HTML.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Calculators==&lt;br /&gt;
&lt;br /&gt;
===[https://jose96xd.github.io/DF_Tools/index.html DFTools]===&lt;br /&gt;
A set of web-based utilities for mods, including calculators for temperature, time, and weapon damage.&lt;br /&gt;
&lt;br /&gt;
===[https://smart-calculators.net/en-US/tools/dwarf-fortress-food-calculator Dwarf Fortress Food and Booze Calculator]===&lt;br /&gt;
Web-based calculator for planning farm tiles, brewers, stills, and barrels needed to sustain a fortress by food type and population. Computes yields for all crops, brewing rates, and multi-year production scales.&lt;br /&gt;
&lt;br /&gt;
[[Category:Utilities|*]]&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
[[ru:Utilities]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=315903</id>
		<title>Main Page/Quote/list</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=315903"/>
		<updated>2026-05-04T04:31:12Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &amp;quot;Clean&amp;quot; is actually a real thing that could appear on a character sheet, but it's a verb!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!--ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE--&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
This is the list of quotes which appear at the top of the wiki's [[Main Page]]. Many of them are musings from the developer notes, while others are forum posts made by ''DF'' players or simply anonymous game-related statements. Feel free to add any quotes you find particularly amusing or interesting.&lt;br /&gt;
&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of [[tile]]s. And [[tile]]s are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). — [[Toady One]]&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after [https://www.youtube.com/watch?v=AdQ3JDLlmPI death of prolific long-standing position holders with inbred descendants]&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;Sieging humans brought some war [[polar bear]]s, and one of them started a camp fire. [[Animal trainer|Highly trained]]!&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might [[Entity token#TISSUE_STYLE|sh... shave]].&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;You can't yet strangle people with the exposed guts, though I suppose that's now within reach.&amp;quot; — [[Toady One]]&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold [[Creature token#BLOOD|blood]].&amp;quot; — [[Toady One|Toady the Great One]]&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay. — [[Toady One]]&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age — [[Toady One]]&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. — [[Toady One]]&lt;br /&gt;
I also got started on [[Jump|jumping]]. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. — [[Toady One]]&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. — [[Toady One]]&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. — [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. — [[Toady One]]&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. — [[Toady One]]&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. — [[Toady One]]&lt;br /&gt;
&amp;quot;Stopped aerial births.&amp;quot; — [[Toady One]]&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. — [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. — [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. — [[Toady One]]&lt;br /&gt;
The poor thing died with the message &amp;quot;[[Temperature|&amp;lt;name&amp;gt; has condensed.]]&amp;quot; — [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. — [[Toady One]]&lt;br /&gt;
The [[titan]] was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. — [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. — [[Toady One]]&lt;br /&gt;
I have my little invisible [[Labor|help-wanted ads]] for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. — [[Toady One]]&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. — [[Toady One]]&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. — [[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. — [[Toady One]]&lt;br /&gt;
Stopped cats from dying of alcohol poisoning [https://dwarffortressbugtracker.com/view.php?id=9195 after walking over damp tavern floors and cleaning themselves.] — [[Toady One]]&lt;br /&gt;
I filled my fortress's [[temple]] with [[statue]]s and tantruming dwarves to test out the desecration code. — [[Toady One]]&lt;br /&gt;
These [[Agent|secret agents]] are overdoing it...&amp;lt;br&amp;gt;&amp;quot;What can you tell me about yourself?&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Me?  Who's that?  I don't know myself.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
There's a cost to this [[Magic|movement]], and the cost is, 'how much do I value my blood? — [[Toady One]]&lt;br /&gt;
It's still a shock. People are playing a [[Tileset|text game]]. That's weird. — [[Toady One]]&lt;br /&gt;
An impressionable child, she inherited the goblin ethics of [[personality value|valuing]] power over others and her personal dream is to take over the world. I'm sure it'll be fine. — [[Toady One]]&lt;br /&gt;
I've got a fort that has an export industry centered entirely around little commemorative [[dacite]] figurines of the starting seven dwarves in different poses. Eventually we'll have to make the merchants more discerning — [[Toady One]]&lt;br /&gt;
&amp;quot;If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically — they hang back outside in relative safety, since you people have a [[Stupid dwarf trick|tendency]] to drop [[magma]] on things.&amp;quot; — [[Toady One]]&lt;br /&gt;
My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders. — [[Toady One]]&lt;br /&gt;
If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality. That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure. — [[Toady One]]&lt;br /&gt;
Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic... now I guess I have a save if I want to test being invaded by angry humans. — [[Toady One]]&lt;br /&gt;
&amp;quot;...go to reclaim artifacts that were either stolen by kobolds or something, or maybe weren't yours to begin with, and you can be bad dwarves. Start some shit.&amp;quot; — [[Toady One]]&lt;br /&gt;
Some uncommon situations have become hard to debug with a test adventurer, so world debug mode can now manifest the cursor as an adventurer. Lots of &amp;quot;Hello.  My name is Manifestation.  Why are you traveling?&amp;quot; today.  They don't notice the cursor human is clothing-free yet. — [[Toady One]]&lt;br /&gt;
I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over. When I asked the quester about it, he said &amp;quot;An unknown creature has given an unknown creature &amp;lt;correct artifact name&amp;gt;. I don't care one way or another.&amp;quot; — [[Toady One]]&lt;br /&gt;
Animals no longer become distracted from being unable to drink if they've experienced trauma, or from being unable to worship gods they shouldn't have been worshiping in the first place... — [[Toady One]]&lt;br /&gt;
Dropping a boulder on somebody and then leaving my dwarves unattended outside with nothing to do for a year resulted in tantrums, depression and oblivious wandering, so it seems to be working (...) I wasn't aware of their relationship status when the boulder fell; that's just how it turned out, sadly. — [[Toady One]]&lt;br /&gt;
Goblins are [[Immortality|meant to die]] violent deaths. — [[Toady One]]&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=1104.msg14899#msg14899]&amp;lt;/sup&amp;gt;&lt;br /&gt;
I have some good saves I can look at and so forth, so hopefully I can pick some decent numbers if they are a problem, and if the numbers are fine, focus just on the ridiculous &amp;quot;scary teeth&amp;quot; part of it.  Although I guess teeth are scary sometimes, but it takes like a whole horror movie to build up to why, and these are just random troll teeth. — [[Toady One]]&lt;br /&gt;
Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later. It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections. — [[Toady One]]&lt;br /&gt;
After producing three notable poems, Zicab was murdered by a goblin armorer in the pits (who was later devoured by a giant lion, so that has a happy ending.) — [[Toady One]]&lt;br /&gt;
Artuk soon gave up on fighting, and became a poet like her father and grandmother, moving again to the goblin pits, where apparently all poetry in this world is written. — [[Toady One]]&lt;br /&gt;
For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that [[draltha]] leather. — [[Toady One]]&lt;br /&gt;
This turned out to be a strategic error, as two short years later, a forgotten beast obliterated the fortress, the warehouse, and killed everyone inside. So, what's the correct response? Close the destroyed branch? No, no, you stimulate the (non-existent) economy by hiring local. Forgotten beast, you're the new (ruined) warehouse administrator, congratulations! — [[Toady One]]&lt;br /&gt;
I've mainly been 'consolidating gains' this week (that is, finding horrible bugs and wondering how anything worked in the first place.) — [[Toady One]]&lt;br /&gt;
He was imprisoned in a dwarf fortress for 20 years. He might have escaped, but a hydra came and ate him and everybody else. — [[Toady One]]&lt;br /&gt;
I did have to fix a bug where the human and dwarven allies also ate the dead if the elves led the attack. — [[Toady One]]&lt;br /&gt;
I'm not actually sure why he didn't try to start a zombie horde of his own instead, but this is okay. — [[Toady One]]&lt;br /&gt;
Necromancers can pet their zombie animals too, and the living can try too if they are foolish. Hmm, I think a necromancer might also be able to pet their zombie humanoids, due to how it does the detection. — [[Toady One]]&lt;br /&gt;
I went to a shrine, rolled a tin icosahedral die and it was a bad roll and I was cursed to be a snowy owl for a week. So I flew up to a nearby rooftop and pondered tangents. — [[Toady One]]&lt;br /&gt;
I intentionally accepted a petition to establish a temple for the ten worshippers from the Cult of Cats, and then ignored it for an entire year. The game announced that the agreement had been abandoned, and one of my fisherdwarves that belonged to the religion cancelled their job in dismay. — [[Toady One]]&lt;br /&gt;
Now-corrected highlights include the game getting confused about who owned the tomb after a mummy came back from the dead, leading to the mummy's zombies sieging themselves, and two dwarven spies diligently maintaining their enemy cover identities even when they came to live in the player's fort, confusing the local soldiers and starting civil wars. — [[Toady One]]&lt;br /&gt;
Fixed crash involving stressed out wilderness creatures wanting to complain to priests. — [[Toady One]]&lt;br /&gt;
Ha ha, {{token|MAJOR_CURSE|interaction}} occurs 13 times in the code, and was the first usage hint added. MAJOR_BLESSING does not occur. Poor dwarves. — [[Toady One]]&lt;br /&gt;
There was a [[23a:Magic#Remnants|brief moment]] in DF history where armor had hair, swords whistled and elf arrows exploded wooden spikes inside of people. Someday we'll get back [[Magic|there]]. It's scheduled! — [[Toady One]]&lt;br /&gt;
[[Giant rat]]s are classic beings, of course. We also have [[large rat]]s since it felt like there needed to be extra size gradations for ratdom. — [[Toady One]]&lt;br /&gt;
The [[platypus]] has poisonous spurs, as in real life, which can cause painful swelling. Perhaps your fortress would benefit by allowing a [[Platypus man|platypus person]] adventurer to become a resident [[monster slayer]]? — [[Toady One]]&lt;br /&gt;
Generally, the large monsters should be able to do larger things. Just squishing entire bodies, or even groups of dwarves all at once. Squish. — [[Toady One]]&lt;br /&gt;
”He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able... It should be pretty fun though.” — [[Tarn Adams]], [http://www.bay12forums.com/smf/index.php?topic=2525.msg40940#msg40940 2004]&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. — [[ThreeToe]]&lt;br /&gt;
If I had to pick a bird to apply to this situation, it wouldn’t be the phoenix, because nothing exploded. — [[ThreeToe]][http://www.bay12forums.com/smf/index.php?topic=179293]&lt;br /&gt;
Everything is beginning to coalesce, to congeal, to coagulate. All that's left is the detritus that is required to bring us to the starting line, waiting for the crack of the pistol. What does that mean? It means that I took a creative writing class in college. — [[ThreeToe]] [http://www.bay12games.com/dwarves/#2022-07-15]&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, &amp;quot;Aaah! Gorillas!&amp;quot;&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] — I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;''Dwarf Fortress''&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
''Dwarf Fortress'' has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just [[Mandate|mandated]] the construction of some goods.&lt;br /&gt;
I can just imagine a [[wagon]] throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt; — Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt; — Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt; — AlienChickenPie&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt; — [[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds — Shandrunn&lt;br /&gt;
{{token|FIREIMMUNE|c}} makes them think that [[magma]] is safe but doesn't actually make them [[Fire-safe|fireproof]]. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has [[Strange mood|begun a mysterious construction]]!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, [[Armok|armaque]] vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your [[Armok|weapon]], the strength of the Mountain-Home.&amp;quot; — Eita&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; — Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default [[Thought|mental state]] of a dwarf is madness. Sanity is a temporary condition — a PRIVILEGE you have to EARN!&amp;quot; — [[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; — Yanlin&lt;br /&gt;
&amp;quot;''Dwarf Fortress'' taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; — [[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're [[Fun|losing]].&amp;quot;&amp;lt;br&amp;gt; — George Carlin (if he played ''Dwarf Fortress'')&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes [[40d:tentacle demon]]s for their corrupt intentions.&amp;lt;br&amp;gt;&amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
{{bugl|416|cat=nocat}}: Rain kills everything it lands on&lt;br /&gt;
Bug 000780 [adventure mode][crime] — town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; Ben jamm1n&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a [[deity]] of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their [[Stonecutter|lack of quality levels]].&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] — mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow [[cheese]] is made from [[cow]]'s [[milk]], what is dwarven cheese made of?&lt;br /&gt;
[[Known bugs and issues|Bugs]] are opportunities to cause unprecedented amounts of destruction. — Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot; — [[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] — flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a [[glumprong]] blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
''Dwarf Fortress'': Because burning elves are [[fun]]ny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to God once I saw a dwarf who was labeled as being [[Attribute|Strong, Very Agile, Very Tough]]... and [[Cleaning|Clean]]. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Bug 000871 [projectiles] — babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] — a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; — sonerohi&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. — PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has [[Mandate|mandated]] the construction of crowns and clear glass items to the empty halls. — PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume [[purring maggot]], [[Pig tail|Dwarven ale]] and [[Dwarven syrup]].  He absolutely [[Hateable|detests]] purring maggots.&amp;quot;&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost [[Grudge|an annoying friend]] to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats. — Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot;&amp;lt;br&amp;gt;&amp;quot;Muskox has gone stark raving mad!&amp;quot;&amp;lt;br&amp;gt;I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; — Boksi&lt;br /&gt;
It has [[Creature#Reading the Table|stats]]. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] — Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with [[red beryl]] spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by [[Bat man|batman]] is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If ''Dwarf Fortress'' geology is to be believed, then the Earth's core is made of [[microcline]] and [[demon]]s.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' — Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: [[Fire men]] can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab [[Iron Man]] in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find [[path]].&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt; — The motto of ''Dwarf Fortress''&lt;br /&gt;
I hate walking under dwarven archways. You never know how many [[Trap#Weapon trap|mechanized crossbows]] they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt; — Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; — [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with [[flux]], [[sand]] and [[bituminous coal]].&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say. — KingAuggie&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' [[Language|randomly generated name]] was &amp;quot;Greatest[[Fun|failure]]&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is — [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; — Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung made an [[artifact]], became mayor and promptly [[Mandate|mandated]] the construction of [[slade]] goods.&lt;br /&gt;
''Dwarf Fortress'': You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and ''Dwarf Fortress'' share a mystical trend. It is !!Science!!.&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. — Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. — Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. — Samuel&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} — Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} — Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. — Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode — Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt; — Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. — Urist Da Vinci&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and [[Fun|less care]].&lt;br /&gt;
You: How have things been?&amp;lt;br&amp;gt;Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've [[Modding|modded]] them so that their [[Creature token#FIXED_TEMP|body temperature]] causes nearby trees to burst into [[Fire|flames]]. — Evil One&lt;br /&gt;
''Dwarf Fortress'': Teaching [[Drowning chamber|methods]] of genocide against [[Merperson|merpeople]] because their bones are worth [http://www.bay12forums.com/smf/index.php?topic=25967.0 6000{{db}}].&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a [[wagon]]. — Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! — Garath&lt;br /&gt;
Welcome to ''Dwarf Fortress''. Where peaceful death of old age is something nobody sees coming. — Sirbug&lt;br /&gt;
&amp;quot;I died.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;The Weather looks to be fine today.&amp;quot;&amp;lt;br&amp;gt;&amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? — [http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can [[Modding|modify]] chickens so that, instead of laying eggs, [[Creature token#LAYS_UNUSUAL_EGGS|they lay ''live bees'']]. ''Dwarf Fortress'': crimes against nature simulator. — [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted with magma.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. — [http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; — Human with nothing else to [[Adventurer_mode#Talking|gossip]] about&lt;br /&gt;
There is currently a minor problem in that the veteran demons fighting in the corpse factory have failed to die in the 2 year battle and have become legendary unkillable gods of war. I may have misjudged this possible outcome. — Loud Whispers&lt;br /&gt;
Added the Giant Adder to dwarven menu. — TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think. — TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
''Dwarf Fortress'': [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. — UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. — Taupe, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff. — Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
''Dwarf Fortress'', flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. — GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget no longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
A Kobold Thief has made off with +Kobold Cage+!&lt;br /&gt;
OH GOD I'M BEING EATEN BY A SNAIL, WHAT AN UNEXPECTED AND SORT OF IRONIC TWIST! — Max, [http://www.bay12forums.com/smf/index.php?topic=144852.0/ DoomForests]&lt;br /&gt;
&amp;quot;In the early spring of 500, the rain monster was struck down by the banshee of drought Scrapedrent in The Hellish Marshes.&amp;quot;&lt;br /&gt;
Deler Kulinkeskal, Weaver is exhilarated after being attacked. &amp;quot;I was attacked. How exhilarating!&amp;quot;&lt;br /&gt;
I wonder how the elves can eat these... *licks a leaf*&lt;br /&gt;
Well, someone already managed to drink their sword.&lt;br /&gt;
How is my dining room possibly this full of badgers? — Skid&lt;br /&gt;
I just drafted a Llama into my army and it already killed a [[roc]] by itself. — Ashameron&lt;br /&gt;
{{bugl|8977|cat=nocat}} [Diplomacy] — Merchant caravans get stuck in tree.&lt;br /&gt;
Each time a pile of wool becomes alive and attacks my dwarves I think it doesn't want to end as worn clothes. — TheCrazyHamsteR&lt;br /&gt;
Erith also gets kudos for killing a demon by eating it to death. — Loud Whispers&lt;br /&gt;
I (somehow) wield a marble coffin that I fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that it has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin. — Wwolin&lt;br /&gt;
Jump into a deep pit and let your body experience overwhelming kinetic energy. — TheCrazyHamsteR&lt;br /&gt;
The Herbalist has become enraged!&amp;lt;br&amp;gt;Kadol Imushothil, Herbalist: &amp;quot;I got into an argument with Kol Kissrazors. I am so angry!&amp;quot;&lt;br /&gt;
Stozu Ägusnodub, Goblin Woodcutter (to Dang Kutsmobnozam, Goblin Diagnoser): &amp;quot;Not a half hour ago I attacked me.&amp;quot;&lt;br /&gt;
Some [[migrant]]s have arrived, despite the danger.&lt;br /&gt;
&amp;quot;Mestthos Savotsazir, baby, has been missing for weeks!&amp;quot; And the babysitter still got paid.&lt;br /&gt;
My miner gets scared by a ghost, climbs a tree, the ghost cuts off his arm, he's stuck in the tree, my woodcutter cuts down the tree, and then my miner is crippled for the rest of his life.&lt;br /&gt;
Guys seriously, no food in the library! I'm mainly talking to you Urist McDonothingbutdrinkmyboozeandeatmyfood!&lt;br /&gt;
Losing is fun they said, it's the whole point they said.&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6724410#msg6724410 martinuzz] (on the election of his sole elven-citizen to the position of mayor): 'I think I just lost the game. EDIT: wow, just wow. Her only social skill is &amp;quot;Master Intimidator&amp;quot; all other social skills are dabbling. &amp;quot;ELECT ME OR I EAT YOU AND EXCRETE YOUR DIGESTED REMAINS ON MY ANCESTRAL TREE AS FERTILIZER&amp;quot;'&lt;br /&gt;
Zebna ámbekat Rashedezif Ethba, Werecoyote: *kills a dwarf* &amp;quot;Death... This is truly horrifying...&amp;quot; *kills another dwarf*&lt;br /&gt;
Spearman: Greetings. My name is Kakpoth. This servant of [[Speech file#TRANS_NAME|TRANS_NAME]]] greets you.&lt;br /&gt;
&amp;quot;ERMAHGAWD IM SO DRUNK&amp;quot; — Some sober human in my tavern&lt;br /&gt;
Human Farmer: Is that a weapon? What's going on?!&amp;lt;br&amp;gt;Human Animal Caretaker (to Human Farmer): Just now Dur Leaderevens was slain by Olum Senserampaged the Fords of Passing.&lt;br /&gt;
Where did all of these chinchilla corpses come from?&lt;br /&gt;
Are bar brawls typically lethal? 15 dead already. — flabort&lt;br /&gt;
The mechanics and logistics of [[Milk|milking]] a [[kangaroo]] sound excruciatingly painful for everyone involved.&lt;br /&gt;
The Carpenter 'Jesus Christ' Thikutdesis and The Farmer 'Moses' Ezumethab have married!&lt;br /&gt;
In the early summer of 129, Ducim Stafftender married a hen.&lt;br /&gt;
OH GOD! THE BABIES ARE DEHYDRATING!&lt;br /&gt;
'David' Vabokkubuk felt euphoric due to inebriation.&lt;br /&gt;
I visited a town to kill a vampire with 98 kills. Every time I attempted to kill him he would run away and return after about 5 minutes. Every attempt caused locals to attack me and I ended up killing 12 people before getting my head impaled by a sword and died. The vampire was unharmed.&lt;br /&gt;
The mayor has made 9 [[mandate]]s in a row requesting the construction of catapult parts. Now he is prohibiting the export of all catapult parts. &lt;br /&gt;
One of the children in my fortress became a legendary wood crafter due to a fey mood. He is also only 2 years old.&lt;br /&gt;
&amp;quot;[[Necromancer|Necromancy]] is sort of like Jaywalking. It's not [[Justice#Crimes|illegal]], just frowned upon.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=136384.1785 Dwarfy]&lt;br /&gt;
Urist McWimp, Hunter cancels Return Kill: Interrupted by a chinchilla.&lt;br /&gt;
Dear Urist McEngineer, If you become drowsy, please wait to finish constructing your hallway of large serrated disc death BEFORE you take a nap. Your bloody, gibbed corpse will be stowed away in the [[refuse]] [[stockpile]]. — bigjaredmonkey, in the &amp;quot;[http://www.bay12forums.com/smf/index.php?topic=63417.msg6961519#msg6961519 Note to Urist]&amp;quot; topic.&lt;br /&gt;
I once got sieged by an army of toads lead by a [[Interaction token|pyromancer]].  Not [[Toad man|toadmen]], not [[giant toad]]s, but [[toad]]s.  The kind [[cat]]s murder. — [http://www.bay12forums.com/smf/index.php?topic=34430.msg6961973#msg6961973 Splint]&lt;br /&gt;
[[Giant cave toad]]s may appear as mounts during a goblin attack, where they will happily swim their way into your fortress via any unprotected waterways. If the underwater path is short enough sometimes their goblin riders even survive the trip.&lt;br /&gt;
Is that npc humping a table?&lt;br /&gt;
Spill the intestines of your enemy, cut them off and keep as a stinking trophy. The smell makes you feel nausea? You are not even a half as nauseous as your victim is now.&lt;br /&gt;
a migrant with skills in surgery, butchery and bonecarving.&amp;lt;br&amp;gt;i can see how thos skills suppliment each other. synergies — Scruffy, [http://www.bay12forums.com/smf/index.php?topic=116045.msg6027592;topicseen#msg6027592 !!DRUNK FORTRESS!!]&lt;br /&gt;
A Goblin Siege? Good, we were starting to run out of clothes.&lt;br /&gt;
Prepared food! What do you mean prepared food?! You mean you aren't content with squatting in a dank cavern gnawing on a cold uncooked mushroom?&lt;br /&gt;
A book called ''Into the Elf,'' sounds like a rip off of ''Fifty Shades of Gabbro.''&lt;br /&gt;
As a necromancer, I realize not many people try cocaine, most of those people reincarnate for that very reason.&lt;br /&gt;
{{bugl|9371|cat=nocat}} [Adventure Mode — Eating/Drinking] The Human Pikeman Necromancer drinks the «≡steel toy hammer≡».&lt;br /&gt;
{{bugl|2484|cat=nocat}}: Eight-legged quadruped&lt;br /&gt;
{{bugl|9832|cat=nocat}}: Overuse of casesura and reversal in poetic forms&lt;br /&gt;
[Bug fix] Made gorlaks able to open doors, stopped desizing of their heads.&lt;br /&gt;
{{bugl|4681|cat=nocat}}: A dwarf with a [[Strange mood|fell mood]] grabbed a ghost. It didn't get the required materials, so it grabbed another one.&lt;br /&gt;
&amp;quot;You read Misconceptions About Reproduction.&amp;quot;&amp;lt;br&amp;gt;The written portion consists of a 69 page manual entitled Misconceptions About Reproduction, authored by Lali Mobblazes.&amp;lt;br&amp;gt;It concerns the reproductive behavior of creatures. The writing is quite self-indulgent. Overall, the prose is not awful, but not very good either.&lt;br /&gt;
My adventurer found a horse. I knew you couldn't ride horses so I decided to attack it for its meat.&amp;lt;br&amp;gt;{The horse hoof strikes Ehil Casketfrgrance in the head, and the severed part sails off in arc!}&lt;br /&gt;
Acik Citudubmith, Werewarthog: I have improved my wrestling. That was very satisfying! (...) The speardwarf stabs the werewarthog in the neck with her ({bismuth bronze spear}) and the severed part sails off in an arc! ~instant karma&lt;br /&gt;
Pre-alpha in-dev release. &amp;lt;br&amp;gt;&amp;quot;Nobody on the [[DFHack]] team accepts any responsibility for anything that this program causes. It is liable to be very unstable.&amp;quot; — japa&lt;br /&gt;
It is terrifying.&lt;br /&gt;
&amp;quot;Can you tell me where I can find me?&amp;quot; &amp;lt;br&amp;gt;&amp;quot;I don't know, and I don't know anybody that could tell you.&amp;quot;&lt;br /&gt;
While getting ground and pounded by a ranger, I seize him by the throat and place a chokehold, his response being to frantically punch and scratch me. Then, as we sit in a pool of our own blood frantically trying to kill one another, my opponent then looks me in the eyes and says: &amp;quot;Greetings. My name is Kamven Trustsystem. Let's not hurt anybody.&amp;quot;&lt;br /&gt;
A horse just grabbed me by the nose with it's front leg and threw me. I wish I knew horse Judo...&lt;br /&gt;
Throwing a coat at an enemy tears their leg apart, bruising ligaments and tendons and forcing him to the ground, effectively doing more damage then if I had hacked him with an axe. Eh, seems legit.&lt;br /&gt;
Human 2 (to Human 1): I died. It was inevitable.&lt;br /&gt;
''Dwarf Fortress'' isn't ''Dwarf Fortress'' unless your Trade Depot is inexplicably covered in [[vomit]]&lt;br /&gt;
[[Tantrum]]: If you can't stand your life anymore, come for treatment to the elephants. [[Unfortunate accident|They'll gladly understand.]]&lt;br /&gt;
Gelu Blossomedstenches the Ripe Sucker of Sacks is a marsh [[titan]]. It is the only one of its kind. A great one-eyed six-legged ankylosaurid, it has an austere look about it. Its periwinkle scales are round and close-set. Beware its fire! Gelu is associated with water, plants, nature, muck and animals.&lt;br /&gt;
{{bugl|3299|cat=nocat}}: [Animal Populations] Blind cave bears have front toes on both front and rear feet&lt;br /&gt;
{{bugl|2790|cat=nocat}}: [Creatures] Alligators needlessly use specific toes&lt;br /&gt;
{{bugl|6498|cat=nocat}}: [Adventure Mode — Conversation] Zombies start conversation with necromancer adventurer who tries to sleep in their house&lt;br /&gt;
[http://i.imgur.com/1A5Au.jpg You get used to it. I, I don't even see the ASCII. All I see is dwarf, *floodgate*, plump helmet spawn...]&lt;br /&gt;
{{bugl|9763|cat=nocat}} — [Dwarf Mode — Immigration] Dwarf missing upper body, but still alive.&lt;br /&gt;
&amp;quot;I plan on breeding an entire race of subservient animal people, who will comprise the main workforce of my fortress (not to mention the military).&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/416gqb/eugenics_a_proposal_for_breeding_a_slave_race/ High_king_of_Numenor]&lt;br /&gt;
&amp;quot;Whenever I torture someone [in Adventure Mode], I like to 'slug' them. I remove their ears, nose, teeth, and tongue, and break both of their legs. I call it &amp;quot;slugging&amp;quot; because all they can do is crawl around on the floor and cry. Then I like to follow them around and talk to them about the weather.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/2zilxr/the_treefondling_hippie_certainly_deserves_it/cpjoxa9/?context=1  paroonshark]&lt;br /&gt;
&amp;quot;My dorfs leave this world the way they came into it: naked, screaming, and on fire.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/4ci1l8/ive_been_playing_the_best_game_in_the_world_for/d1iqlbg/?context=4 speedster217]&lt;br /&gt;
PROTIP: Make sure to melt all the fat off your body so fire-spewing enemies can't hurt you.&lt;br /&gt;
&amp;quot;I see no downside towards making your own child execution chamber.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/43180m/roomcarnage_the_consequences_of_mourning_spoilers/czesj2t/?context=2 aidantheman18]&lt;br /&gt;
&amp;quot;I feel like in DF that beating an elf to death with his own infant is considered polite discussion.&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/4rlr6y/my_mayor_became_king_of_a_different_civilization/d52qn1s/ loercase]&lt;br /&gt;
&amp;quot;My mayor just punched 20 zombies to death&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/61zadj/my_mayor_just_punched_20_zombies_to_death_he/ Madrawn]&lt;br /&gt;
&amp;quot;What's the easiest way to murder children?&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/pveuj/whats_the_easiest_way_to_murder_children/ Russki]&lt;br /&gt;
&amp;quot;I like to play with my food, starting with the fingers, toes, lips, ears, teeth, eyes, nose, then just randomly stabbing them until they bleed out&amp;quot; — [http://www.reddit.com/r/dwarffortress/comments/4b5lw8/bandits_controlling_hillocks/d16qkym/?context=10000 DwarfTower]&lt;br /&gt;
Death... I am not upset by this.&lt;br /&gt;
&amp;quot;I made a giant statue of a dog entirely out of dog [[soap]]. It took nearly 10 years.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=163866.msg7431473#msg7431473 Ironfang]&lt;br /&gt;
&amp;quot;A mix between Children of Men, City of Ember, and, uh, magma.&amp;quot;&lt;br /&gt;
&amp;quot;Spearmaster stabs the Troglodyte in the left eyelid from behind with his — bronze spear-, tearing the skin!&amp;quot;&lt;br /&gt;
This is a stack of 20 masterfully prepared plump helmet roast. The ingredients are masterfully minced plump helmet, masterfully minced plump helmet, masterfully minced plump helmet and masterfully minced plump helmet.&lt;br /&gt;
Once you have entire squads of legendary axedwarves, the game changes. When a forgotten beast attacks your fortress, your first thought is: 'Ooh, we're gonna get some NICE bone bracelets outta this!'&lt;br /&gt;
&amp;quot;So I embark. Immediately upon unpausing, the wagon bursts into flames and kills one of my miners.&amp;quot; — _Naptune_&lt;br /&gt;
{{bugl|9267|cat=nocat}}: Traders bring magma in bags&lt;br /&gt;
{{bugl|1701|cat=nocat}}: HFS Critters attempting to clean self&lt;br /&gt;
&amp;quot;Those rivers are out to get you. Why do you think you can't fast travel across them? Because it's an ambush!&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=164558.msg7555694#msg7555694 Uzu Bash]&lt;br /&gt;
&amp;quot;Ok, so one of the merchants who does nothing in this fortress whatsoever is hunting, that's the one who's hunting, not the 50 hunters I have in the fortress but the useless merchant, of course.&amp;quot; — [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash].&lt;br /&gt;
&amp;quot;If a site with outcasts hiding in it is conquered, the outcasts are treated like members of the defending site. This can lead to expected things like sewer werebeasts getting crucified. However, it can also make a giant alligator flee the attacking army, wandering the wilderness for a few years before deciding to become a dancer and moving to the city. The giant alligator later remembered itself and went back to attacking villages.&amp;quot;[http://www.bay12forums.com/smf/index.php?topic=145317.msg7472982#msg7472982 — TheFlame52]&lt;br /&gt;
&amp;quot;Now, Throw it in the pile and get back to work.&amp;quot; [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA Kruggsmash]&lt;br /&gt;
&amp;quot;Horse is hopping up and down on your mutilated body. you are deceased.&amp;quot;&lt;br /&gt;
&amp;quot;I went to a human town one day that had one of those open markets, and every one of the merchants there was a dingo man, and they are were all saying &amp;quot;In a time before time I attacked me.&amp;quot; to every one around them.&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=164791.msg7554631#msg7554631 King Zultan]&lt;br /&gt;
“Still, I'm curious about just what exactly drives the cohesion and otherwise lack of dickery.  Is a hatred of elves and love of mushrooms really enough?  Could this be the foundation for world peace?” — [http://www.bay12forums.com/smf/index.php?topic=167881.msg7595536#msg7595536 Immortal-D]&lt;br /&gt;
apparently some of my children like to play inside the barracks, upon inspection they were all skilled axedwarves.&lt;br /&gt;
&amp;quot;And there they go to the capital, with their wagons full of Delersholid's balls&amp;quot; [https://www.youtube.com/channel/UCaifrB5IrvGNPJmPeVOcqBA — Kruggsmash]&lt;br /&gt;
I wish there were [[Material token|tags]] to follow certain materials so I can [[Modding|mod]] in that thing from Stranger Things&lt;br /&gt;
{{bugl|10350|cat=nocat}}: Horses have objects of worship&lt;br /&gt;
Meanwhile, bugs used as melee weapons sustain no wear at all, having tested this by using a live slug to punch a dwarf in the stomach long enough to make him explode. [https://dwarffortressbugtracker.com/view.php?id=9920 — Bug Report #0009920]&lt;br /&gt;
{{bugl|8779|cat=nocat}}: Adventurer encounters naked, mute, hostile dwarven expedition leader&lt;br /&gt;
{{bugl|10485|cat=nocat}}: Dwarf recruit insane for 33 years standing around in the wilderness, formed friendship after insanity&lt;br /&gt;
&amp;quot;STEALTH WEREMAMMOTHS??!!&amp;quot; — [http://www.bay12forums.com/smf/index.php?topic=141173.0 Dunamisdeos]&lt;br /&gt;
High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!&amp;lt;br&amp;gt;High-voiced kobold spearman (to the high-cheekbones kobold wrestler): Identify yourself!&amp;lt;br&amp;gt;High-cheekbones kobold wrestler (to the high-voiced kobold spearman): Identify yourself!&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;You feel really full.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;It's too much, you might not be able to keep it down!&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#00FF00&amp;quot;&amp;gt;You vomit.&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;&amp;lt;span style=&amp;quot;color:#0000FF&amp;quot;&amp;gt;You drink the lye.&amp;lt;/span&amp;gt;&lt;br /&gt;
I have a fort that is now a mountainhome. The king &amp;quot;doesn't really care about the law&amp;quot;.&lt;br /&gt;
Currently I am being attacked by a giant 3-eyed stick insect and a scaly, winged, blue snail. What an awesome game!&lt;br /&gt;
In a siege I stationed my marksdwarves at the top of my wall to fire out of the fortifications. Everything was going great until they decided it would be a good idea to jump OVER the fortifications, off the wall, and into the enemy axedwarves.&lt;br /&gt;
In the middle of a fight with a forgotten beast my axelord walked off to &amp;quot;Store Item in Stockpile&amp;quot;.&lt;br /&gt;
I may or may not have entirely filled the cavern with water. . .&lt;br /&gt;
Hey! Why can't I trade right now? Where is my trader? Oh. Unconscious with last thought being &amp;quot;Euphoric after drinking&amp;quot;. Hangover?&lt;br /&gt;
The dwarven baby has long clean-shaven sideburns and a very long mustache and prefers [[Cave wheat|dwarven beer]] or [[Pig tail|ale]].&lt;br /&gt;
The plum wood logs strikes the woodcutter in the left upper leg and the injured part is smashed into the body, an unrecognizable mess!&amp;lt;br&amp;gt;An artery has been opened in the attack!&amp;lt;br&amp;gt;The woodcutter slams into an obstacle!&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#008000&amp;quot;&amp;gt;No, that's disgusting.&amp;lt;/span&amp;gt;&lt;br /&gt;
There is a new [[King of Beasts]], and its name is [[Badger]].  Tremble before it. — Unintelligent&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;An ambush! Curse all [[Elf|friends of nature]]!&amp;lt;/span&amp;gt;&lt;br /&gt;
The last fortress I started under conditions this horrible ended with the last survivor going mad after a skeletal mandrill ate his pet kitten and going on a suicide charge into zombie elefants while naked and on fire.&lt;br /&gt;
&amp;quot;I got into an argument with a cat. That was very exhilarating!&amp;quot;&lt;br /&gt;
It is a blessing as much as it is depressing that you can drink your own tears.&lt;br /&gt;
&amp;quot;One time, a horde of Monkeys doomed my Dwarves by stealing their supplies in mass. They died that night.&amp;quot;&lt;br /&gt;
&amp;quot;So I had my brewer go out to pick some fruits from the nearby trees to use for some quick booze production to kick start my newest fortress, but while he was standing on his stepladder he suddenly became thirsty. / I did whatever I could to try and save him, but he inevitably died of dehydration and then fell face-first into the ground off his stepladder.&amp;quot; — Urist commenting on &amp;quot;Ladderbound&amp;quot;.&lt;br /&gt;
&amp;quot;Dude, anything's possible with enough work, time, and lots of alcohol.&amp;quot; — Dummy rambling about multiplayer.&lt;br /&gt;
&amp;quot;The saddest part about this game is that it was always inevitable.&amp;quot; — Some Nerd&lt;br /&gt;
You attack the Obese Dwarven Child in the lower body with your *Iron War Hammer* but the attack glances away! &amp;lt;br&amp;gt;Obese Dwarven Child: I feel so good!&lt;br /&gt;
Reg Abiriton enjoys carving buckets.  He has carved an image of a bucket in hematite, an image of two buckets in obsidian, and an image of three buckets in sulphur.&lt;br /&gt;
Segfaults in under 1min. Extermination of Gencesh Anurlem the law-giver prevents it. The mad lad is wearing gabbro blocks x3, sweet pods [4], rotten creepy crawler remains, dimple cups [7] and an exceptional iron pipe section (may vary). [https://dwarffortressbugtracker.com/view.php?id=10499 — Bug Report #0010499]&lt;br /&gt;
The [[Werebeast|Wereass]] Lara Rifayivu Enefilece has come! A Large [[Donkey|ass]] twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow mahogany. Its brown hair is unkempt. Now you will know why you fear the night.&lt;br /&gt;
&amp;quot;[…] The dwarf 'Pasal' Hatchedbody led the attack, and the defenders were led by a troll. […] The dwarf 'Pasal' Hatchedbody outmatched a troll with a cunning plan.&amp;quot;&lt;br /&gt;
&amp;quot;Fucking SLAVES! Get your Beards Back here!&amp;quot; ''-[[Armok]] Upon being Chained and having his Adamantine stolen by dwarves.''&lt;br /&gt;
Playing a brown recluse spider man, boogeyman don't attack them. Decided to dance and they danced with me. They [http://imgur.com/a/yP9pdH4 think im a shit story teller]. — [http://www.reddit.com/r/dwarffortress/comments/bgz7hd/i_found_out_why_there_called_boogeymen/ Sabata11792]&lt;br /&gt;
{{bugl|11106|cat=nocat}}  [adventure mode][General] Adventurer suddenly turned into a chinchilla&lt;br /&gt;
{{bugl|11074|cat=nocat}} Infinitely dripping pets?&lt;br /&gt;
{{bugl|11095|cat=nocat}} Statue of Pet Sheep Shows Sheep Owning Dwarf&lt;br /&gt;
Related Historical Figures: Rope, object of worship&lt;br /&gt;
&amp;quot;We need more fatal beatings!&amp;quot; — Doxazo&lt;br /&gt;
&amp;quot;I've been wounded. No, that's not annoying.&amp;quot; — Rakust Beradil&lt;br /&gt;
&amp;quot;I'm flooding my fortress because I've decided enough is enough. On the plus side, my mist generator is working now.&amp;quot; — Doxazo&lt;br /&gt;
&amp;quot;&amp;quot;I had a bath. I'm very content&amp;quot; (The dwarf who plugged an aquifer (11x11 plug) — which event displaced so much water so suddenly, that it threw him into the air, had him briefly unconscious and left him stunned and with an injured leg.)&amp;quot;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#808000&amp;quot;&amp;gt;There is nothing to catch in the volcano.&amp;lt;/span&amp;gt;&lt;br /&gt;
{{DFtext|A section of the cavern has collapsed!|4:1}}&amp;lt;br&amp;gt;{{DFtext|The miner slams into an obstacle!|6:1}}&amp;lt;br&amp;gt;{{DFtext|The two-legged rhino lizard Remains strikes the miner in the neck and the injured part is smashed into the body, an unrecognizable mass!|4:1}}&lt;br /&gt;
{{DFtext|Zasit Dastotamud, Diagnoser cancels Clean: Dangerous terrain|4:1}}&lt;br /&gt;
[https://www.reddit.com/r/dwarffortress/comments/f2ivul/new_training_regime/ {{DFtext|The Cat is sparring.|3:1}}]&lt;br /&gt;
{{bugl|11333|cat=nocat}}: Cats can be interrogated.&lt;br /&gt;
This is a Silver [[Slab]]. All craftsmanship is of the highest quality. The slab reads: &amp;quot;I am Urist, once of the underworld. By Busla, I bind myself to this place.&amp;quot;&lt;br /&gt;
&amp;quot;This is a dwarf. The dwarf is dead. The dwarf is also laughing.&amp;quot; — Kruggsmash&lt;br /&gt;
{{bugl|11470|cat=nocat}}: Slow white stork woman causing mayor to be stuck in office&lt;br /&gt;
{{bugl|11481|cat=nocat}}: Dwarf eats [[mud]] left from [[mud man]]&lt;br /&gt;
{{bugl|10519|cat=nocat}}: (Almost) unkillable zombie made when raising corpse of curling hedgehog man&lt;br /&gt;
{{bugl|11490|cat=nocat}}: Visitors giving birth during visit leave their baby behind&lt;br /&gt;
'Beatitudo est [[Fun|perdere]]'&lt;br /&gt;
&amp;quot;I think bridges are a good murder weapon. Over 20 dead and also not a bad way to dispose of babbling lunatics.&amp;quot;&lt;br /&gt;
Losing is [[fun]], but frustration is not.&lt;br /&gt;
{{bugl|9486|cat=nocat}}: Building Destroyer visitors destroy the tavern&lt;br /&gt;
”'''Filth''' is one of the more obscure materials present within the game code. It comes in two varieties: solid brown and liquid yellow filth.” — this wiki on [[filth]], 2020-10-28.&lt;br /&gt;
&amp;quot;One thing right off the bat, we discovered immortality and literal reincarnation. Not sure how but cool.&amp;quot;&lt;br /&gt;
&amp;quot;ya dun stole ma battly axe!&amp;quot;&lt;br /&gt;
&amp;quot;In the early spring of 38, The Fondled Demon accepted an offer of peace from the Chaste Skirts.&amp;quot;&lt;br /&gt;
&amp;quot;This is one of those games that you have to get better at losing before you can get better at winning.&amp;quot; [[User:Uzu Bash|Uzu Bash]] ([[User talk:Uzu Bash|talk]])&lt;br /&gt;
I had a number of long-term residents, but then a visiting poet turned into a werepanther and ate everybody. Such is life.&lt;br /&gt;
Embark with 3000 units of meat.  ― {{bugl|4592}}&lt;br /&gt;
Dwarf Fortress:  Where creatures of the night are nice enough to politely greet you before kicking you in the head and exploding it into gore.&lt;br /&gt;
Oh breachnig the volcano msfired completely. HOpe I idnt kill too many there.,... Still don't knww where my miners went. ''[sic]'' — Drunk Siquo&lt;br /&gt;
In the year 12, Afe Lizardsun slew the desert titan Oslo with a peach wood branch.&lt;br /&gt;
I think I might have broken something, because my dwarves are wearing gauntlets on their mouths.&lt;br /&gt;
The siege is broken!  We are victorious!!!!!  Also, the exterior of the fortress continues to burn.&lt;br /&gt;
I wish you the best of luck in retaining consciousness during the next 45 minutes or so..&lt;br /&gt;
I ''maaayyy'' have accidentally switched some [[Creature token|tags]] and made dwarves bleed from the eyelids when they [[Creature token#SECRETION|sweat]]. Oops.&lt;br /&gt;
[A]fter a short jog to the nearest monastery, I became a vampire after blaspheming the gods, and ran back to the ocean. [https://www.reddit.com/r/dwarffortress/comments/ri48gu/migrur_throl_oceans_deep_the_strange_depths_the/]&lt;br /&gt;
I just bought out a chunk of a human caravan with wheelbarrows, and then a peasant gave birth in the mountain spring to a girl.&lt;br /&gt;
They may appear as mounts during a siege, though it's difficult to take an invader seriously when mounted upon a giant slug. — this wiki on [[Giant slug]]s&lt;br /&gt;
HIT YOU ELF TO PIECES WITH FIST. — ''Pokémon Vietnamese Crystal''&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=15096.msg6725059#msg6725059 Hellzon] Visitors happily came to the glacier/tundra fort surrounded by howling yetis, and my current evil hills fort where it rains blood every week. But an idyllic beach fortress with waves lapping lazily against the hill fort? Sounds horrible, let's not go there.&lt;br /&gt;
{{bugl|0011905}}: Writing a book in Arena Mode leads to teleportation to another dimension&lt;br /&gt;
{{dftext|Attention, you have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you. This warning to you will not repeat.|2:1}}&lt;br /&gt;
You want a dwarf? There's your f*cking [[dwarf]]. You want some better [[graphics]]? [[Tileset repository|'''F*ck you.''']] Dwarves can do [[Labor|lots of stuff]]. Like [[Miner|digging]]. Can you dig? '''Hell no.''' Play ''Dwarf Fortress''. — [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
He personally is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting &amp;lt;after being caught in the rain in 250&amp;gt; He never feels discouraged, after being caught in the rain in 250 — Kogsak Sedillolor, Doctor, and a &amp;quot;horrible accident&amp;quot; waiting to happen&lt;br /&gt;
(Tame Slug)... Not a [[Giant slug|''GIANT'' slug]]. Just a [[slug]].&lt;br /&gt;
&amp;quot;Oh fuck me. I just remembered why you don't do massive groups of pure up/down stairs... my legendary weaponsmith tripped and fell 30 z-levels and crushed his skull at the base of our stair shaft.&amp;quot;&lt;br /&gt;
&amp;quot;Engraved on the wall is an image of a cubic cube[...]&amp;quot;&lt;br /&gt;
PSA: Expel all dwarves hospitalised by werebeasts. That's how you get weregiraffe Hammer Lords to suddenly pop up in your fort.&lt;br /&gt;
Name is Urist. I dig, because God told me to. And I'm damn good at it.&lt;br /&gt;
{{DFtext|You roll, divining the will of Momuz Fatalcrypt the Fated Funeral according to the practice of The Fatal Faith.|6:1}}&amp;lt;br&amp;gt;{{DFtext|The «sylvite eight-sided long die» lands on the word &amp;quot;burial&amp;quot;.|7:1}}&amp;lt;br&amp;gt;{{DFtext|The situation cannot get worse.|3:1}}&lt;br /&gt;
Tales of stupidity and frantically trying random things, digging yourself deeper into the chaotic hellscape of your own creation.&lt;br /&gt;
Fixed world gen crash from the appointing of chefs by demon rulers that had been influenced by outside reading materials on decorum and leisure time&amp;lt;br&amp;gt; — [https://store.steampowered.com/news/app/975370?emclan=103582791464215078&amp;amp;emgid=4186734162842117873 v50.13 changelog]&lt;br /&gt;
&amp;quot;so what you're saying is that if goblins come across a book extolling the values of merriment, politeness, and leisure, the world ends&amp;quot;&amp;lt;br&amp;gt; — rome of oxtrot, [https://discord.com/channels/329272032778780672/1049402643342168114/1227859199682412544 #bug-discussion]&lt;br /&gt;
&amp;quot;I tried to do it fair at first, but I had a ton of trouble finding a [[Hippo man|hippo person]] at all and eventually resorted to a horrifying transformation of a [[human]] warrior [[Tavern|bar]] patron.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;Naturally, we'd like to make [[Health care|life]] [[Fun|miserable]] for everybody, randomly, but that'll take some doing.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;Can't wait for your spouse to be like 'it was inevitable.'  Or some pure half-authored half-proc cringe.  It'll be great.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;We are approaching the [[Magic|oh yes indeed]] era.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;If it turns out like most roguelikes, [[deity|they]] will be very [[cursed|upsettable]].&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;During testing, a far more reliable and quick method to turn around stressed-out dwarves was found, using military training, in the form of a special &amp;quot;Therapy&amp;quot; military squad which was assigned to train all year round.&amp;quot;&lt;br /&gt;
{{DFtext|Cave Crocodile has ended a mandate.|1:1}}&lt;br /&gt;
Ah, the famous caverns of Deathdeath the Death-Death of Death!&amp;lt;br&amp;gt;Looks like everything's in order... [https://www.reddit.com/r/dwarffortress/comments/1ky0n29/my_caverns_dont_belong_to_me_anymore Source]&lt;br /&gt;
{{DFtext|She didn't feel anything due to inebriation.|7:1}}&amp;lt;br&amp;gt;Oh come on, Urist. It's been five minutes on a fresh world and you're ALREADY numb!?&lt;br /&gt;
&amp;quot;Hospital patients and babies don't shut off the brains of people carrying them, again.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
&amp;quot;Mothers no longer seek ghostly babies.&amp;quot;&amp;lt;br&amp;gt; — [[Toady One]]&lt;br /&gt;
Your cat kills a [[vermin]] and brings it to you.&amp;lt;br&amp;gt;You respond &amp;quot;Thank you, now go get rid of that thing right now&amp;quot;.&amp;lt;br&amp;gt;The cat then complains &amp;quot;I can't do that, I don't have any hands&amp;quot;.&amp;lt;br&amp;gt;You respond &amp;quot;You don't have any hands?! WHAT THE F*CK???!!!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!--ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above)--&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/gallery&amp;diff=315896</id>
		<title>Main Page/gallery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/gallery&amp;diff=315896"/>
		<updated>2026-05-03T00:22:20Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a gallery of images that will be randomly displayed on the [[Main Page]]. &lt;br /&gt;
&amp;lt;!--add new images at the bottom --&amp;gt;&amp;lt;gallery&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
File:meditate_n.png|The mental talent some dwarves have...&lt;br /&gt;
File:13 Gobby4.jpg|Preparing a catapult.&lt;br /&gt;
File:Belal Example.png|Belal's 16×16 tileset&lt;br /&gt;
File:Cathedral.jpg|Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
File:Communal.gif|Communal living: who needs walls?&lt;br /&gt;
File:Goblin_slaying_Mayor.png|This is how we handle diplomatic relations with goblins.&lt;br /&gt;
File:RingfissuresYear4-26.jpg|A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
File:Oceanside-202-05.jpg|The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
File:Focusgroup 16.PNG|With friends like these...&lt;br /&gt;
File:Zombiecod.png|Some fish are better left alone.&lt;br /&gt;
File:Attend party.png|No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
File:GiantSpiderAttack.png|Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
File:Shootcommon 1063 main.png|All the comforts of home.&lt;br /&gt;
File:Girdertan7.gif|Remember, only you can prevent forest fires!&lt;br /&gt;
File:Doom.png|GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
File:Outdoor_Scuplture_Garden-Vomitorium.png|Ah... the great outdoors.&lt;br /&gt;
File:Colossus in Arena.png|A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
File:Palace of Seducing.PNG|Is that a euphemism?&lt;br /&gt;
File:Damaged baby.jpg|Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
File:DF Cheese.jpg|The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
File:Champions.png|Goblins have a very fickle relationship with their body parts  - a skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
File:Regicide.PNG|The King is dead. Long live the King!&lt;br /&gt;
File:Addition.PNG|A mechanical binary addition engine.&lt;br /&gt;
File:One-legged-Wolf.png|I can make it on my own!&lt;br /&gt;
File:Heads.png|Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
File:Vomit_Trail.png|Dwarves are a lot like ants, except that, instead of using pheromones to mark their trails, they use vomit and useless crap.&lt;br /&gt;
File:Artifact_Storage.png|This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
File:Thirsty_Dwarves.gif|A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
File:Doors!.png|Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
File:Harbor.png|Wharf Fortress.&lt;br /&gt;
File:Heads-on-statues.PNG|Who needs pikes to put heads on when you have statues?&lt;br /&gt;
File:Aspirations.png|What every child one day wishes to be!&lt;br /&gt;
File:olonbekorn_003.jpg|Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the File:World Gen algorithm discovers climate change.&lt;br /&gt;
File:Df2010isfabulous.PNG|Oh, the names humans give themselves...&lt;br /&gt;
File:Cacamefight.gif|Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
File:7x191.PNG|The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
File:Historical Finger.png|It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
File:Snowball_fight.png|Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
File:Herbs.png|Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
File:MagmaTomb.png|Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
File:Crundles.png|Crundles, the wolves of the underground.&lt;br /&gt;
File:Catacombs.png|Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
File:Dwarven_Housing.png|A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his useless crap for storage, to never touch again.&lt;br /&gt;
File:CityState.gif|I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
File:Dwarves Sparring.PNG|Wooden training axes are for elves!  Real dwarves use masterwork steel when sparring!&lt;br /&gt;
File:Evil microcline.png|Oh no! The microcline's possessing my dwarves! Or maybe the ghost, I guess.&lt;br /&gt;
File:Nutsdangeled.png|The world of ''Dwarf Fortress'' is full of interesting places; some are dangerous, some are peaceful, and some are... well...&lt;br /&gt;
File:Struck_cancels_smelt.png|Urist McLazyFurnaceOperator cancels Smelt Available Ore: needs ore&lt;br /&gt;
File:High_sucker.jpg|Cheese making and divine service will make you feel successful.&lt;br /&gt;
File:Leg-shot.png|An excellent weapon choice&lt;br /&gt;
File:FlareChannel.png|The legendary dwarven fortress [http://www.bay12forums.com/smf/index.php?topic=43679.0 FlareChannel]&lt;br /&gt;
File:Useless bridges.png|It's a good thing that those bridges are there, otherwise it would be really hard to cross those rivers.&lt;br /&gt;
File:Construct5.png|The [http://www.bay12forums.com/smf/index.php?topic=38264.msg904145#msg904145 Constructtargets Gem], a  39 Z-level [[megaproject]] made of 4460 clear glass blocks.&lt;br /&gt;
File:Deadly sock.png|That's one impressive sock.&lt;br /&gt;
File:Praise disease.png|Praise disease.&lt;br /&gt;
File:Cat singularity.png|Approaching cat singularity&lt;br /&gt;
File:Unfillable Dam.jpeg|[http://www.bay12forums.com/smf/index.php?topic=39541.msg677616#msg677616 Unfillable Dam] [[megaproject]] created by Baboonanza &lt;br /&gt;
File:Roadtruss.jpg|[http://bbs.stardestroyer.net/viewtopic.php?f=24&amp;amp;t=154510 Roadtruss], a [[tower]] [[megaproject]] by Crossroads Inc. &lt;br /&gt;
File:Lurebolt-1.jpg|[https://www.reddit.com/r/dwarffortress/comments/3dogvh/five_oclock_and_all_is_well/ Lurebolt], a [[tower]] created by Keupo&lt;br /&gt;
File:Armoc_Invaders_intro.png|[[User:BaronW#Armok_Invaders|Armok Invaders]], a playable &amp;quot;[[wikipedia:Space Invaders|Space Invaders]]&amp;quot; style game built with [[computing|dwarven computing]] by [[User:BaronW|BaronW]] &lt;br /&gt;
File:Burned_beast.png|The [[fire]] does not discriminate.&lt;br /&gt;
File:MechanicVolcanoBirdsEyeComposite.jpg|[[User:Vattic/Mechanical_Volcano_Explained|Mechanical Volcano]] [[megaproject]] by Vattic.&lt;br /&gt;
File:Carp escape.jpg|Never forget the [[40d:Carp|carp of old]].&lt;br /&gt;
File:Crutch Self Defense.png|Crippled does not mean defenseless as far as dwarves are concerned.&lt;br /&gt;
File:Figurine Combat.png|Dwarven action figures: also usable in action sequences!&lt;br /&gt;
File:Drowning_chamber.png|[[Drowning chamber|Taste the water, you filthy goblins!]]&lt;br /&gt;
File:horse law.png|Never underestimate [[horse]]s.&lt;br /&gt;
File:14177z5.jpg|Fisherdwarves have it [[Sea lamprey|rough]].&lt;br /&gt;
File:23a_warthog_hunting.png|Why do you need hunters, when you have swords?&lt;br /&gt;
File:Gamer Kobold.png|Don't forget to subscribe to his ''Slaves to Armok: God of Blood'' streams.&lt;br /&gt;
File:Flickering ground.gif|[http://www.bay12forums.com/smf/index.php?topic=173393.msg7938207#msg7938207 &amp;quot;All is nasty,&amp;quot; said Atir. &amp;quot;World is nasty. Earth is tainted. Grass is dying. Anthills are ''glowing''.&amp;quot;]&lt;br /&gt;
File:finger.png|I know where ''I'm'' embarking!&lt;br /&gt;
File:rakust_badname.png|School must've been terrible for her.&lt;br /&gt;
File:tantrum_.png|Even during a tantrum, you gotta be professional.&lt;br /&gt;
File:Llama Statue.png|Some dwarves have a morbid taste for art.&lt;br /&gt;
File:FB at work.png|Even the monsters are busy nowadays.&lt;br /&gt;
File:underwhelming-demon.png|An unrecognized hero.&lt;br /&gt;
File:Wreckingball.PNG|I came in like a wrecking ball...&lt;br /&gt;
File:Wambler_god.png|The dwarves like a fluffy god, [[fluffy wambler|who can protect them from]] [[bronze colossus|bronze colossuses]].&lt;br /&gt;
File:Gimli_smokes.png|Typical dwarven attitude to the prospect of [[Embark|embarking]] to establish a new [[Fortress|fortress]], or towards [[Adventure|adventure]] as a whole.&lt;br /&gt;
File:df_book_hardness.png|Known as &amp;quot;one of the most interesting books ever written&amp;quot;, especially to female dwarves.&lt;br /&gt;
File:Traveling armies adventure.png|Explore uncharted dungeons - as long as you can get past your [[Reputation|adoring]] [[Army|fans]].&lt;br /&gt;
File:Unusual volcanic wall preview.png|The most classic way a [[fortress]] can ever fall.&lt;br /&gt;
File:Night creature priest holy hell.png|&amp;quot;Swearing is forbidden in the [[temple]].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[[Priest|Holy hell]], I'm sorry.&amp;quot;&lt;br /&gt;
File:1442011-free-dwarf-fortress-wallpapers-1920x1080-lockscreen.jpg|Why there is an old man looking inside the hole? Is his pickaxe inside there?&lt;br /&gt;
File:1442032-dwarf-fortress-wallpapers-2418x1284-samsung-galaxy.jpg|Look closely! There are many interesting things inside.&lt;br /&gt;
File:beasts.png|Forgotten beasts.&lt;br /&gt;
File:left.gif|Some of the [[Catsplosion|many]] ways a fortress can [[Fun|fall]]. [https://www.bay12games.com/dwarves/dev_2004.html]&lt;br /&gt;
File:back.png|Part of the continent.&lt;br /&gt;
File:advmap.png|This is a reasonably large town image that has been exported from Legends mode.&lt;br /&gt;
File:dfwm_3d.png|[https://www.youtube.com/watch?v=Bkr4tXU__m4 Dwarf Fortress world map warrped in 3D.]&lt;br /&gt;
File:何意味.webp|Just… learning curves.&lt;br /&gt;
File:classic quote.jpg|You want a dwarf? There's your f*cking [[dwarf]]. You want some better [[graphics]]? [[Tileset repository|'''F*ck you.''']] Dwarves can do [[Labor|lots of stuff]]. Like [[Miner|digging]]. Can you dig? '''Hell no.''' Play ''Dwarf Fortress''. — [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
File:Old0c3822.png|Leaves under the tree.&lt;br /&gt;
File:Yayo ducimemal 54 catacomb proj.png|3d project for the catacombs, DF outpost Ducimemal succession game, year 1054, yayo&lt;br /&gt;
File:Penis.png|Seventy-eight is the number of the Richard.&lt;br /&gt;
File:Mincho.png|The first DF custom [[tileset]]——Mincho(明朝)&lt;br /&gt;
File:DEATHDORF.png|Wanted, dead or alive? $32,463&lt;br /&gt;
File:Nemppu brewer.gif|Prepare.&lt;br /&gt;
File:Bedrooms.png|Bedroom design by GnomeChomsky&lt;br /&gt;
File:s_s.jpg|These are exported images of worlds of various sizes.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/gallery&amp;gt;&amp;lt;!-- Add new images directly above this line (each image goes on a separate line) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/gallery&amp;diff=315895</id>
		<title>Main Page/gallery</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page/gallery&amp;diff=315895"/>
		<updated>2026-05-03T00:14:55Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Removed distorted logo from gallery due to low quality, lack of relevance to community or gameplay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a gallery of images that will be randomly displayed on the [[Main Page]]. &lt;br /&gt;
&amp;lt;!--add new images at the bottom --&amp;gt;&amp;lt;gallery&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
File:meditate_n.png|The mental talent some dwarves have...&lt;br /&gt;
File:13 Gobby4.jpg|Preparing a catapult.&lt;br /&gt;
File:Belal Example.png|Belal's 16×16 tileset&lt;br /&gt;
File:Cathedral.jpg|Use utilities like 3Dwarf to render your fortresses&lt;br /&gt;
File:Communal.gif|Communal living: who needs walls?&lt;br /&gt;
File:Goblin_slaying_Mayor.png|This is how we handle diplomatic relations with goblins.&lt;br /&gt;
File:RingfissuresYear4-26.jpg|A baby crawling through the aftermath of a human siege at Ringfissures&lt;br /&gt;
File:Oceanside-202-05.jpg|The dwarves have found a way to paint their walls. It's a shame they ran out of paint when they were half-way done.&lt;br /&gt;
File:Focusgroup 16.PNG|With friends like these...&lt;br /&gt;
File:Zombiecod.png|Some fish are better left alone.&lt;br /&gt;
File:Attend party.png|No matter what your orders may be, your dwarves know the real matters of importance.&lt;br /&gt;
File:GiantSpiderAttack.png|Maybe Little Miss Muffet was a dwarf?&lt;br /&gt;
File:Shootcommon 1063 main.png|All the comforts of home.&lt;br /&gt;
File:Girdertan7.gif|Remember, only you can prevent forest fires!&lt;br /&gt;
File:Doom.png|GODS DANGIT MELBUL AND YOUR WATERFALLS! &lt;br /&gt;
File:Outdoor_Scuplture_Garden-Vomitorium.png|Ah... the great outdoors.&lt;br /&gt;
File:Colossus in Arena.png|A colossus makes short work of captured goblins in an arena.&lt;br /&gt;
File:Palace of Seducing.PNG|Is that a euphemism?&lt;br /&gt;
File:Damaged baby.jpg|Pain and hardship start at a young age in dwarven culture.&lt;br /&gt;
File:DF Cheese.jpg|The vanity of dwarven engravers is not to be underestimated.&lt;br /&gt;
File:Champions.png|Goblins have a very fickle relationship with their body parts  - a skilled Axedwarf can quickly have them calling for a divorce.&lt;br /&gt;
File:Regicide.PNG|The King is dead. Long live the King!&lt;br /&gt;
File:Addition.PNG|A mechanical binary addition engine.&lt;br /&gt;
File:One-legged-Wolf.png|I can make it on my own!&lt;br /&gt;
File:Heads.png|Hydras probably have severe psychological issues regarding decapitation.&lt;br /&gt;
File:Vomit_Trail.png|Dwarves are a lot like ants, except that, instead of using pheromones to mark their trails, they use vomit and useless crap.&lt;br /&gt;
File:Artifact_Storage.png|This bin is worshiped by three different kobold civilisations. Kobold children everywhere dream of stealing it.&lt;br /&gt;
File:Thirsty_Dwarves.gif|A booze stockpile is a meeting zone in its own right.&lt;br /&gt;
File:Doors!.png|Ianuamania; madness relating to the obsessive placement of doors.&lt;br /&gt;
File:Harbor.png|Wharf Fortress.&lt;br /&gt;
File:Heads-on-statues.PNG|Who needs pikes to put heads on when you have statues?&lt;br /&gt;
File:Aspirations.png|What every child one day wishes to be!&lt;br /&gt;
File:olonbekorn_003.jpg|Fifteen seconds after the player founds a &amp;quot;Cold&amp;quot; fortress, the File:World Gen algorithm discovers climate change.&lt;br /&gt;
File:Df2010isfabulous.PNG|Oh, the names humans give themselves...&lt;br /&gt;
File:Cacamefight.gif|Cacame gives a human sieger and his horse the power of flight. The human politely lets his horse go first.&lt;br /&gt;
File:7x191.PNG|The Almighty Dwarven Calculator solves only the most prestigious equations.&lt;br /&gt;
File:Historical Finger.png|It was the most crucial point of that battle. Really. Every educated dwarf should know that. &lt;br /&gt;
File:Snowball_fight.png|Tragic snowball fight is... oh wait, it was an elf&lt;br /&gt;
File:Herbs.png|Most dwarven soldiers are kept awake by the things they had done in battle, others make sure their deeds rob the goblins of sleep.&lt;br /&gt;
File:MagmaTomb.png|Dwarves live so that they may die a gruesome and pointless death. But once their bodies are interred in their magma-tomb it was all worth it.&lt;br /&gt;
File:Crundles.png|Crundles, the wolves of the underground.&lt;br /&gt;
File:Catacombs.png|Accommodating dwarves in the afterlife is central to what managing a fortress is about.&lt;br /&gt;
File:Dwarven_Housing.png|A true dwarf does not care for pretty designs or &amp;quot;privacy&amp;quot;. For a dwarf, a bedroom is a hole where he dumps his body for rest and his useless crap for storage, to never touch again.&lt;br /&gt;
File:CityState.gif|I am sure the constitutionalists haven't finished the debate on the desirability of the king running for democratic office.&lt;br /&gt;
File:Dwarves Sparring.PNG|Wooden training axes are for elves!  Real dwarves use masterwork steel when sparring!&lt;br /&gt;
File:Evil microcline.png|Oh no! The microcline's possessing my dwarves! Or maybe the ghost, I guess.&lt;br /&gt;
File:Nutsdangeled.png|The world of ''Dwarf Fortress'' is full of interesting places; some are dangerous, some are peaceful, and some are... well...&lt;br /&gt;
File:Struck_cancels_smelt.png|Urist McLazyFurnaceOperator cancels Smelt Available Ore: needs ore&lt;br /&gt;
File:High_sucker.jpg|Cheese making and divine service will make you feel successful.&lt;br /&gt;
File:Leg-shot.png|An excellent weapon choice&lt;br /&gt;
File:FlareChannel.png|The legendary dwarven fortress [http://www.bay12forums.com/smf/index.php?topic=43679.0 FlareChannel]&lt;br /&gt;
File:Useless bridges.png|It's a good thing that those bridges are there, otherwise it would be really hard to cross those rivers.&lt;br /&gt;
File:Construct5.png|The [http://www.bay12forums.com/smf/index.php?topic=38264.msg904145#msg904145 Constructtargets Gem], a  39 Z-level [[megaproject]] made of 4460 clear glass blocks.&lt;br /&gt;
File:Deadly sock.png|That's one impressive sock.&lt;br /&gt;
File:Praise disease.png|Praise disease.&lt;br /&gt;
File:Cat singularity.png|Approaching cat singularity&lt;br /&gt;
File:Unfillable Dam.jpeg|[http://www.bay12forums.com/smf/index.php?topic=39541.msg677616#msg677616 Unfillable Dam] [[megaproject]] created by Baboonanza &lt;br /&gt;
File:Roadtruss.jpg|[http://bbs.stardestroyer.net/viewtopic.php?f=24&amp;amp;t=154510 Roadtruss], a [[tower]] [[megaproject]] by Crossroads Inc. &lt;br /&gt;
File:Lurebolt-1.jpg|[https://www.reddit.com/r/dwarffortress/comments/3dogvh/five_oclock_and_all_is_well/ Lurebolt], a [[tower]] created by Keupo&lt;br /&gt;
File:Armoc_Invaders_intro.png|[[User:BaronW#Armok_Invaders|Armok Invaders]], a playable &amp;quot;[[wikipedia:Space Invaders|Space Invaders]]&amp;quot; style game built with [[computing|dwarven computing]] by [[User:BaronW|BaronW]] &lt;br /&gt;
File:Burned_beast.png|The [[fire]] does not discriminate.&lt;br /&gt;
File:MechanicVolcanoBirdsEyeComposite.jpg|[[User:Vattic/Mechanical_Volcano_Explained|Mechanical Volcano]] [[megaproject]] by Vattic.&lt;br /&gt;
File:Carp escape.jpg|Never forget the [[40d:Carp|carp of old]].&lt;br /&gt;
File:Crutch Self Defense.png|Crippled does not mean defenseless as far as dwarves are concerned.&lt;br /&gt;
File:Figurine Combat.png|Dwarven action figures: also usable in action sequences!&lt;br /&gt;
File:Drowning_chamber.png|[[Drowning chamber|Taste the water, you filthy goblins!]]&lt;br /&gt;
File:horse law.png|Never underestimate [[horse]]s.&lt;br /&gt;
File:14177z5.jpg|Fisherdwarves have it [[Sea lamprey|rough]].&lt;br /&gt;
File:23a_warthog_hunting.png|Why do you need hunters, when you have swords?&lt;br /&gt;
File:Gamer Kobold.png|Don't forget to subscribe to his ''Slaves to Armok: God of Blood'' streams.&lt;br /&gt;
File:Flickering ground.gif|[http://www.bay12forums.com/smf/index.php?topic=173393.msg7938207#msg7938207 &amp;quot;All is nasty,&amp;quot; said Atir. &amp;quot;World is nasty. Earth is tainted. Grass is dying. Anthills are ''glowing''.&amp;quot;]&lt;br /&gt;
File:finger.png|I know where ''I'm'' embarking!&lt;br /&gt;
File:rakust_badname.png|School must've been terrible for her.&lt;br /&gt;
File:tantrum_.png|Even during a tantrum, you gotta be professional.&lt;br /&gt;
File:Llama Statue.png|Some dwarves have a morbid taste for art.&lt;br /&gt;
File:FB at work.png|Even the monsters are busy nowadays.&lt;br /&gt;
File:underwhelming-demon.png|An unrecognized hero.&lt;br /&gt;
File:Wreckingball.PNG|I came in like a wrecking ball...&lt;br /&gt;
File:Wambler_god.png|The dwarves like a fluffy god, [[fluffy wambler|who can protect them from]] [[bronze colossus|bronze colossuses]].&lt;br /&gt;
File:Gimli_smokes.png|Typical dwarven attitude to the prospect of [[Embark|embarking]] to establish a new [[Fortress|fortress]], or towards [[Adventure|adventure]] as a whole.&lt;br /&gt;
File:df_book_hardness.png|Known as &amp;quot;one of the most interesting books ever written&amp;quot;, especially to female dwarves.&lt;br /&gt;
File:Traveling armies adventure.png|Explore uncharted dungeons - as long as you can get past your [[Reputation|adoring]] [[Army|fans]].&lt;br /&gt;
File:Unusual volcanic wall preview.png|The most classic way a [[fortress]] can ever fall.&lt;br /&gt;
File:Night creature priest holy hell.png|&amp;quot;Swearing is forbidden in the [[temple]].&amp;quot;&amp;lt;br&amp;gt;&amp;quot;[[Priest|Holy hell]], I'm sorry.&amp;quot;&lt;br /&gt;
File:1442011-free-dwarf-fortress-wallpapers-1920x1080-lockscreen.jpg|Why there is an old man looking inside the hole? Is his pickaxe inside there?&lt;br /&gt;
File:1442032-dwarf-fortress-wallpapers-2418x1284-samsung-galaxy.jpg|Look closely! There are many interesting things inside.&lt;br /&gt;
File:beasts.png|Forgotten beasts.&lt;br /&gt;
File:left.gif|Source: https://www.bay12games.com/dwarves/dev_2004.html&lt;br /&gt;
File:back.png|Part of the continent.&lt;br /&gt;
File:advmap.png|This is a reasonably large town image that has been exported from Legends mode.&lt;br /&gt;
File:dfwm_3d.png|[https://www.youtube.com/watch?v=Bkr4tXU__m4 Dwarf Fortress world map warrped in 3D.]&lt;br /&gt;
File:何意味.webp|Just… learning curves.&lt;br /&gt;
File:classic quote.jpg|You want a dwarf? There's your f*cking [[dwarf]]. You want some better [[graphics]]? [[Tileset repository|'''F*ck you.''']] Dwarves can do [[Labor|lots of stuff]]. Like [[Miner|digging]]. Can you dig? '''Hell no.''' Play ''Dwarf Fortress''. — [http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
File:Old0c3822.png|Leaves under the tree.&lt;br /&gt;
File:Yayo ducimemal 54 catacomb proj.png|3d project for the catacombs, DF outpost Ducimemal succession game, year 1054, yayo&lt;br /&gt;
File:Penis.png|Seventy-eight is the number of the Richard.&lt;br /&gt;
File:Mincho.png|World first DF custom tileset——Mincho(明朝)&lt;br /&gt;
File:DEATHDORF.png|Wanted, dead or alive? $32,463&lt;br /&gt;
File:Nemppu brewer.gif|Prepare.&lt;br /&gt;
File:Bedrooms.png|Bedroom design by GnomeChomsky&lt;br /&gt;
File:s_s.jpg|These are exported images of worlds of various sizes.&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&amp;lt;/gallery&amp;gt;&amp;lt;!-- Add new images directly above this line (each image goes on a separate line) --&amp;gt;&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bronze_colossus&amp;diff=315894</id>
		<title>Bronze colossus</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bronze_colossus&amp;diff=315894"/>
		<updated>2026-05-03T00:08:01Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Statue */ Mentioning the iconic old behavior in D for Dwarf, but linking to where it changed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bronze_colossus_sprite.png&lt;br /&gt;
|portrait=bronze_colossus_portrait.png&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[bronze]] [[statue]]☼ (worth 280☼)&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=Colossus&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Bronze_Colossus.png|frame|Estimated size comparison between a bronze colossus, and a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
A '''bronze colossus''' (plural: '''bronze colossuses''' from the raws) is a [[megabeast]] taking the form of a gigantic humanoid construct, made of [[bronze]]. When one takes up residence near a fortress, it's up to those within to make an end of it, or it will make an end of them. Upon its death by means other than melting, a bronze colossus becomes a [[item value|masterwork]] bronze [[statue]] of itself (worth 280☼), a decent decoration for a grand entrance hall.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=64341.msg1501902#msg1501902 Rough calculations] have placed the colossus somewhere between thirty-five and forty feet tall (11.53 meters), or about 1/4th the height of the Statue of Liberty. This, of course, assumes it is sculpted in the form of a nude male – a clothed or female figure might be shorter or taller.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bronze colossuses for their ''height''.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Unless you are using [[whip]]s or [[Crossbowman|marksdwarves]] (but you will need a '''lot''' of [[bolt]]s to kill a bronze colossus), a bronze colossus takes no serious damage from any material inferior to [[steel]] {{verify}}, but can still be defeated with cumulative damage. Attacks that cause cumulative damage will be reported as ''chipping'' or ''denting'' the colossus in the combat log [http://www.bay12forums.com/smf/index.php?topic=59642.msg1362817#msg1362817]. [[Adamantine]] [[short sword]]s and [[battle axe]]s can also lop off entire limbs and heads if you have access to them.&lt;br /&gt;
&lt;br /&gt;
Similarly to other construct-like creatures such as the [[amethyst man]] and the [[gabbro man]], bronze colossuses feel no emotion or [[No Exert|exertion]], are [[No Pain|immune to pain]], and [[No Stun|cannot be stunned]] or nauseated. Like other large creatures, a bronze colossus cannot be [[Dwarven atom smasher|atom smashed]]. Raising and retractable [[bridge]]s do not operate while underneath a colossus either. However, the great weight of a colossus can be exploited by sending it into a multi-floor fall with a controlled [[cave-in]]. While the colossus may not die from the fall, it will likely lose all its limbs and any combat effectiveness, which turns it into a [[Live training|great training dummy]]. &lt;br /&gt;
&lt;br /&gt;
[[Magma]], the solution to all dwarven problems, is also effective against a bronze colossus. It may take an extremely long time to melt one unless large amounts of magma are used, however. A tamed [[dragon]] can also be quite effective, since a colossus can be melted with [[dragonfire]], which is also much faster than small amounts of magma. Freezing in [[water]], solidifying in [[obsidian]], and cave-ins are also effective tactics.&lt;br /&gt;
&lt;br /&gt;
On the other hand, why kill a 165-tonne colossus when you can trap it in a wooden [[cage]] and use it as a centerpiece for a [[zoo]]? Or, since a colossus takes no damage from [[wood]] and [[bone]] bolts, with a little engineering and lots of ammo it can become an easy source of limitless marksdwarf experience.&lt;br /&gt;
&lt;br /&gt;
==Adventure Mode==&lt;br /&gt;
Bronze colossuses inhabit [[shrine (megabeast)|shrine]]s. You may find the location of a nearby shrine by asking locals about &amp;quot;beasts&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Even a relatively weak and unskilled adventurer can easily cripple a bronze colossus with a [[whip]]. Other weapons with small contact areas retain some effectiveness too, and cumulative damage will eventually bring down a colossus. Stronger and more skillful adventurers can opt for swords and axes, as they can occasionally lop off limbs and heads. Since bronze colossuses are incapable of learning and have no skills, they have a hard time detecting adventurers that are hidden in ambush, even in close proximity. One can take advantage of this by attacking the colossus' feet and legs early in the battle from hiding, as this will bring it to the ground, greatly lowering its speed and preventing it from charging you. Bronze colossuses also have a unique weakness to water, due to having {{token|SWIMS_LEARNED|c}} but ''not'' {{token|CAN_LEARN|c}} - a bronze colossus will not drown in water, but will flounder around helplessly, making it an easy target for adventurers with a good swimming skill (or if the adventurer stands on a land tile next to the water tile the colossus is in).&lt;br /&gt;
&lt;br /&gt;
Even with just a [[copper]] [[spear]], most adventurers can apply their vulnerability to cumulative damage if they have [[vampire|some method]] of increasing their strength beyond the norm. This is effectively the only instance where attacks with the shaft will prove more effective than stabbing.&lt;br /&gt;
 &lt;br /&gt;
Great tip for early adventurers: throwing a gold coin can prove to be effective, you can easily grab one from the stockpile where the colossus has hoarded its loot.&lt;br /&gt;
&lt;br /&gt;
[[File:Utost-sarasti.jpg|thumb|center|400px|Artist rendering of a bronze colossus by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
== Statue ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
A bronze colossus leaves a masterwork bronze statue of itself after death, but said statue weighs only 495Γ, a tiny fraction of the 165,000Γ the colossus weighed in life. Because of these factors, it is theorized that fighting a colossus entails slowly carving it into a puny dwarf-sized version of itself with whatever tools are available, at which point it ashamedly admits defeat and agrees to stand immobile forever as a decoration in your fortress.&lt;br /&gt;
&lt;br /&gt;
Veteran [[Soldier#Heroes|hammer lords]] and [[Engraver|chisel lords]] boast of laying low a bronze colossus and returning with a trophy depicting a wholly different species. [[Release information/53.09#General updates|Contemporary]] adventurers dismiss these tales as fabrications by the [[blacksmith]]'s [[guild]] to fetch a higher price at the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*In previous versions of the game, bronze colossuses were nigh-invincible in combat, save via decapitation. Only one such feat has been [http://www.bay12forums.com/smf/index.php?topic=56935.0 documented] in an epic battle. Because the bronze colossus is a creature with the current highest {{token|DIFFICULTY}} in the game of 15 points, it does (according to the game) surpass [[demon|Hidden Fun Stuff]] in terms of challenge, and also causes them not to be assigned for quests.&lt;br /&gt;
*The plural &amp;quot;colossuses&amp;quot; was reported as a bug{{bug|1953|cat=nocat}}, but it was deemed an acceptable alternate and remains the official term. &amp;quot;Colossi&amp;quot; is however also widely used, not that you'd be likely to ever encounter several of them, if any.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Short_sword&amp;diff=315893</id>
		<title>Short sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Short_sword&amp;diff=315893"/>
		<updated>2026-05-02T22:22:56Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: More information on rock short swords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For a comparison of different weapons, see [[Weapon]].''&lt;br /&gt;
&lt;br /&gt;
[[File:short_sword_sprite_preview.png|right]]&lt;br /&gt;
A '''short sword''' is an [[attack types|edged]] [[weapon]] larger than a knife, with a blade long enough to make slashing effective, but shorter than [[long sword|other swords]]. Short swords have the same basic attacks as other swords, but suffer slightly because of their reduced size. As with all edged weapons, metals with good edge properties are most effective.&lt;br /&gt;
&lt;br /&gt;
==Properties==&lt;br /&gt;
Short swords use and train the [[swordsman]] skill (called &amp;quot;Swordsdwarf&amp;quot; in dwarf mode). They have stabbing and slashing attacks, along with a blunt pommel strike. Swords can be useful for dealing with all kinds of foes, although they're not as good at any of these attacks as more specialized weapons. &lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
Dwarves can [[forge]] short swords out of any weapon-grade [[metal]], but those with [[material science|superior edge properties]] are more effective. All dwarves can equip short swords, but [[Weapon#Size|a tiny fraction must use two hands]].&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Rock short swords&amp;quot; are a special type of short sword that are constructed out of [[obsidian]] (with [[wood]]en handles) by a [[stonecrafter]] at a [[craftsdwarf's workshop]]. Rock short swords are graphically depicted as the Aztec [[wikipedia:Macuahuitl|macuahuitl]], a club with rows of sharp stone edges affixed to the sides.&lt;br /&gt;
&lt;br /&gt;
=== Production ===&lt;br /&gt;
* Metal short swords cost '''one''' [[metal]] bar to [[forge]], or '''three''' [[adamantine]] wafers.&lt;br /&gt;
* Rock short swords cost '''one''' [[stone]] and '''one''' [[log]].&lt;br /&gt;
* When a non-adamantine metal short sword is [[melt|melted down]], it will return '''0.9''' metal bars, for an '''efficiency of 90%'''.&lt;br /&gt;
* When an adamantine short sword is melted down, it will produce '''0.9''' wafers, for an '''efficiency of 30%'''&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode==&lt;br /&gt;
As an adventurer, it is possible to play as a swordsman. If you're an elf or a dwarf, a short sword is a good all-round weapon. which can be used successfully on a wide variety of foes, but is most effective against lightly armoured creatures. Generally, it's best to ''slash'' when fighting relatively small unarmoured foes (goblins, kobolds, and humans for example), and to ''stab'' larger unarmoured foes, such as megabeasts. Short swords are a fine choice against heavily-armoured foes, too; stabbing is strictly better than pommel striking due to the low contact area, so it should be ignored.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Macuahuitl.png|A drawing of an obsidian shortsword.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = idrom dastot | elvish = coci ocade | goblin = ôbang oxox | human = pasub thil}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=315892</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stone&amp;diff=315892"/>
		<updated>2026-05-02T22:01:32Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Added fracture strengths&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''This article is about DF geology and the distribution of stones, and does not contain the specific locations of [[ore]]s or [[gem]]s.  For that, as well as a general introduction to the new player, see [[The Non-Dwarf's Guide to Rock]]''&lt;br /&gt;
:{{For/see|a list of stone sorted by tile|[[Tilesets#Stones|Tilesets § Stones]]}}&lt;br /&gt;
&lt;br /&gt;
'''A quick note on terminology''':&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:stone_v50_preview.png|right]]The term &amp;quot;'''stone'''&amp;quot; can refer to two different but related concepts, depending on if you're talking about &amp;quot;stone&amp;quot; or &amp;quot;a stone&amp;quot;. When referring to stone as general material, it encompasses all non-organic material that is not specifically [[soil]], [[metal]] or [[gem]]s, as in ''&amp;quot;The stone layer was mostly granite&amp;quot;'' or ''&amp;quot;The stone was dug out to make room for workshops&amp;quot;''.  When referring to a stone, the round item left over from [[mining]], it refers to the specific object of raw material that is carried to a workshop of some type, or can be used as-is for [[construction]], and that round item can be either stone (in the first sense)  or a [[gem]] or an [[ore]] of some [[metal]], as in ''&amp;quot;The stones left over were mostly granite with some gold&amp;quot;'' or ''&amp;quot;The stones dug out had to be removed to make room for the workshops&amp;quot;''.  It's usually obvious from the context, but either 1) the non-ore/non-gem stuff in general, or 2) a single unit of stone/ore/gem that can be carried away - just to be clear. &lt;br /&gt;
&lt;br /&gt;
An unmined '''rock''' or '''stone''' tile is a naturally occurring solid aggregate of minerals. [[Mining]] a rock tile leaves behind a loose '''stone''' item (see infobox) roughly 25% of the time. Other types of minable tiles include [[soil]], [[sand]], and [[clay]]; these tiles do not produce loose stones when mined.  &lt;br /&gt;
{{V50_item&lt;br /&gt;
|graphic=[[File:hornblende_sprite.png]]&lt;br /&gt;
|name=Stone&lt;br /&gt;
|tile=•&lt;br /&gt;
|materials=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[:Category:Stone|Stone]]&lt;br /&gt;
* [[Clay]]&lt;br /&gt;
|workshops=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Mine]]&lt;br /&gt;
* [[Zone#Clay collection|Clay zone]]&lt;br /&gt;
|labors=&amp;lt;span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
* [[Mining]]&lt;br /&gt;
* [[Hauling]]&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Building]]&lt;br /&gt;
* [[Stone industry]]&lt;br /&gt;
* [[Ceramic]]s (clay)&lt;br /&gt;
* [[Economic stone]]&lt;br /&gt;
|value=3&lt;br /&gt;
|size=100,000&lt;br /&gt;
}}&lt;br /&gt;
Stones are divided into a few key categories:&lt;br /&gt;
* [[Ore]]: stones that produce [[metal|metal bars]] when [[Smelter|smelted]].&lt;br /&gt;
* Rough [[gem]]s: rough gems can be [[gem cutting|cut]], then used to [[encrust]] objects and create [[window]]s.&lt;br /&gt;
* Other stone: all other stones, few of which have a specific (&amp;quot;economic&amp;quot;) use outside of items and structures. The strength of a rock determines how long it takes to [[Mining|mine]] it — most stone materials have the properties of [[marble]] (brittle, with fracture strength 120 MPa impact and 1.5 MPa shear), with [[obsidian]] being a notable exception.&lt;br /&gt;
&lt;br /&gt;
[[Economic stone]]s are types of stone that can be reserved for a special purpose: for [[ore]]s, this is smelting, and for [[flux|fluxes]], this is steel production. [[Bituminous coal]] and [[lignite]] can be reserved for making [[coke]].&lt;br /&gt;
&lt;br /&gt;
{{catbox|Stone}}Having created loose stone, most of the time you'll want to get rid of it, or at least move it someplace else. See [[stone management]] for advice.&lt;br /&gt;
&lt;br /&gt;
If you are having the opposite problem, and find yourself running out of stone, try making [[block|stone blocks]].&lt;br /&gt;
&lt;br /&gt;
== Main layer types ==&lt;br /&gt;
{{main|Stone layers}}&lt;br /&gt;
&lt;br /&gt;
There are four types of stone [[stone layers|layer]]s (plus [[soil]], which is not stone). The type of layer is the primary indicator of what kind of [[ore]]s you are likely to find on the map, as well as a sign of [[volcano|volcanic]] activity.&lt;br /&gt;
&lt;br /&gt;
The types are [[sedimentary layer]]s, [[igneous intrusive layer]]s, [[igneous extrusive layer]]s, and [[metamorphic layer]]s.&lt;br /&gt;
&lt;br /&gt;
The primary types of rock only occur in their own layers (e.g. you won't find [[limestone]] in a [[marble]] layer).&lt;br /&gt;
&lt;br /&gt;
== Stones forming entire layers ==&lt;br /&gt;
These types of stone occur as entire layers, containing some [[vein|veins and pockets]] of other minerals (see below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon&lt;br /&gt;
! [[Color]]&lt;br /&gt;
! Sample&lt;br /&gt;
! Name&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
! [[Economic stone|Economic uses]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Sedimentary]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chalk_sprite.png]] / {{Raw Tile|░|7:7:1}} {{Raw Tile|•|7:1}} || beige || [[File:ChalkSwatch.png|64px|center]] || [[Chalk]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chert_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;=&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || pale taupe || [[File:ChertSwatch.png|64px|center]] || [[Chert]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:claystone_sprite.png]] / {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || chocolate || [[File:ClaystoneSwatch.png|64px|center]] || [[Claystone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:conglomerate_sprite.png]] / {{Raw Tile|∞|6:7:0}} {{Raw Tile|•|6:0}} || rose taupe || [[File:ConglomerateSwatch.png|64px|center]] || [[Conglomerate]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dolomite_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}} {{Raw Tile|•|7:1}} || pale pink || [[File:DolomiteSwatch.png|64px|center]] || [[Dolomite]] || Yes || Yes || [[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:limestone_sprite.png]] / {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || silver || [[File:LimestoneSwatch.png|64px|center]] || [[Limestone]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mudstone_sprite.png]] / {{Raw Tile|≈|6:7:0}} {{Raw Tile|•|6:0}} || gray ||[[File:MudstoneSwatch.png|64px|center]] || [[Mudstone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rock_salt_sprite.png]] / {{Raw Tile|#|7:7:1}} {{Raw Tile|•|7:1}} || pink ||[[File:Rock_saltSwatch.png|64px|center]] || [[Rock salt]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sandstone_sprite.png]] / {{Raw Tile|#|6:7:0}} {{Raw Tile|•|6:0}} || saffron ||[[File:SandstoneSwatch.png|64px|center]] ||| [[Sandstone]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:shale_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|0:1}} || medium taupe ||[[File:ShaleSwatch.png|64px|center]] || [[Shale]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:siltstone_sprite.png]] / {{Raw Tile|%|6:7:0}} {{Raw Tile|•|6:0}} || ecru ||[[File:SiltstoneSwatch.png|64px|center]] || [[Siltstone]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Igneous intrusive layer|Igneous intrusive]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:diorite_sprite.png]] / {{Raw Tile|░|0:7:1}} {{Raw Tile|•|0:1}} || silver ||[[File:DioriteSwatch.png|64px|center]] || [[Diorite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gabbro_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || gray ||[[File:GabbroSwatch.png|64px|center]] || [[Gabbro]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:granite_sprite.png]] / {{Raw Tile|▓|7:0:0}} {{Raw Tile|•|7:0}} || clear ||[[File:GraniteSwatch.png|64px|center]] || [[Granite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Igneous extrusive layer|Igneous extrusive]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:andesite_sprite.png]] / {{Raw Tile|∞|0:7:1}} {{Raw Tile|•|0:1}} || gray ||[[File:AndesiteSwatch.png|64px|center]] || [[Andesite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:basalt_sprite.png]] / {{Raw Tile|#|0:7:1}} {{Raw Tile|•|0:1}} || taupe gray ||[[File:BasaltSwatch.png|64px|center]] || [[Basalt]] || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:dacite_sprite.png]] / {{Raw Tile|.|0:7:1}} {{Raw Tile|•|7:0}} || silver ||[[File:DaciteSwatch.png|64px|center]] || [[Dacite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:obsidian_sprite.png]] / {{Raw Tile|▒|0:7:1}} {{Raw Tile|•|0:1}} || black ||[[File:ObsidianSwatch.png|64px|center]] || [[Obsidian]] || Yes || Yes || [[Short sword|Sharp blades]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rhyolite_sprite.png]] / {{Raw Tile|,|0:7:1}} {{Raw Tile|•|0:1}} || buff ||[[File:RhyoliteSwatch.png|64px|center]] || [[Rhyolite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;7&amp;quot;|&amp;lt;center&amp;gt;'''[[Metamorphic layer|Metamorphic]]'''&amp;lt;/center&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[File:gneiss_sprite.png]] / {{Raw Tile|&amp;amp;#61;|7:7:1}} {{Raw Tile|•|7:0}} || flax  ||[[File:GneissSwatch.png|64px|center]] || [[Gneiss]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:marble_sprite.png]] / {{Raw Tile|▓|7:7:1}} {{Raw Tile|•|7:1}} || white ||[[File:MarbleSwatch.png|64px|center]] || [[Marble]] || Yes || || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:phyllite_sprite.png]] / {{Raw Tile|-|0:7:1}} {{Raw Tile|•|7:0}} || gray ||[[File:PhylliteSwatch.png|64px|center]] || [[Phyllite]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:quartzite_sprite.png]] / {{Raw Tile|-|7:7:1}} {{Raw Tile|•|7:1}} || lavender blush ||[[File:QuartziteSwatch.png|64px|center]] || [[Quartzite]]  || Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:schist_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|6:7:0}} {{Raw Tile|•|6:0}} || dark chestnut ||[[File:SchistSwatch.png|64px|center]] || [[Schist]] || Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:slate_sprite.png]] / {{Raw Tile|%|0:7:1}} {{Raw Tile|•|0:1}} || russet ||[[File:SlateSwatch.png|64px|center]] || [[Slate]] || Yes || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other stone  ==&lt;br /&gt;
Stones found on this table will occur as [[vein|pockets and veins]] inside their respective stone layers (see above). When your miners newly encounter one of them; you will receive an announcement, even for the ones that have no current use other than to build constructions of unusual colors. Note that the veins or clusters can spread into other layers, and may cause some layers to contain stones they usually wouldn't. A few of these stones, such as [[olivine]], have other, more interesting minerals appear inside them.&lt;br /&gt;
&lt;br /&gt;
Non-layer stone formations occur in one of three shapes: large clusters, veins, and small clusters. ''(See [[Vein|Veins &amp;amp; Clusters]] for full info.)''&lt;br /&gt;
&lt;br /&gt;
''The following table does not contain [[ore]]s and [[gem]]s.''&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Icon&lt;br /&gt;
! Color &lt;br /&gt;
! Sample&lt;br /&gt;
! Name&lt;br /&gt;
! Found in&lt;br /&gt;
! [[Fire-safe]]&lt;br /&gt;
! [[Magma-safe]]&lt;br /&gt;
! [[Economic stone|Economic uses]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[[File:alabaster_sprite.png]] / {{Raw Tile|^|7:7:1}}  {{Raw Tile|•|7:1}} || ivory ||[[File:AlabasterSwatch.png|64px|center]]||[[Alabaster]]||[[Gypsum]]'''(S)'''|| || || [[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:alunite_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}} || purple ||[[File:AluniteSwatch.png|64px|center]]||[[Alunite]]||All [[Igneous extrusive]]'''(L)''', [[Kaolinite]]'''(L)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:anhydrite_sprite.png]] / {{Raw Tile|v|7:7:1}}  {{Raw Tile|•|7:0}} || periwinkle ||[[File:AnhydriteSwatch.png|64px|center]]||[[Anhydrite]]||[[Gypsum]]'''(S)''', [[Satinspar]]'''(1)''', [[Alabaster]]'''(1)''', [[Selenite]]'''(1)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bauxite_sprite.png]] / {{Raw Tile|+|4:7:0}}  {{Raw Tile|•|4:0}} || vermilion ||[[File:BauxiteSwatch.png|64px|center]]||[[Bauxite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:bituminous_coal_sprite.png]] / {{Raw Tile|☼|0:7:1}}  {{Raw Tile|☼|0:1}} || charcoal ||[[File:Bituminous coalSwatch.png|64px|center]]||[[Bituminous coal]]||All [[Sedimentary layer|Sedimentary]]'''(V)'''|| || || [[Coal]] (x9)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:borax_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|7:7:1}}  {{Raw Tile|•|7:1}} || silver ||[[File:BoraxSwatch.png|64px|center]]||[[Borax]]||[[Gypsum]]'''(S)''', [[Rock salt]]'''(L)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:brimstone_sprite.png]] / {{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}} || yellow ||[[File:BrimstoneSwatch.png|64px|center]]||[[Brimstone]]||All [[Igneous extrusive]]'''(S)''', [[Gypsum]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:calcite_sprite.png]] / {{Raw Tile|&amp;quot;|7:7:1}}  {{Raw Tile|•|7:1}} || flax ||[[File:CalciteSwatch.png|64px|center]]||[[Calcite]]||[[Limestone]]'''(S)''', [[Marble]]'''(S)'''|| Yes || Yes || [[Calcium carbonate]]&amp;lt;br&amp;gt;[[Flux]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:chromite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|0:7:1}}  {{Raw Tile|•|0:1}} || dark indigo ||[[File:ChromiteSwatch.png|64px|center]]||[[Chromite]]||[[Olivine]]'''(V)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cinnabar_sprite.png]] / {{Raw Tile|£|4:7:1}}  {{Raw Tile|*|4:1}} || red ||[[File:CinnabarSwatch.png|64px|center]]||[[Cinnabar]]||All [[Igneous extrusive]]'''(V)''', [[Shale]]'''(V)''', [[Quartzite]]'''(V)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cobaltite_sprite.png]] / {{Raw Tile|£|1:7:1}}  {{Raw Tile|*|1:1}} || charcoal ||[[File:CobaltiteSwatch.png|64px|center]]||[[Cobaltite]]||All [[Igneous]]'''(V)''', All [[Metamorphic]]'''(V)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:cryolite_sprite.png]] / {{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}} || buff ||[[File:CryoliteSwatch.png|64px|center]]||[[Cryolite]]||[[Granite]]'''(S)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:graphite_sprite.png]] / {{Raw Tile|o|0:7:1}}  {{Raw Tile|•|0:1}} || charcoal ||[[File:GraphiteSwatch.png|64px|center]]||[[Graphite]]||[[Gneiss]]'''(S)''', [[Quartzite]]'''(S)''', [[Marble]]'''(S)''', [[Schist]]'''(S)'''|| || ||&lt;br /&gt;
|-	&lt;br /&gt;
|[[File:gypsum_sprite.png]] / {{Raw Tile|#|6:7:1}}  {{Raw Tile|•|6:1}} || buff ||[[File:GypsumSwatch.png|64px|center]]||[[Gypsum]]||All [[Sedimentary]]'''(L)'''|| || ||  [[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:hornblende_sprite.png]] / {{Raw Tile|&amp;quot;|0:7:1}}  {{Raw Tile|•|0:1}} || gray ||[[File:HornblendeSwatch.png|64px|center]]||[[Hornblende]]||All [[Igneous]]'''(S)''', All [[Metamorphic]]'''(S)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:ilmenite_sprite.png]] / {{Raw Tile|.|0:7:1}}  {{Raw Tile|•|0:1}} || dark tan ||[[File:IlmeniteSwatch.png|64px|center]]||[[Ilmenite]]||[[Gabbro]]'''(S)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:jet_sprite.png]] / {{Raw Tile|░|0:7:1}}  {{Raw Tile|•|0:1}} || midnight blue ||[[File:JetSwatch.png|64px|center]]||[[Jet]]||All [[Sedimentary]]'''(L)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:kaolinite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|4:7:0}}  {{Raw Tile|•|4:0}} || pearl ||[[File:KaoliniteSwatch.png|64px|center]]||[[Kaolinite]]||All [[Sedimentary]]'''(L)'''|| Yes || Yes || [[Porcelain]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:kimberlite_sprite.png]] / {{Raw Tile|%|1:7:0}}  {{Raw Tile|•|1:0}} || cerulean ||[[File:KimberliteSwatch.png|64px|center]]||[[Kimberlite]]||[[Gabbro]]'''(V)'''||  Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:lignite_sprite.png]] / {{Raw Tile|*|0:7:1}}  {{Raw Tile|•|0:1}} || slate gray  ||[[File:LigniteSwatch.png|64px|center]]||[[Lignite]]||All [[Sedimentary]]'''(V)'''|| || || [[Coal]] (x5)&lt;br /&gt;
|-&lt;br /&gt;
|[[File:marcasite_sprite.png]] / {{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:1}} || green-yellow ||[[File:MarcasiteSwatch.png|64px|center]]||[[Marcasite]]||[[Kaolinite]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:mica_sprite.png]] / {{Raw Tile|v|0:7:1}}  {{Raw Tile|•|0:1}} || saffron ||[[File:MicaSwatch.png|64px|center]]||[[Mica]]||All [[Metamorphic]]'''(L)''', [[Granite]]'''(L)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:microcline_sprite.png]] / {{Raw Tile|%|3:7:1}}  {{Raw Tile|•|3:1}} || aqua ||[[File:MicroclineSwatch.png|64px|center]]||[[Microcline]]||All Stone'''(L)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:olivine_sprite.png]] / {{Raw Tile|%|2:7:0}}  {{Raw Tile|•|2:0}} || yellow-green ||[[File:OlivineSwatch.png|64px|center]]||[[Olivine]]||[[Gabbro]]'''(L)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:orpiment_sprite.png]] / {{Raw Tile|-|6:7:1}}  {{Raw Tile|•|6:1}} || amber ||[[File:OrpimentSwatch.png|64px|center]]||[[Orpiment]]||All [[Igneous extrusive]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:orthoclase_sprite.png]] / {{Raw Tile|%|6:7:1}}  {{Raw Tile|•|6:1}} || chestnut ||[[File:OrthoclaseSwatch.png|64px|center]]||[[Orthoclase]]||All [[Igneous intrusive]]'''(L)''', All [[Metamorphic]]'''(L)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:periclase_sprite.png]] / {{Raw Tile|,|7:7:1}}  {{Raw Tile|•|7:1}} || chartreuse ||[[File:PericlaseSwatch.png|64px|center]]||[[Periclase]]||[[Marble]]'''(S)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:petrified_wood_sprite.png]] / {{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}} || goldenrod ||[[File:Petrified woodSwatch.png|64px|center]]||[[Petrified wood]]||All [[Sedimentary]]'''(S)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pitchblende_sprite.png]] / {{Raw Tile|*|5:7:0}}  {{Raw Tile|•|5:0}} || olive ||[[File:PitchblendeSwatch.png|64px|center]]||[[Pitchblende]]||[[Granite]]'''(S)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:puddingstone_sprite.png]] / {{Raw Tile|Θ|6:7:0}}  {{Raw Tile|•|6:0}} || saffron ||[[File:PuddingstoneSwatch.png|64px|center]]||[[Puddingstone]]||[[Conglomerate]]'''(L)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:pyrolusite_sprite.png]] / {{Raw Tile|%|0:7:1}}  {{Raw Tile|•|0:1}} || charcoal ||[[File:PyrolusiteSwatch.png|64px|center]]||[[Pyrolusite]]||All [[Igneous]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:realgar_sprite.png]] / {{Raw Tile|%|4:7:1}}  {{Raw Tile|•|4:1}} || red ||[[File:RealgarSwatch.png|64px|center]]||[[Realgar]]||All [[Igneous extrusive]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:rutile_sprite.png]] / {{Raw Tile|&amp;lt;nowiki&amp;gt;`&amp;lt;/nowiki&amp;gt;|5:7:0}}  {{Raw Tile|•|5:0}} || flax ||[[File:RutileSwatch.png|64px|center]]||[[Rutile]]||All [[Metamorphic]]'''(S)''', [[Granite]]'''(S)'''|| Yes || Yes ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:saltpeter_sprite.png]] / {{Raw Tile|x|6:7:1}}  {{Raw Tile|•|6:1}} || ivory ||[[File:SaltpeterSwatch.png|64px|center]]||[[Saltpeter]]||All [[Sedimentary]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:satinspar_sprite.png]] / {{Raw Tile|-|7:7:1}}  {{Raw Tile|•|7:1}} || ivory ||[[File:SatinsparSwatch.png|64px|center]]||[[Satinspar]]||[[Gypsum]]'''(S)'''|| || || [[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:selenite_sprite.png]] / {{Raw Tile|;|7:7:1}}  {{Raw Tile|•|7:1}} || ivory ||[[File:SeleniteSwatch.png|64px|center]]||[[Selenite]]||[[Gypsum]]'''(S)'''|| || || [[Plaster]]&lt;br /&gt;
|-&lt;br /&gt;
|[[File:serpentine_sprite.png]] / {{Raw Tile|≈|2:7:0}}  {{Raw Tile|•|2:0}} || chartreuse ||[[File:SerpentineSwatch.png|64px|center]]||[[Serpentine]]||[[Olivine]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:stibnite_sprite.png]] / {{Raw Tile|%|7:7:1}}  {{Raw Tile|•|7:0}} || cerulean ||[[File:StibniteSwatch.png|64px|center]]||[[Stibnite]]||All [[Igneous extrusive]]'''(S)'''|| || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:sylvite_sprite.png]] / {{Raw Tile|&amp;amp;#61;|6:7:1}}  {{Raw Tile|•|6:1}} || vermilion ||[[File:SylviteSwatch.png|64px|center]]||[[Sylvite]]||[[Rock salt]]'''(L)'''|| Yes || ||&lt;br /&gt;
|-&lt;br /&gt;
|[[File:talc_sprite.png]] / {{Raw Tile|&amp;amp;#124;|7:7:1}}  {{Raw Tile|•|7:1}} || beige ||[[File:TalcSwatch.png|64px|center]]||[[Talc]]||[[Dolomite]]'''(L)'''|| Yes || Yes ||&lt;br /&gt;
|}&lt;br /&gt;
:'''(L)''' - occurs in large clusters&lt;br /&gt;
:'''(V)''' - occurs in veins&lt;br /&gt;
:'''(S)''' - occurs in small clusters&lt;br /&gt;
:'''(1)''' - occurs in individual tiles&lt;br /&gt;
&lt;br /&gt;
== By color in Classic ASCII Dwarf Fortress ==&lt;br /&gt;
For those concerned with aesthetics and wanting to know which stones are available in each color.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!width=&amp;quot;90&amp;quot;|  Color&lt;br /&gt;
!width=&amp;quot;45%&amp;quot;| Non-economic stones&lt;br /&gt;
!width=&amp;quot;25%&amp;quot;| Economic stones&lt;br /&gt;
! Ore&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:1}} White&lt;br /&gt;
|[[Alunite]], [[Borax]], [[Cryolite]], [[Marcasite]], [[Periclase]], [[Quartzite]] (L), [[Rock salt]] (L), [[Talc]]&lt;br /&gt;
|[[Alabaster]], [[Calcite]], [[Chalk]] (L), [[Dolomite]] (L), [[Limestone]] (L), [[Marble]] (L), [[Satinspar]], [[Selenite]]&lt;br /&gt;
|[[Galena]], [[Horn silver]], [[Native aluminum]], [[Native platinum]], [[Native silver]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|7:0}} Light Gray&lt;br /&gt;
|[[Anhydrite]], [[Dacite]] (L), [[Gneiss]] (L), [[Granite]] (L), [[Phyllite]] (L), [[Stibnite]]&lt;br /&gt;
|&lt;br /&gt;
|[[Bismuthinite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|0:1}} Dark Gray&lt;br /&gt;
|[[Andesite]] (L), [[Basalt]] (L), [[Chromite]], [[Claystone]] (L), [[Diorite]] (L), [[Gabbro]] (L), [[Graphite]], [[Hornblende]], [[Ilmenite]], [[Jet]], [[Mica]], [[Pyrolusite]], [[Rhyolite]] (L), [[Shale]] (L), [[Slate]]&lt;br /&gt;
|[[Bituminous coal]], [[Lignite]], [[Obsidian]] (L)&lt;br /&gt;
|[[Magnetite]], [[Sphalerite]], [[Tetrahedrite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:0}} Brown&lt;br /&gt;
|[[Chert]] (L), [[Conglomerate]] (L), [[Mudstone]] (L), [[Puddingstone]], [[Sandstone]] (L), [[Schist]] (L), [[Siltstone]] (L)&lt;br /&gt;
|&lt;br /&gt;
|[[Cassiterite]], [[Native copper]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|6:1}} Yellow&lt;br /&gt;
|[[Brimstone]], [[Orpiment]], [[Orthoclase]], [[Saltpeter]], [[Sylvite]]&lt;br /&gt;
|[[Gypsum]]&lt;br /&gt;
|[[Limonite]], [[Native gold]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:0}} Dark Red&lt;br /&gt;
|[[Bauxite]]&lt;br /&gt;
|[[Kaolinite]]&lt;br /&gt;
|[[Hematite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|4:1}} Red&lt;br /&gt;
|[[Cinnabar]], [[Petrified wood]], [[Realgar]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:0}} Green&lt;br /&gt;
|[[Olivine]], [[Serpentine]]&lt;br /&gt;
|&lt;br /&gt;
|[[Malachite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|2:1}} Bright Green&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|[[Garnierite]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:0}} Teal&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|3:1}} Cyan&lt;br /&gt;
|[[Microcline]]&lt;br /&gt;
|&lt;br /&gt;
|[[Raw adamantine]]&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:1}} Blue&lt;br /&gt;
|[[Cobaltite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|1:0}} Dark Blue&lt;br /&gt;
|[[Kimberlite]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:0}} Purple&lt;br /&gt;
|[[Pitchblende]], [[Rutile]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|{{Raw Tile|•|5:1}} Magenta&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;| None&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DF geology and geology in real life ==&lt;br /&gt;
&lt;br /&gt;
The geology and stones of ''Dwarf Fortress'' are based (to some extent) on real-world geology and mineralogy. To understand the terms used here, you may want to crack open a geology textbook (a high school one should suffice). If you don't happen to have one close by, the Wikipedia articles for [http://en.wikipedia.org/wiki/Geology geology], [http://en.wikipedia.org/wiki/Mineralogy mineralogy], or the [http://en.wikipedia.org/wiki/Rock_layers terms in question] might help.  Below is a very brief introduction tailored for DF gamers, with links to the relevant game-specific pages.&lt;br /&gt;
&lt;br /&gt;
In geological terminology, a rock or stone is basically a composite of minerals.  Minerals, the building blocks of rock, are hard inorganic materials with a definite chemical formula and a certain atomic structure.  For example, the mineral quartz is composed of silicon dioxide (SiO₂) arranged in a pyramid structure.  Quartz is a component mineral of rocks (stones) such as [[quartzite]] (almost entirely made of quartz) or [[granite]] (some 20~60% quartz, a bunch more of the mineral &amp;quot;feldspar&amp;quot;, plus [[mica]] and some others).  The distinction between minerals like [[mica]] (simple) and rocks like [[granite]] (composite) does not matter for ''Dwarf Fortress''; just like in everyday language, they're all just &amp;quot;stones&amp;quot;.  Besides minerals, some rocks may include organic material; such rocks include [[bituminous coal]] (made of dead bog things) or [[limestone]] (made of the skeletons of ocean animals).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Museo de La Plata - Cuarcita.jpg|Quartzite stone, made mostly of quartz mineral.&lt;br /&gt;
Dark Mica from Eastern Ontario.jpg|Mica, a mineral.&lt;br /&gt;
GRANIT KANTSTEIN.jpg|Granite stone. The whitest grains are [[rock crystal|quartz crystals]], while the dark ones are [[mica]].&lt;br /&gt;
Coal bituminous.jpg|Bituminous coal.&lt;br /&gt;
Xenocrinus baeri fossil crinoids in fossiliferous limestone (Whitewater Formation, Upper Ordovician; northeastern Warren County, southwestern Ohio, USA) 2 (15115228788).jpg|Limestone, this one still with skeletons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The three minerals seen in [[granite]] are also among the most common:&lt;br /&gt;
&lt;br /&gt;
* '''Feldspar''', meaning something like &amp;quot;field-stone&amp;quot;, is actually a general name for an entire family of minerals, all of them based on aluminum and silicon.  Their appearance varies, but they tends toward light greyish colors, and make up a lot of your typical light stone.  Feldspar doesn't exist independently in the DF world; but, among the in-game stones, [[microcline]] and [[orthoclase]] are flavors of feldspar, and countless other DF stones would include feldspar in real life.  A stone with a lot of feldspars and silicon is said to be '''felsic'''; granite and [[rhyolite]] are in-game examples.&lt;br /&gt;
* '''Quartz''', meaning &amp;quot;hard&amp;quot;, easily makes big showy crystals; it's transparent if [[Rock crystal|pure]], but if the SiO₂ is combined with  trace amounts of other elements (often metals like iron and manganese), it can get colored [[Rose quartz|pink]], purple ([[amethyst]]), yellow ([[citrine]]), and so on. If bubbly with air, quartz may become [[Milk quartz|milky]]; if irradiated, it may get [[Smoky quartz|smoky]].&lt;br /&gt;
* '''Micas''', like quartz, have silicon atoms crystalline structures.  The difference is that they're organized in sheet-like, gleaming surfaces, held together by weaker bonds of other elements; this makes micas soft and flaky (the word means &amp;quot;grainy&amp;quot;).  The color varies.  The in-game stone [[mica]] is stated to be muscovite, which is a light variety (but the game color is dark gray, like coal; this may be a mistake).  Other micas can be dark.&lt;br /&gt;
&lt;br /&gt;
Other minerals that exist independently in DF include green [[olivine]] (yes, it's named after olives) and black [[hornblende]], which is similar to dark mica but forms needlelike crystals.  Dark minerals like these often include magnesium and iron (Fe); stones rich in them are then termed '''mafic''' (in contrast with &amp;quot;felsic&amp;quot;).  In-game mafic stones include [[basalt]] and [[gabbro]].&lt;br /&gt;
&lt;br /&gt;
On the white side, [[calcite]] is a mineral based on calcium, the same stuff as bones.  It forms crystals, and occurs in DF as an unremarkable white stone.  Calcite is a main component of [[limestone]] and [[chalk]]—which in turn can become [[marble]];  it's often formed from the accumulated remains of ancient marine animals (for a memorable use of chalk stone layers in high fantasy, check out Terry Pratchett's novel ''The Wee Free Men'' and its sequels).  The most well-known marine mineral is surely table salt, present in DF as [[rock salt]].  It's formed when saltwater evaporates; another evaporative mineral, or &amp;quot;evaporite&amp;quot;, is [[gypsum]], which, in DF as in real life, can be used to make [[Gypsum plaster|plaster casts]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Perthitic feldspar Dan Patch SD.jpg|Feldspars, the most common minerals, are often light-colored and &amp;quot;stony&amp;quot;.&lt;br /&gt;
File:Muscovite-121758.jpg|[[Mica]] is a flaky, crumbly and sheet-like mineral. This is the lighter flavor &amp;quot;muscovite&amp;quot;, present in DF.&lt;br /&gt;
File:Columnar basalt at Sheepeater Cliff in Yellowstone-closeup-750px.jpg|[[Basalt]] is a mafic rock; that is, it includes magnesium (ma-) and iron (-fic), giving it a dark color. It's made from cooled [[Magma|lava]], and makes the larger part of the ocean floor in real life.&lt;br /&gt;
File:Mineral Olivino GDFL046.jpg|The dark green mafic mineral [[olivine]] is a component of many basalts.&lt;br /&gt;
File:Cristales cueva de Naica.JPG|A large cluster of [[gypsum]] crystals (human for scale).&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rocks can be classified by their creation processes, which makes them settle down in distinct [[stone layers]], and possibly in [[vein|veins and clusters]].  DF models this too, so that it's quite relevant information for players; see the links for details.&lt;br /&gt;
&lt;br /&gt;
An [[ore]] is a rock with a metal content high enough for it to be a viable source of that metal.  Most metals do not occur by themselves in nature, but readily bind with minerals to form stones; e.g. [[zinc]] binds with sulfur minerals to form the rock [[sphalerite]].  To extract the metal from it, [[Furnace operator|someone]] has to [[Smelter|smelt]] the stone.  A few metals may be found in pure form, like [[native gold]] and [[native silver|silver]] (but in DF, they still require smelting to be shaped into useable [[bars]]).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Sphalerite-43245.jpg|Sphalerite, an ore of zinc.&lt;br /&gt;
Zinc fragment sublimed and 1cm3 cube.jpg|Zinc metal.&lt;br /&gt;
Zlato 2.jpg|Native gold in rock.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A [[gem]] is a mineral (or rock, or rock-like material) with intrinsic economic value for a culture, often because they're beautiful, durable, and/or rare. This depends not just on what the mineral is made of, but also on the internal layout of its atomic structure, which can dramatically alter its appearance and properties; see the article on gems for more.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;200&amp;quot;&amp;gt;&lt;br /&gt;
Uncut Rose Quartz.jpg|[[Rose quartz]] is made of the same basic quartz as quartzite (above), but its atoms are ordered into neatly arranged pyramid shapes, resulting in a shiny, transparent, faceted material.&lt;br /&gt;
Rose quartz drops.jpg|After being [[Gem cutting|cut]] by an [[Gem cutter|expert craftsdwarf]], the hidden beauty of the rough gem is revealed.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = lam&lt;br /&gt;
| elvish  = queca&lt;br /&gt;
| goblin  = ngomstu&lt;br /&gt;
| human   = ado&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference: Deep Rock Galactic--&amp;gt;&lt;br /&gt;
Some small, specialized teams of Dwarves are known for their fierce battle-cry: &amp;quot;Rock and Stone!,&amp;quot; or some variation thereof. Said dwarves are notoriously belligerent towards [[giant cave spider]]s.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
|title=Material template raws&lt;br /&gt;
|{{raw|v50:material_template_default.txt|MATERIAL_TEMPLATE|STONE_TEMPLATE}}&lt;br /&gt;
}}&lt;br /&gt;
{{stones}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Stone]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=315858</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=315858"/>
		<updated>2026-04-28T03:24:02Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Demon generation */ Clearing things up since the scripts are public&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:demon_preview.png|right]]'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that demons use will be of randomly-generated creatures with random colors that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s, [[angel]]s, and some [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{imagefix|[[File:demon_icon.png|left]]|8}}[[File:Assdemon.png|thumb|right|300px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related to world size, and it can be directly controlled with [[advanced world generation]] – a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
[[File:demon_desc_v50_preview.png|thumb|300px|right|Description of a demon.]]All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). Roughly half possess [[Creature_token#EXTRAVISION|extravision]]. They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capabilities of an ordinary dwarf.&lt;br /&gt;
&lt;br /&gt;
Demons of each species can be all genderless, all male, or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder. Blob/inorganic demons tend to be genderless and non-sapient, but more research is required on this.&lt;br /&gt;
&lt;br /&gt;
Due to their somewhat spoilery nature – new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep – veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their &amp;quot;circus&amp;quot;. Unique demons (see below), by extension, are usually referred to as the '''ringleaders'''.&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
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== Their interaction with the world ==&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] through a ritual conducted with an [[artifact]] [[slab]]. It is most common that the demon and deity share a sphere, though it is not a requirement. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] – each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them – most specifically, species with the {{token|PET_EXOTIC}} token – going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] – the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.&lt;br /&gt;
&lt;br /&gt;
Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward, if anything – getting past the angels already requires pretty much being a god among men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;400px&amp;quot; heights=&amp;quot;184px&amp;quot;&amp;gt;&lt;br /&gt;
File:Demon banish.png|Banishing a demon back to the Underworld&lt;br /&gt;
File:Demon compel service.png|Compelling service from demon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demons can (and, in most cases, will) spread sphere-aligned evil from sites they control. Nightmare or darkness demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].)&lt;br /&gt;
&lt;br /&gt;
Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to create [[experiment]]s and raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].&lt;br /&gt;
&lt;br /&gt;
== Demon generation ==&lt;br /&gt;
When generating a demon, the game begins by generating a table of demon subtypes (beast, flying spirit, humanoid beast, unique) and their difficulties. The subtype determines which [[random creature profile]]s are available, with humanoid demons requiring a humanoidable shape (the same as [[werebeast]]s) and flying spirits being made of an intangible material like snow or flame. The {{token|DIFFICULTY}} of a demon is used during generation to set its size.&lt;br /&gt;
&lt;br /&gt;
A demon receives [[sphere]]s, one chosen from the list of evil spheres (such as misery, death, or torture) and one to two additional non-good spheres that don't conflict. Like other procedural creatures, they are tweaked from their creature profile.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). A tweak common to evil creatures has some feature (such as its eyes, nose or skin) be removed. Unless their creature profile already possesses a special attack, demons receive a strong attack tweak such as a poisonous sting, toxic breath, or fire breath.&lt;br /&gt;
&lt;br /&gt;
Demons have a varied name generation scheme, comprised of a base noun (demon, devil, etc) and an adjective derived from their features, like their color, material, or species profile. Corporeal demons will be named either demon, devil, fiend, brute, or monster. Intangible demons instead pick from spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
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== Strategy ==&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon and a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes – and even then, you will need to take special precautions.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them – fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
&lt;br /&gt;
When using forbidden hatches to control flow of demons, note that some demons may be spawned with CANOPENDOORS to be not set, so once you unforbid the hatch, only the demons that can open doors will go through the door. The ones that can't open doors will remain behind the hatch, even if it is passable.&lt;br /&gt;
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=== Traps ===&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult – but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just through heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.&lt;br /&gt;
&lt;br /&gt;
=== Ranged combat ===&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have. Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped &amp;quot;bones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Melee combat ===&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and has tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
&lt;br /&gt;
=== Clean-up ===&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
== Killed demons ==&lt;br /&gt;
Only unintelligent demons can be butchered, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
&lt;br /&gt;
Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] (or any other kind of pick, for that matter) can dig right through it with enough time and effort. Armok forbid these unholy creatures ever get their hands on one. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_1]&lt;br /&gt;
[NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[CASTE_NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[NO_DRINK]&lt;br /&gt;
[NO_EAT]&lt;br /&gt;
[NO_SLEEP]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:FISHING]&lt;br /&gt;
[SPHERE:HUNTING]&lt;br /&gt;
[SPHERE:MISERY]&lt;br /&gt;
[SPHERE:TORTURE]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:SALT]&lt;br /&gt;
[TISSUE_MAT_STATE:SOLID_POWDER]&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[NOT_LIVING]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[COLOR:7:0:1]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FLIER]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]) [GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[DESCRIPTION:A towering slug composed of salt.  It has wings and it has a gaunt appearance.]&lt;br /&gt;
[PREFSTRING:horrifying features]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_3]&lt;br /&gt;
[NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[CASTE_NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[SPREAD_EVIL_SPHERES_IF_RULER]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
[NATURAL_SKILL:BITE:14]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
[CAN_LEARN]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[NO_DRINK]&lt;br /&gt;
[NO_EAT]&lt;br /&gt;
[NO_SLEEP]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:BLIGHT]&lt;br /&gt;
[SPHERE:DEATH]&lt;br /&gt;
[SPHERE:MURDER]&lt;br /&gt;
[SPHERE:TWILIGHT]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
[REMOVE_TISSUE:SKIN]&lt;br /&gt;
[REMOVE_TISSUE:HAIR]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[HAS_NERVES]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
[COLOR:0:0:1]&lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
[TL_MAJOR_ARTERIES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[ENTERS_BLOOD]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[SYN_NAME:demon sickness]&lt;br /&gt;
[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[SYN_IMMUNE_CREATURE:DEMON_3:ALL]&lt;br /&gt;
[SYN_INJECTED]&lt;br /&gt;
[SYN_CONTACT]&lt;br /&gt;
[SYN_INHALED]&lt;br /&gt;
[SYN_INGESTED]&lt;br /&gt;
[CE_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:punch:punches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_WITH]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:kick:kicks]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_WITH]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK_SKILL:BITE]&lt;br /&gt;
[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[MAT_FIXED_TEMP:10040]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[IGNITE_POINT:NONE]&lt;br /&gt;
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form.  It squirms and fidgets.  Its clear scales are large and set far apart.  Beware its noxious secretions!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Fire immune}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Demon]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315613</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315613"/>
		<updated>2026-03-26T02:33:45Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Ethics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|portrait=elf_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
&lt;br /&gt;
'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of certain natural [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods - [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears and modest facial hair. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also similarly to goblins, this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Zone#Quality_and_value|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{menu icon|Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]], as will rejecting a quota entirely. '''However, agreeing and sticking to a quota in one year, and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.'''&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, (''misguidedly enough?'')care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota. How many trees they will allow can be adjusted in the [[Difficulty#Tree_quota|difficulty]] [[settings]].&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons, although some standard wooden weapons will also use these sprites.]]Elven caravans will never have stone, metal, or animal products. Aside from those, you can expect an average elven caravan to have:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and ''already'' drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. Unfortunately, they don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. Their settlement of [[savage]] lands likewise leads to animal people often joining their ranks. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. In world generation, their position on cannibalism is particularly notable for driving conflicts with other civilizations.&lt;br /&gt;
&lt;br /&gt;
Elves begrudgingly allow for killing animals when done in self-defense, and the killing of fellow elves is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature above all, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control. However, even an elf can be &amp;quot;annoyed caught in the rain&amp;quot;, as inconsistent as that may be with their respect for nature.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, subject to personal variation. Elves born among, [[Main:Cacame Awemedinade|or even leading]], dwarves may adopt dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, or [[Soaper|hygiene]], they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to hordes of soldiers and great beasts alike. Immortality also allows elven [[historical figure]]s to continually develop their skills throughout history. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves have very few redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic - one of their few other saving graces is their potential to provide fully-tamed exotic animals for trade), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such, not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315612</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315612"/>
		<updated>2026-03-26T02:32:42Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Ethics */ Elaborate on some game effects&lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|portrait=elf_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of certain natural [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods - [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears and modest facial hair. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also similarly to goblins, this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Zone#Quality_and_value|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{menu icon|Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]], as will rejecting a quota entirely. '''However, agreeing and sticking to a quota in one year, and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.'''&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, (''misguidedly enough?'')care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota. How many trees they will allow can be adjusted in the [[Difficulty#Tree_quota|difficulty]] [[settings]].&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons, although some standard wooden weapons will also use these sprites.]]Elven caravans will never have stone, metal, or animal products. Aside from those, you can expect an average elven caravan to have:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and ''already'' drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. Unfortunately, they don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. Their settlement of [[savage]] lands likewise leads to animal people often joining their ranks. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. In world generation, their position on cannibalism is particularly notable for driving conflicts with other civilizations.&lt;br /&gt;
&lt;br /&gt;
Elves begrudgingly allow for killing animals when done in self-defense, and the killing of fellow elves is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature above all, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control. However, even an elf can be &amp;quot;annoyed caught in the rain&amp;quot;, as inconsistent as that may be with their respect for nature.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, subject to personal variation. Elves born among, [[Main:Cacame Awemedinade|or even leading]], dwarves may adopt dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, or [[Soap maker|hygiene]], they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to hordes of soldiers and great beasts alike. Immortality also allows elven [[historical figure]]s to continually develop their skills throughout history. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves have very few redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic - one of their few other saving graces is their potential to provide fully-tamed exotic animals for trade), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such, not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315611</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315611"/>
		<updated>2026-03-26T02:17:56Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &lt;/p&gt;
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&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
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{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of certain natural [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
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In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods - [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
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Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears and modest facial hair. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also similarly to goblins, this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Zone#Quality_and_value|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{menu icon|Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]], as will rejecting a quota entirely. '''However, agreeing and sticking to a quota in one year, and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.'''&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, (''misguidedly enough?'')care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota. How many trees they will allow can be adjusted in the [[Difficulty#Tree_quota|difficulty]] [[settings]].&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons, although some standard wooden weapons will also use these sprites.]]Elven caravans will never have stone, metal, or animal products. Aside from those, you can expect an average elven caravan to have:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and ''already'' drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. Unfortunately, they don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control. However, even an elf will be &amp;quot;annoyed caught in the rain&amp;quot;, as inconsistent as that may be.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves have very few redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic - one of their few other saving graces is their potential to provide fully-tamed exotic animals for trade), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such, not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315610</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=315610"/>
		<updated>2026-03-26T01:59:40Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Elves display facial hair on their sprites, reflecting an extant tissue, though it is minimal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|11:04, 25 February 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Elf_sprite.png&lt;br /&gt;
|portrait=elf_portrait_anim.gif&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
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{{D for Dwarf}} &lt;br /&gt;
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'''Elves''' (singular, '''Elf''') are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; intelligent [[Creature|humanoids]] dedicated to the protection of ''their'' concept of nature (centered around trees, and the worship of certain natural [[force]]s that permeate the forests, as opposed to the [[deities]] worshipped by other races). They are one of the main [[civilization]]s of the game, featured in [[fortress mode]] and playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
By default, they are often allies of [[dwarves]] and [[humans]], however, elves' conflicting view on nature compared to other races, can create tension between them and their erstwhile allies. Elves often prefer using grown wood (and sometimes glass) for their weapons and armor, which do very little damage and offers little protection respectively compared to metal. If you go to war with them, you'll find that their primary danger comes from their numbers, archers, and dangerous tamed animals that may [[Mount|accompany]] them.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;lt;s&amp;gt;hippie wagons&amp;lt;/s&amp;gt; elven caravans arrive in late spring, bringing only [[plant]]s and their own &amp;quot;grown&amp;quot; [[wood]]-related items, [[cage]]d tame animals, or various types of [[clay]] and [[sand]]. When trading with elves, unless the player seeks to intentionally antagonize them, they must be very careful to not offer any wooden objects/animal-derived goods - [[#Trading|see here for specifics]]. You may also steal from them, or even kill them, without fear of immediate repercussion, as elven caravans are unguarded, and merchants will not resist if you seize their goods, or competently fight back if attacked.  &lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to angrily refuse further trade that year and leave early. ''Repeatedly'' offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]], which may later evolve into a full [[siege]].&lt;br /&gt;
&lt;br /&gt;
Elves appear as usually thin and/or frail humanoids similar to humans, but with pointy ears and modest facial hair. Like [[goblin]]s, they are biologically [[immortal]] and will only die to violence and disease, and also similarly to goblins, this tends to result in high populations. Their life of harmony with the land and its wild beauty and creatures (due to elven civs possessing the {{token|AT_PEACE_WITH_WILDLIFE|e}} token) leads to them often settling in [[savage|high-savagery]] regions. Elves speak the [[Main:Elven language|elven language]].&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, tree-fondling traitors&amp;lt;/s&amp;gt; ''highly misguided'' dwarves [[Preferences|like]] elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
[[File:Lafo-sarasti.jpg|thumb|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
==Fortress mode==&lt;br /&gt;
===Diplomats===&lt;br /&gt;
Once your fort has a [[baron]], elven civilizations in diplomatic contact send a [[Diplomat#Elven diplomats|diplomat]] to [[Meeting|meet]] with them approximately halfway through the first month in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
If this is their first visit to your fort and you aren't at war with their civilization, the diplomat will either congratulate you for your respect for the trees, or, in the more-likely event that you've cut even one down, chastise you for your disrespect. At some point, the diplomat may revisit your fortress to establish a treecutting quota, requesting that the dwarves keep the amount of trees cut down to a variable quota. It is possible to negotiate for a higher number, and the quota seems to be affected by your noble's [[Zone#Quality_and_value|office quality]], [[stress]], and [[social skill]]s. If the player agrees to a treecutting quota, it will be visible after selecting the elves in [[Civilization and World Info|the Civilizations screen]], {{menu icon|Y}}. This quota lasts until the next year's meeting, and keeping to it will improve [[Diplomacy|diplomatic relations]], while violating it will worsen them and can lead to all-out [[war]], as will rejecting a quota entirely. '''However, agreeing and sticking to a quota in one year, and then denying any agreement in the next, will keep the relationship in a state of &amp;quot;alliance&amp;quot;, allowing your dwarves to raze entire forests every second year without the elves getting unhappy about it.'''&lt;br /&gt;
&lt;br /&gt;
Note that the quota is measured in trees, not logs, so be sure to fell only the largest trees on your map to get the most out of your agreement. The elves also do not care if you damage saplings that haven't yet properly developed a trunk. Elves do, however, (''misguidedly enough?'')care about [[Tree#Underground trees|tree-like subterranean fungus]] like [[tower-cap]]s and [[tunnel tube]]s; cutting fungus &amp;quot;trees&amp;quot; down does count toward your quota. How many trees they will allow can be adjusted in the [[Difficulty#Tree_quota|difficulty]] [[settings]].&lt;br /&gt;
&lt;br /&gt;
In addition to haggling over tree-cutting quotas, these meetings work like any other diplomatic [[meeting]]. Your [[Civilization and World Info|civilization screen]] will be updated with new info from the world, and depending on relations the diplomat may come to declare [[war]] or sue for peace.&lt;br /&gt;
&lt;br /&gt;
=== Elven caravans  ===&lt;br /&gt;
Friendly elven civilizations send a [[caravan]] in late spring bringing a mix of natural trade goods, such as tamed animals, plant clothes, and various [[Wood#Grown_wood|grown wood]] objects.&lt;br /&gt;
&lt;br /&gt;
==== Trading ====&lt;br /&gt;
{{main|Trading#Unacceptable items|l1=Unacceptable items}}&lt;br /&gt;
Elven traders are very picky about what items they will accept, and consider most items made from wood or animal byproducts to be unethical, often rejecting items merely for requiring wood or ash in their preparation. Offering them even one of these items, either in a trade or as a gift, will cause their trader to insult you and leave in a huff, ending trading for that year and damaging your diplomatic relationship with their [[civilization]]. In general, items made from [[stone]], [[metal]], [[Gem|gemstone]], non-woody [[plant]]s, or [[silk]] are acceptable, as are live animals or &amp;quot;grown&amp;quot; wooden items (generally only available from elves), but even these items can be rendered taboo with inappropriate «[[decoration]]s» or by containing or being contained in an inappropriate item.&lt;br /&gt;
&lt;br /&gt;
The [[Trading]] article has specific info on [[Trading#Unacceptable items|taboo]] and [[Trading#Acceptable items|accepted]] items.&lt;br /&gt;
&lt;br /&gt;
==== Stock====&lt;br /&gt;
[[File:grown_weapon_sprites_preview.png|thumb|142px|right|Some sprites of naturally grown elven weapons, although some standard wooden weapons will also use these sprites.]]Elven caravans will never have stone, metal, or animal products. Aside from those, you can expect an average elven caravan to have:&lt;br /&gt;
&lt;br /&gt;
* [[Wood]]en [[log]]s: Always useful, unless you are in a forest [[biome]] and ''already'' drowning in wooden logs. The quantity depends on how many logs you have already: lower means more. However, caravans with grown logs tend to be rare.&lt;br /&gt;
* [[Plant]]-based [[food]], both from [[crop]]s and picked from [[tree]]s. These can be handy for avoiding negative [[thought]]s from eating or drinking the same old thing, or satisfying a dwarf's unusual [[preference]]. They can also be a source of [[seed]]s for your own [[Tile attributes|above-ground]] [[Farming|farm]]s, if you live in a compatible [[biome]].&lt;br /&gt;
* Wooden containers: [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. These are usually cheap if not decorated and useful in bulk, but even if you don't have access to wood and don't want to waste metal, there are stone, clay, and glass alternatives that you can easily make on your own.&lt;br /&gt;
* Soil types: [[sand]] in bags, various types of [[clay]]. Unfortunately, they don't bring enough of either for large-scale production of either [[ceramic]] or [[glass]], and neither of these are very important to have in small quantities. A bit of sand can be used to make raw glass, which is occasionally demanded by dwarves in a [[strange mood]], but other races can sell you that cheaply without needing an intervening step.&lt;br /&gt;
* [[Bag]]s and [[rope]]s made from plant cloth. A few extra bags never hurt, but plant cloth bags are a bit expensive.&lt;br /&gt;
* A few above-ground tame animals in wooden cages. It may be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant elephant|awesome]] [[Giant eagle|one]]. Elves bring animals from the environment surrounding their settlements, so you may be able to guess what they will bring next. Elves who live in [[Surroundings|savage]] [[Biome|tropical]] lands bring the best ones. Exotic animals are considered fully tame and will never require [[Animal trainer|training]].&lt;br /&gt;
* Caged tame [[vermin]]. These are only even slightly useful for pleasing dwarves with a [[preference]] for that specific type of vermin, and they may even [[Hateable|annoy other dwarves]]. The vermin itself is probably worthless, but the possibly-useful cage comes included.&lt;br /&gt;
* [[Plant fiber]] [[thread]], [[cloth]], and [[clothing]]. These are mainly useful for jumpstarting or replacing a [[textile industry]]. Elves wear and sell the same-sized clothing as dwarves, and may sell cosmetically-different &amp;quot;foreign&amp;quot; clothes items like turbans, skirts, or sandals.&lt;br /&gt;
* Plant cloth [[quiver]]s. Dwarves can't make quivers out of plant cloth, but they can easily make them out of [[leather]]. &lt;br /&gt;
* Wooden [[crutch]]es and [[Health care#Splints|splint]]s. Easy to make, but just as easy to forget, and they're fairly cheap.&lt;br /&gt;
* Wooden [[armor]] and [[weapon]]s. This includes weapons and armor dwarves can't normally make out of wood, but wood melee weapons and armor are [[Material science#Material and item properties|basically useless in combat]]. You can use elven melee weapons to [[Training|train]] with before making proper weapons, but that's probably not worth bothering with.&lt;br /&gt;
* [[Bow]]s and [[arrow]]s, both made of wood. While dwarves can't make bows, it's very easy to make your own superior [[crossbow]]s and [[bolt]]s from wood, [[bone]], or [[metal]]. Bows are less dependent on material or quality than melee weapons, which makes them a bit more useful than most weapons bought from traders. Unfortunately, bows use a separate [[combat skill]] from crossbows, can't be used for [[hunting]], and leave you reliant on trade with or [[Goblinite|scavenging from]] non-dwarven civilizations for [[arrow]] ammunition. &lt;br /&gt;
* Miscellaneous other [[finished goods]] made from wood or plant fiber. These might include [[instrument]]s that dwarves cannot make or copies of new [[book]]s, but other items are only marginally useful at best. Note that instrument ''parts'' are useless, since your dwarves do not know how to assemble them into a completed instrument unless they already knew how to make that instrument in the first place.&lt;br /&gt;
&lt;br /&gt;
Unless you have a shortage of something, the main unique goods elves can bring are foreign plants (especially ones you can then grow yourself), foreign tame animals (especially large war-trainable carnivores), or possibly foreign instruments or new books. Everything else is relatively easy to produce on your own, and as with all traders, any dwarf with any amount of relevant crafting [[skill]] at all will make as-good- or better-[[quality]] items.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;. Unlike regular wood, these may be traded back to the elves without repercussions; otherwise, they are identical to the wood items that you can produce.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
[[File:Stasost-sarasti.jpg|thumb|right|300px|Artist rendering of an elf by Mechlin ([http://www.bay12forums.com/smf/index.php?topic=169691.msg7701761#msg7701761 post])]]&lt;br /&gt;
&lt;br /&gt;
Elven [[civilization]]s' [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, [[dwarf|dwarves]], and sometimes [[kobold]]s and [[animal people]], although they favor war with goblins over other races. At any given point in time, elves and dwarves are likely to be at peace, but it is certainly possible for an elven civilization to be at war with a dwarven one at the end of worldgen. Use the tab button when selecting an [[embark]] site to view whether elves are at war with the currently selected dwarven culture, and cycle dwarven cultures to find out. &lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings under other conditions. Elves find torture as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable, on the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment; as such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, oath-breaking, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality value|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition, and romance, but they do not especially respect commerce and have a dislike for self-control. However, even an elf will be &amp;quot;annoyed caught in the rain&amp;quot;, as inconsistent as that may be.&lt;br /&gt;
&lt;br /&gt;
(Note that these are merely the ethics of elven ''civilizations''. Elves may adopt the cultures of other races via wandering individuals joining civilizations, or when conquest absorbs elves into another civilization. Sentient creatures adopt the values and ethics of their culture, regardless of race. Elves living among, [[Main:Cacame Awemedinade|or even leading]], dwarves will have dwarven ethics and values, and vice versa.)&lt;br /&gt;
&lt;br /&gt;
As ghastly as the concept may be, elven cultures have become more powerful since the days of [[Main:Tholtig|Tholtig Cryptbrain]], and it is entirely possible for one or more dwarven civilizations to be extinct due to elven aggression. What elves lack in engineering, crafting, intelligence, bravery, skill, or hygiene, they make up for in raw, unwashed numbers, and once-mighty dwarven civilizations may crumble to the hordes. Even more troubling is their employment of [[Mercenary|mercenaries]], often much better equipped than the elves themselves. Embarking with (possibly homeless wandering survivor) dwarves claiming to be from that civilization is possible, but always starts at war with the elves that claimed the lives of those tragically unfortunate dwarves' friends, and you may not get migrants.&lt;br /&gt;
&lt;br /&gt;
==In combat==&lt;br /&gt;
Elves by themselves are rarely considered a threat due to their insistence in using equipment purely made out of wood in battle, which is only marginally better than fighting unarmed and generally stands no chance against a half-competent, metal-clad dwarven militia [see [[Material_science|Material science]] for more info]. However, elves will also employ [[Mercenary|mercenaries]], often much better equipped than the elves themselves. &lt;br /&gt;
During [[Siege#Elven_sieges|sieges]] their archers and potential numbers (like goblins, their ageless immortality means very high populations) can still be dangerous, and perhaps the greatest threat they pose is if they bring tamed animals along with them, which may range from easily dispatched creatures to [[Giant elephant|huge]][[Tiger| sources]][[unicorn| of]][[Grizzly bear| fun]] depending upon what animals their civ has access to, which in theory can include any exotic land animal including giant variants.&lt;br /&gt;
&lt;br /&gt;
==Community outlook==	&lt;br /&gt;
Due to ''Dwarf Fortress'' making ample use of the ''wood-elven'', or &amp;quot;elves as stuck-up jerks who live in trees&amp;quot; stereotype (which is especially noticeable when talking to their diplomats), the race as a whole tends to be widely [[Unfortunate accident|disliked]] by players, who aren't too happy about said stuck-up jerks trying to tell their dwarves how to live their lives and who will gladly ambush &amp;lt;s&amp;gt;and likely eat&amp;lt;/s&amp;gt; dwarven children while they play in the woods. &lt;br /&gt;
However, due to their wooden weaponry only being ''really'' effective on said children and unarmed dwarves, elves have a reputation among the community of being all-''bark''-and-no-bite wimps who serve as the perfect punching bags to be on the receiving end of whatever [[stupid dwarf trick]] the fortress is currently conducting, especially if it's a particularly [[Fun|violent]] one - many gruesome stories involve at least one elf as the victim. The elves' nigh-religious devotion to trees is also a point of note; many players will go as far as to raze their map clean of trees, for no reason but to spite the elves and provoke them into attacking, just for the chance to slaughter them all. &lt;br /&gt;
&lt;br /&gt;
Unlike many other fantasy settings, ''Dwarf Fortress'' elves have very few redeeming characteristics (they aren't any more attractive than a dwarf, human or goblin, [http://tolkiengateway.net/wiki/Celebrimbor aren't good smiths], and don't have any superhuman abilities beyond biological [[immortality]], a peculiar ability to walk through grass and other ground covering plants without disturbing them, and a (currently) off-screen ability to &amp;quot;shape&amp;quot; wood via magic - one of their few other saving graces is their potential to provide fully-tamed exotic animals for trade), though most long-time players play their antics for laughs, resulting in them essentially being the community's collective chew-toys. Many players will take on a Tolkien (''or, more likely, Warhammer Fantasy'')-esque dwarven spirit of hatred towards elves, slaughtering them for their actions against dwarven kind; or perhaps, compelled by some god of murder for the simple glee of the resulting elven blood rain. Being compared to an elf is particularly insulting, as it implies you're an unwashed, tree-loving, cannibalistic hippie (''or, as [[Dwarf#Community_outlook|some have said]], the kind of being that's prone to sitting around and living '''in''' the world, rather than acting upon it''). That's not to say that elves are universally disliked, however: some have earned the liking of the player base, typically due to them being part of a dwarven civilization (and as such, not acting like elves), with [[Main:Cacame Awemedinade|Cacame Awemedinade]] being one of the community's most well-known and beloved characters.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|FOREST}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=On_the_origins_of_dwarves&amp;diff=315207</id>
		<title>On the origins of dwarves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=On_the_origins_of_dwarves&amp;diff=315207"/>
		<updated>2026-03-03T17:44:47Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: &amp;quot;dwarfhood&amp;quot; implies a non-dwarven life stage, so &amp;quot;adulthood&amp;quot; would be a better correction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Piecewise's &amp;lt;s&amp;gt;article&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;masterstroke&amp;lt;/s&amp;gt; work of art on the forums needs to go here, so all can admire it.&lt;br /&gt;
&lt;br /&gt;
== &amp;quot;On the Origin of Dwarves&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
Long before our times, during the times of yore when great beasts stalked the darkness and tore civilization’s forebears asunder, there came to this world a strange new race: the dwarves.  The ancestry of the dwarves is muddled and confused, often times contradictory, impossible, incestuous or all three. This can mainly be contributed to the dwarven tendency to keep their history through the use of engravings, rather than books or even oral tradition. Dwarves, being a subterranean people, rarely create paper and lack the memories to pass down stories of their ancestors in any reasonable fashion; this inability is mostly blamed on their near constant state of inebriation. Also unfortunate to would be historians is the dwarven tendency to place these historical engravings 60 feet underground and surrounded by all manner of deadly traps, questionable architecture and various slavering beasts. If one didn’t know better it would seem as though they are deliberately hiding their past.&lt;br /&gt;
&lt;br /&gt;
Through what can be recovered the origin of dwarven kind (according to their creation myths) is as follows:&lt;br /&gt;
&lt;br /&gt;
Once, long ago, a particularly ugly and foul tempered mountain goat raped a particularly hairy and insane Mandrill atop a pile of stones and vomit. From this coupling was born the first of dwarven kind, the Mountain King. He was born with a battle axe and bottomless tankard clutched in his tiny hands and his body was covered in such copious amounts of hair that he might easily have been mistaken for a bearded bear cub. The Mountain King was raised by a Granite Boulder and grew strong upon a diet of booze, cave mushrooms and the blood of his enemies. At age 4 he killed a bear in a staring contest and at age 7 he domesticated the first wagon. Upon his ascendancy into adulthood he destroyed the boulder which had raised him and reshaped it into the first anvil, proclaiming:&lt;br /&gt;
&lt;br /&gt;
“Reg limar, abod ber, avuz thol, or mabdug, nokor buket!”&lt;br /&gt;
&lt;br /&gt;
These words would echo forever through dwarvenkind, though it is said that another phrase was within this motto. The lost phrase is said to have been:&lt;br /&gt;
&lt;br /&gt;
“Gatiz emar agak.” &lt;br /&gt;
&lt;br /&gt;
Though what this phrase means has been lost to us and inquiries to dwarven historians often end in violence. What little can be gathered is that it seems to relate to animal husbandry. &lt;br /&gt;
&lt;br /&gt;
His childhood behind him, the Mountain King set about founding the first Mountain Home, digging out most of the mountain by himself using only his bare hands and frighteningly calloused manhood. His lavish home now complete and balanced entirely upon a single pillar he set out to make his name known and to find a wife worthy of bearing his fuzzy offspring.  The first civilization he came upon were the elves, a race of naked and eternally beautiful feyfolk who abhorred the use of trees or animals for any means. It was said that when they met the Mountain King, he was in the process of beating a mountain lion to death with a wolf. The elves, in their kindness, attempted to persuade the Mountain King to follow their naturalistic ways. In response the Mountain King tore off the head druid’s face and promptly began using it as his undergarments. Before the shocked elven masses he announced:&lt;br /&gt;
&lt;br /&gt;
“Etar linem etes gubel lor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Which, roughly translated, means:&lt;br /&gt;
&lt;br /&gt;
“Your king blows my bulbous tool.”&lt;br /&gt;
&lt;br /&gt;
Since this epochal meeting the relations between the elves and dwarves have continued to be tense, often times ending in massive forest fires, rampant cannibalism, horrifying dismemberment or, worst of all, crossbreeding. His duty done, the Mountain King continued his journey through the primal world. He next came upon the goblins and was delighted to find that their skinny limbs and necks broke with even the gentlest of hammer blows. After a brief campaign of recreational genocide the Mountain King grew bored of his new playthings and continued on, leaving the goblins broken and scattered, connected only by their intense hatred of small, bearded people. This hatred continues to this day, resulting in nearly constant goblin raids against dwarven settlements. Unfortunately, goblins' limbs and neck still snap with the ease of twigs, making these valiant efforts more or less meaningless. &lt;br /&gt;
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The last race which the Mountain King discovered was that of Humans, still in their fragile and frightened infancy. Taking rare pity upon the gangly and awkward race, the Mountain King gifted them with weapons, armor and booze, ensuring a stable business and war partner as well as drinking buddy for generations to come. It was after finding this last race that the Mountain King realized he was still without a wife and was beginning to feel the effects of his decades of celibacy.  After a tour of countless brothels and leaving a swath of broken pelvises and dislocated jaws behind him The Mountain king finally returned to his home. Determined to have his bride, the Mountain King built a tower to the heavens themselves and petitioned Armok, God of Blood, to grant him a wife. Armok agreed, on the condition that all their descendants from first to last be cursed with a tendency to die horribly. The Mountain King gladly agreed. &lt;br /&gt;
&lt;br /&gt;
The wife which he was given, The Queen of All Stone, was truly a rightful receiver of his seed and wore a beard that could match his own. It was from these two that all dwarven kind sprang (or walked, being that dwarves don't really spring, hop, jump, skip or do anything that means removing more than one foot from the ground). &lt;br /&gt;
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From this common ancestor onward the genealogy is scattered and unsure, engraved upon bars of soap and metal beds across the world. Many believe that the first child of the Mountain King was a girl by the name of Urist. Records become scarce beyond this but what little can be found indicate that she was notorious trickster and prone to paranoid mania, preferring to remain isolated. From this point on we can only guess.&lt;br /&gt;
&lt;br /&gt;
== Urist's Anatomy ==&lt;br /&gt;
&lt;br /&gt;
Dwarves are, by weight, 40% Body hair, 30% alcohol, 6% calluses, 12% anger, 7% muscle, 1% skin and 4% miscellaneous.  Their blood does not have different “types”; rather it has a variety of “proofs”.  Their bone structure is not unlike that of a man, though much stouter and more dense.  The exceptions to this comparison come mostly from two places: the legs and the head. Dwarves, for whatever reason, lack knees and are therefore incapable of things like hopping, skipping, running in a dignified manner or bending down without falling prone. Dwarves, however, seem to prefer it this way and regard anything requiring knees as being the actions of “elven silly nannys”. Several of the other strange anatomical designs are centered in the head and the curious structure of the dwarven skull. A dwarf’s beard is actually connected directly to the bones of his jaw and palate and is comprised of a thick mane of hair like cartilage growths. These growths are actually quite sensitive to certain stimuli and allow a dwarf to detect things like an abandoned pigtail sock, even from miles away.  &lt;br /&gt;
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The dwarven skull is composed of only two very thick bones, one being the mandible and the other consisting of the entire rest of the cranium. This strange configuration seems to be an adaptation to generations of cave-ins and the popular dwarven drinking game “Smash rock with face”. Unfortunately the thick and solid skull compresses the dwarven brain and induces a species wide mental syndrome not unlike severe bipolar disorder. This means that dwarves are highly susceptible to sudden and often violent mood swings, shifting between murderous rage and enthralled stupor with only a particularly nice sock or table as the cause.  Another interesting anomaly, or lack of anomaly, is that of the dwarven liver. Dwarves, as a race, are dependent on alcohol from birth; it has been proven that it is not simply conditioning but that the dwarven body is actually dependent on alcohol to perform at its best. While the exact process that makes them dependent and why it is so necessary is still unknown, it does appear as though the dwarven body is paradoxically not equipped to  deal with the massive amounts of alcohol it must imbibe. The dwarven liver is by no means more effective or efficient when it comes to filtering the massive amounts of booze that a dwarf drinks, leading to liver failure to be the leading cause of death among dwarven kind (followed closely by “bludgeoned to death by enraged soap maker”). &lt;br /&gt;
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Beyond these obvious abnormalities are the less known and harder to distinguish differences in dwarven anatomy. Dwarves are a methodical and stubborn race to the point that every aspect of their life is directly influenced. Dwarves work, party, drink and sleep in marathon-like stints, often times continuing a single party or drinking binge for months on end and their inherent stubbornness makes it nearly impossible to change tasks quickly even if their lives depend on it. It is far from unknown to hear of a dwarven fortress falling to invading hordes simply because the fortress guard were in the middle of a 6 month nap or drinking themselves comatose. This tendency has lead to the adage “oblivious as a dwarf on break”.&lt;br /&gt;
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Beyond their stubbornness dwarves also exhibit a variety of odd behaviors, some of which seem to be related to their physiology while others are more idiosyncratic. A dwarf’s chosen profession seems to influence his thought patterns in radical ways, often leading to specific phobias and reckless behavior. Non-military dwarves, for example, seem to universally develop a crippling fear of all animals, even the most harmless. It’s not uncommon to see panicking works-dwarves running in abject terror from things like mountain goats and perturbed llamas. Military dwaves, on the other hand, seem to completely lose their sense of self-preservation and run heedlessly into battle, ignoring tactics in favor of fanatic yelling. So removed from their sense of fear are the warrior women that they often carry their children into battle, a tactic which often ends in tragedy; It should be noted, however, that there are few sights more frightening then a dwarven woman, bare from the waist up, holding a suckling newborn in one hand and a battleaxe in the other, charging toward you. &lt;br /&gt;
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The debate on the subject of dwarven depression and anger is a complex one at best and is hard to study without significant risk to life and limb. It’s a well known fact that dwarves are particularly mentally unstable and subject a great many psychoses. One, as yet unproven, theory asserts that this tendency toward madness is actually a inborn limiting mechanism to control the number of dwarves occupying a certain area. It is a documented fact that, as a dwarven civilization grows in population the risk of insanity and depression also increases.  Indeed it is impossible to walk into a thriving dwarven civilization and not see at least a handful of raving mad-dwarves  screaming at the walls. The Theory asserts, however, that these harmless, though insane, individuals are not the purpose of the madness, merely a unforeseen failing. The true purpose of the madness is to limit population numbers through murder, suicide and random dwarfslaughter. Indeed it does seem that large dwarven civilizations are often brought down by internal subterfuge, mass suicide and ritual murder (or by poor architectural planning). &lt;br /&gt;
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This inherent tendency toward insanity, whatever its cause, seems to have given dwarves an odd sense of art as well as particular building talents. Dwarves are known world over for their proficiency in metal working and weapon crafting as well as mechanical skill, however it is their decorative arts that are perhaps the most interesting. Take for instance a random piece of dwarven armor, a copper gauntlet in this case. Its construction is of the highest order and it is menacing with iron spikes, however perhaps the most frightening thing is its decoration. Recreated in painstaking detail is an image of a horse. The horse is screaming.  Often times things such as dining room walls and children’s toys are adorned with images of violent slaughter, terrible holocausts and the occasional giant mushroom.  Its not known exactly why dwarves would decorate their homes in such manner, but the scenes of violence actually seem to stave off fits of madness and violence, perhaps acting in some sort of primitive cathartic manner. Or perhaps dwarves just genuinely enjoy images of bloody dismemberment and triangles.&lt;br /&gt;
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== &amp;quot;War, Peace and Fell Moods&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
The dwarven society is a complex and puzzling one, when compared to our relatively simple human society. Where as we seem to be guided mostly by instinct and desire, dwarves are driven by an entirely different kind of morals and ambitions. For instance, it is still completely unknown, even by the dwarves themselves, where their orders come from. Despite the existence of nobles within their society dwarves seem to act independently yet, paradoxically, also as a whole. For the non-informed imagine it like this. One dwarf may decide to mine out some stone, while another may decided to cut stone blocks and yet another may decide to assemble these blocks into a wall. These dwarves do these actions without the knowledge of what their fellow dwarves are doing and they seem only to do this on a whim. Theories of hivemindism abound, but perhaps the most interesting theory is that, in line with dwarven creation myth, the dwarves are being influenced and semi-puppeted by Armok, the dwarven god of blood, or His helpers. However, these speculations remain simply blind guesses. &lt;br /&gt;
&lt;br /&gt;
A brief glance at dwarven society reveals it to be something like Feudalism, with many settlements under the ultimate control of a Monarchy. However, in depth study reveals that the tiny fraction of nobles actually seem to have very little to do with anything outside of trade relations. The prevailing opinion of the dwarven working class is that nobles are slightly touched in the head and their orders border on delusional. Its common for nobles to attempt to restrict the trade of items that do not exist and often can not exist in a specific settlement; they're also known for their strange obsessions over seemingly random objects and will demand their manufacture, much to the annoyance of the general masses. Some believe that nobles are simply dwarves which have some how escaped whatever force binds and orders the rest of the workers, leading them to be unreliable and mentally unsound without the external control. In this situation the Aristocracy is seen more as an aggravating and demanding elephant graveyard, a position that the worthless and potentially dangerous of dwarven society  are “promoted” to, in order to keep them away from weapons or heavy machinery. &lt;br /&gt;
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The possible exceptions of this rule lie within the dwarven justice system, specifically with the sheriff and the Hammerer. Dwarven law is seemingly draconian in many ways, but is also rather progressive. Dwarves put a great emphasis on the lives of living creatures (so much so that they consider the killing of a tame, non-food animal equivalent to murder) and as such have no capital punishment. What they have instead though, could be said to be even worse. Dwarves have three forms of punishment: Imprisonment, beating and Hammering. The first two are relatively minor, with even the harshest of beatings generally resulting in only minor injuries, it is the final punishment which is the most feared. The Hammering is doled out by the Hammerer, the dwarven equivalent of an executioner who wields a war hammer rather then an ax or sword. Hammering is simply that, the condemned receives repeated blows with the war hammer until either the sentence is carried out or the criminal is dead.  While death is not the express purpose of the hammering it is often a side effect, with the other outcome usually being serious, crippling injury. Unfortunately one of the crimes which can possibly net this debilitating consequence is that of failure to comply with work orders, meaning that innocent dwarves may have their heads caved in for their inability to make glass in the middle of a frozen tundra.  Its not surprising that nobles tend to meet their ends under suspicious circumstances and are often found under mysterious cave ins or floating face down in the moat. &lt;br /&gt;
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Despite their warrior mentalities and fierce personalities dwarves have shown themselves to be passive aggressive at best (and aggressively passive at worst). While they are known for their fighting ability and boastful nature they rarely conduct war as an invading force, preferring instead to let the foolhardy enemies break themselves upon the fortresses' walls.  A common dwarven saying that of “The best place to insult your enemies is behind forty feet of stone.”  Its not to say that the most famous dwarven conflicts were those between dwarves and other sentient beings, far from it in fact. Perhaps the greatest example of the, ahem, quirkiness of dwarven culture is that the grand fortress of Boatmurdered. Boatmurdered endured the normal hardships of a dwarven settlement, namely constant raids from goblins and an inherently unstable society, but there was one main difference: elephants. It is, to this day, not known as to why the settlement was founded so close to the forest of “Tuskydeath”, but the outcome was nothing less then horrifying on all sides. For years the dwarves and elephants traded blows, usually resulting in the brutal impalement or trampling of dwarves or the imprisonment or death of the elephants. This conflict culminated in the creation of a “doomsday device” which was used to halt aggressive flooding as well as to flash boil most of the wildlife.  Since the final fiery end of Boatmurdered a fragile truce seems to have been enacted between the elephants and the dwarves, if only to prevent such slaughter from ever occurring again. &lt;br /&gt;
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Unfortunately one creature that continues to be a continuous hazard to dwarven kind is that of carp. The official myth of the dwarves is that Armok created the carp out of river rocks and instructed them to mutilate random passersby. Regardless of their origin carp are considerably dangerous to dwarves, fisher dwarves in particular. Its not uncommon for fisher dwarves to be dragged into the river by swarms of these blood thirsty beasts. Some dwarves die as they are snatched off bridges or while gathering water and are never seen again, at least in one piece.  Worse than river carp are the popularly named “death pool carp” or carp that have become trapped in murky pools.  These pools are death traps and can be fatal to anything which wanders too close. Perhaps the most terrifying is the idea of what dwarves refer to (in hushed tones) as skeletal carp. These creatures are the remains of carp, animated through dark means, and are reported to be “faster than a beak dog and stronger than an ogre” as well as nearly immune to any sort of conventional weapons. There are reports of hordes of these strangely animate corpses galloping across the bleak and blasted wastes, tearing apart anything which gets in their way. Exactly how a fish, undead or not, can gallop is something beyond this writer's comprehension.&lt;br /&gt;
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== The Book of Job(s) ==&lt;br /&gt;
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Dwarven culture is one dominated by toil and greed, leading most dwarves to be little more then glorified workhorses for the vast majority of their lives. It was once remarked of a dwarven miner that “there has never been a life as cruel or mercifully short as his”. In general dwarven labor is separated into two categories, crafting and hauling things about. For instance, a carpenter is considered a craftdwarf, as he creates useful objects from a raw material; a woodcutter is considered a hauler because his job consists mainly of chopping trees and lugging them around till he inevitably dies during some sort of animal attack. Almost all known dwarven professions have been complied and documented here for the sake of…well, record keeping. &lt;br /&gt;
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[[Mining]]:&lt;br /&gt;
The noble, humble and very crushable miner is a job of both great importance and great ineptitude. On one hand the lives and livelihoods of all other dwarves depend on their ability to carve away the mountain and protect their comrades from the harshness of outdoor living. On the other hand their only discernible skill is the ability to swing a pick and (usually) not get crushed by falling rocks (maybe). It should be noted that, though both the job and the worker are relatively simple, the work does tend to produce sculpted, muscular dwarves ripe for military usage. Let us not forget the tales of dwarven work camps being defended by Herculean miners, their massive arms bulging as they embed pickaxes into elven hearts and minds.  &lt;br /&gt;
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[[Wood cutting]]:&lt;br /&gt;
The wood cutter is much like his miner counterpart: essential to many facets of the modern fortress and yet requiring the rough mental equivalency of a wagon wheel. However the wood cutter faces many more dangers in his line of work, from braving the horror of the wide open sky to battling the various forest creatures (sometimes including elven assassins). Unfortunately the woodcutter gains even less recognition than the miner, probably because the material he harvests only has a small set of uses within a well established fortress. &lt;br /&gt;
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[[Carpentry]]:&lt;br /&gt;
Carpenters make various things out of wood, a practice that was deemed “Dangerously elf-like” many generations ago. Because of this carpenters are viewed either as outcasts (if they enjoy their job) or as unfortunate souls doing a terrible duty out of necessity (if they don’t like their job). While it is grudgingly acknowledged that some wooden things are necessary, at least early on, this does not mean that dwarves have to like this fact. In the grand scheme of things dwarves view carpentry as somewhere between manure shoveler and rapist on the scale of social agreeability. &lt;br /&gt;
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Generally Carpenters and Wood cutters are tolerated as essential for the sheer fact that they make elves cry.&lt;br /&gt;
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[[Masonry]]:&lt;br /&gt;
A mason has a strange place within dwarven society. They're generally seen as respectable by most, their job being one of the more useful and in demand; however they are also sometimes seen as heretical and dangerous. This belief stems from a common dwarven idea that the mountain and natural stone are all around better than anything that they or any of the other races could throw together; as such it’s seen as rather impertinent that a mason would try to “improve” on the natural rock by making unnatural things out of it. However the groups that truly think this tend to be small fringe groups, many of which also believe that the masons are a world spanning cabal intent on taking over the world and then carving all the mountains into giant cheese statues. &lt;br /&gt;
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[[Engraving]]:&lt;br /&gt;
Engravers are an odd bunch, perhaps the most innately subversive group in any dwarven fortress. During times of relative calm they enjoy carving things like triangles and mushrooms, perhaps in an attempt to create some sort of weaponized boredom. However, in troubled times they delight in covering every flat surface in an endless array of disturbing images; it's not uncommon for dwarven bedrooms to be adorned with mosaics of the inhabitant’s loved ones being gored by elephants or trampled by goats. Engravers are often described by their peers as “arseholes”.&lt;br /&gt;
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[[Animal training]]:&lt;br /&gt;
Despite the job title this dwarf seems to have the perplexing task of randomly releasing various terrifying animals from their cages and promptly getting mauled. It seems that occasionally they may accidentally domesticate one of these snarling beasts but this can probably be chalked up to chance. Very rarely they also teach dogs to bite goblins where it hurts.&lt;br /&gt;
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[[Animal care]]:&lt;br /&gt;
See Butcher&lt;br /&gt;
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[[Health care]]:&lt;br /&gt;
See Burial&lt;br /&gt;
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[[Fish cleaning]], [[small animal dissection]], [[fish dissection]];&lt;br /&gt;
Dwarves with any of these jobs seem rather unbalanced and are prone to fire starting and bed wetting. It’s advised that one should keep at least ten feet from them, for a variety of very good reasons, not the least of which being that they are coated in the internal fluids of untold house pets. &lt;br /&gt;
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[[Butchery]]:&lt;br /&gt;
The butcher serves essentially the same purpose a human butcher does, though dwarven butchers seem to prefer battle axes to meat cleavers and enjoy their job a great deal more. While dwarves can live quite healthily on a diet of Plump Helmets they are renown for their delight in all manners of carnivorousness and as such the Butcher is seen as a welcome friend, a bloody and wide eyed bartender. The difference here is that the drinks are undercooked and made from cats. &lt;br /&gt;
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[[Leatherworking]]:&lt;br /&gt;
Dwarves have a code of morals surrounding animals that is strangely familiar. They abhor the torture or mistreatment of their furry companions but seem to have no problem slaughtering, skinning, and eating them wholesale as long as it’s done in a specific manner. This means that there is often a vast amount of usable leather from various beasts and house pets just laying around the fortress, making leatherworking a stable job indeed. Dwarves seem to possess a strange affinity for elf leather products, perhaps a hold over from the leather thong of their great forefather the Mountain King. &lt;br /&gt;
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[[Tanning]]:&lt;br /&gt;
This is the middle man between pet and sock, the great equalizer of life and upholstery. The tanner has the glorious job of taking the semi-rotten skin of various animals (and occasionally people) and transforming it into fine leather to be used as a raw material. It’s unknown how dwarves go about this process, as the human method of tanning requires large tracts of time, various foul chemicals and generally produces an odor that is noticeable for miles. The dwarven Tanneries are, by comparison, tiny workshops often located next to living quarters or even within kitchens. When questioned about this perplexity dwarven tanners whistle and attempt to look uninterested&lt;br /&gt;
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[[Farming]]:&lt;br /&gt;
Dwarven farming takes two paths, the normal above-ground farming which we are familiar with and more exotic underground growing. Dwarves seem to prefer the act of farming underground, even if they occasionally delight in the exotic brews made possible by above ground plants. Beyond the dwarven nutritional staple of booze the farms serve a lesser purpose of producing food and raw materials. Dwarves seem unconcerned about what they eat in most cases and can easily live out their lives subsisting on a diet of Dwarven wine, plump helmet and the occasional side of cat meat; This leads to an overwhelming majority of plump helmet farms which in turn leads a dwarven farm to resemble a scene from Alice in wonderland, albeit a dark, dank, vomit reeking wonderland populated by manic-depressive midgets. &lt;br /&gt;
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[[Fishing]]:&lt;br /&gt;
Depending on the area the job of a fisherdwarf can either be a luxury or a death sentence. In most areas the work of a fisherdwarf is dangerous only because of its need to be outside, amongst wild animals and horrible sky. However if [[carp]] are involved this normally menial job becomes a game of roulette, with every moment being just another chance to die. From the few historical carvings we have we know that the dwarves once had a 4th punishment, in addition to their current triad of prison, pummeling, and pounding; this fourth punishment entailed forcing the condemned to fish in a carp infested river till he was finally set upon by the beasts. This punishment was eventually banned, partially because it was deemed too cruel and partially because it tended to have a mortality rate of 4 or 5 rather then the intended 1 as guards and spectators were also dragged to their fishy end. &lt;br /&gt;
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[[Soap making]]:&lt;br /&gt;
Strange does not begin to describe this particular labor, The strangeness of it stems from the fact that dwarves are seemingly incapable of using soap for its intended washing purposes, choosing instead to stacking it about or simply trade it away. The soap maker himself seems perplexed by his creation yet continues to make it. Various men have tried to instruct the dwarves in the use of their creation however they remain seemingly mentally blocked from comprehending its purpose. However, men have also tried to teach the dwarves the meaning of being on fire and were equally unsuccessful, so perhaps there is simply some sort of cognitive dissonance involved. &lt;br /&gt;
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[[Furnace operating]]:&lt;br /&gt;
There is a saying which goes “When a dwarf and fire are wed, the former will inevitably end up dead.” This, above all else, accurately describes the dwarven relationship with things hotter then body temperature. As such it’s surprising that furnace operation is such a safe job, indeed there are no reports of fatalities directly relating to the furnace operator’s job (unless being caught in a cave in counts). How this record is maintained appears to be a complete mystery to all involved, including the Operators themselves. However, since it seems to take the average Operator something like a week to do even the simplest of tasks one could surmise that the record is the result of extreme safety measures or simple cowardice. &lt;br /&gt;
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[[Wood burning]]:&lt;br /&gt;
Wood burners lead a charmed life, revered as heroes for their use of fire to destroy the scourge that is above-ground nature, yet constantly hunted by elven assassins for the same reason. Wood burners are often local celebrities and are the pride of a fortress but the position is rarely volunteered for. The elves, in their endless attempts to destroy dwarven values, have singled wood burners out for death. The term of a Wood burner is usually ended when he his found face down with an oak arrow embedded in his spine.  &lt;br /&gt;
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[[Lye making]]/[[Potash making]]:&lt;br /&gt;
This labor includes letting ash float in water and then letting that water dry out (maybe). It also includes setting one’s hair on fire in a desperate attempt to liven up one’s bleak, ashy existence.&lt;br /&gt;
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[[Weaponsmithing]]:&lt;br /&gt;
The act of making a hammer with another hammer, creating the paradox of “where did the first hammer come from?” Weaponsmiths are often hulking brutes of considerable strength, perhaps second only to dwarven accountants in sheer muscle mass. Their job mainly consists of lifting something heavy and smacking it against something hot till something sharp is made. They are considered the backbone of the army, both for their skill in weapon creation and for their general propensity to cave in goblin skulls with their hammers. &lt;br /&gt;
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[[Armoring]]:&lt;br /&gt;
The rival of weaponsmithing, it’s not uncommon for inter-fortress arms races to pop up as weaponsmiths and armorers compete to one up each other. (in this case however I’m referring to the ancient dwarven tradition of “arms races” in which the participants drag themselves around the fortress using only one arm.) The armorers say they are more valuable because you only need one weapon, but many items of armor.&lt;br /&gt;
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[[Blacksmithing]] and [[Metalcrafting]]:&lt;br /&gt;
The work that doesn’t fall into either armoring or weaponsmithing is relegated to the humble blacksmith. The Metalsmith makes the much more mundane objects needed by the fortress, including cups which no one uses and coins that generally have no value. &lt;br /&gt;
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[[Gem cutting]] and [[Gem setting]]&lt;br /&gt;
Gem cutters are the jewelers of the dwarven world and are known for their flamboyant nature and sequin cloaks. They are often found, prancing about the tunnels with small hammers, gathering the raw material for their labor before returning to the shop to gently chisel away. While not a particularly proud part of the fortress gem cutters are tolerated for the vast wealth they bring in. Curiously they’re all named Shirley. Gem setters are a fair bit more dignified, even if their casual attire is a jewel encrusted codpiece. &lt;br /&gt;
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[[Bonecarving]]:&lt;br /&gt;
A habit most pick up in jail is actually a time honored tradition within dwarven society. It’s well known that dwarves prefer to use just about every part of an animal (not because of any sort of ethical ideal, but because it increases profit) and that they have a vicious sense of ironic humor; as such the act of turning elephant bones into arrows with which to shoot more elephants is seen not only as cost effective but as a genocidal good time. &lt;br /&gt;
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[[Stonecrafting]]:&lt;br /&gt;
One thing that dwarven society is never short of is spare rocks and it is the stoneworker’s job to turn all this useless debris into equally useless trade goods. Some of the strangest things a stonecrafter can make are stone musical instruments. How exactly one is expected to play a stone harp is lost on this author. &lt;br /&gt;
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[[Woodcrafting]]:&lt;br /&gt;
Like carpenters, woodcrafters are often the object of ridicule and anger. They do, however, have one talent which brings them some social standing: the ability to make wood bolts for crossbows. As mentioned before dwarves have a love of poetic justice and as such greatly enjoy killing elves with wooden arrows. A famous dwarven general once said of a particular conflict with the elves: “They demanded to know what we had done with all their precious trees. So our archers showed them.” &lt;br /&gt;
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[[Glassmaking]]:&lt;br /&gt;
Dwarves have a perilous relationship with glass. On one hand it’s fragile, a quality dwarves detest. On the other it’s shiny and involves fire in its creation, both qualities which they love. Regardless of their opinions on the substance glass tends to have few if any practical uses within a fortress, being that windows aren’t exactly a necessity a mile beneath the earth. Much like the stonecrafter the glass maker seems to focus his efforts on building things like Goblets which dwarves never use and toys which will invariably shatter into some child’s hands and eyes. However, unlike the stonecrafter, the glassmaker’s raw material is time and resource consuming to create. This leads to the common impression that dwarven glassmakers are insane. &lt;br /&gt;
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[[Siege engineering]] and [[Siege operating]]:&lt;br /&gt;
Merchants of death on a grand scale, Siege engineers create the dwarven weapons of mass destruction: the ballista and the catapult. Regarded as talented though a bit off, as they tend to test their wares on migrants and unsuspecting wildlife, much to their own delight. &lt;br /&gt;
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[[Mechanics]]:&lt;br /&gt;
The dwarven mechanic is usually considered one of the most intelligent of dwarven society, capable of constructing everything from power generators to deadly traps. Oddly enough they require only one type of mechanism to do this, though the number of these mechanisms varies from machine to machine. Humans have for years tried to discover the method by which such complex apparatuses can be constructed with only 2-3 parts and have in-so-far been unsuccessful. Another mystery is the way in which mechanics can mechanically connect two objects, even across massive distances, with only two of these mechanisms. When we questioned a dwarven mechanic by the name of Hertz about this seemingly impossible phenomenon he merely shrugged and replied “Ich habe keine Ahnung, aber es ist recht interessant.”&lt;br /&gt;
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[[Weaving]]:&lt;br /&gt;
While the task of weaving is usually relegated to the women of other races dwarves hold no such sexist policies. Instead they have much more dangerous policies, like capturing enormous spiders and feeding them a constant diet of crippled goblins in order to harvest the spider’s web for high value silk production. It should be noted that the dwarves also do not discriminate who to feed to said spider based on sex, race or age; in other words it’s equal opportunity murder all around. &lt;br /&gt;
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[[Dyeing]]:&lt;br /&gt;
A favorite activity of dwarves, especially those near volcanoes or cliffs.&lt;br /&gt;
&lt;br /&gt;
[[Clothes making]]:&lt;br /&gt;
Dwarves are a simple race when it comes to clothing; many wear and in fact prefer to wear simple clothing. Of course this simple clothing invariably degenerates into rags, prompting the creation of new clothing. After all, spending is better then mending. Counter-intuitively, though, the post as clothier is rarely filled, meaning that the demand for new clothing often goes unanswered. When asked why so few are willing to become a clothier most dwarves will simply scream and run, while the few braver souls will recount stories of horrible carnage and destruction. It is believed, after careful study, that the loom is actually a distant cousin of the Wagon; however, unlike the wagon, the loom is capable of moving of its own accord. Loss of life and limb is rife. &lt;br /&gt;
&lt;br /&gt;
[[Milling]]:&lt;br /&gt;
Dwarves tend to do this when they should otherwise be working. &lt;br /&gt;
&lt;br /&gt;
[[Hunting]]:&lt;br /&gt;
In theory this is the practice of bludgeoning, stabbing or shooting various wildlife to death in order to use their carcass as food or raw materials. In reality it’s the practice of wandering into the forest, getting trampled or gored and then dragging one’s crippled self back to the fortress where one then occupies a bed for the rest of one’s natural life. &lt;br /&gt;
&lt;br /&gt;
[[Brewing]]:&lt;br /&gt;
Brewers are loved above all others in their community and in the cases of exceptional brewers almost worshiped. A master brewer will often have a harem of comely young women (or nubile young boys) along with substantial treasure and fame. However a brewer who disgraces the practice by brewing sub-par drinks will be ridiculed and despised, or in some extreme cases publicly lynched. It should be noted that many of the aforementioned actions and decisions happen while the participants are extremely inebriated on said brewers beer. This has lead to the adage “Madder then a Dwarf on Sewer Brew” &lt;br /&gt;
&lt;br /&gt;
[[Plant gathering]]:&lt;br /&gt;
The act of tearing various plants out of the ground for various purposes, the favorite of which is “just to annoy the blasted elves”. The brewers do thank the gatherers - sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Milking]]:&lt;br /&gt;
Dwarves are quite odd in their choice of which animal to milk. While all manner of mammals are available to dwarves, including the cow, camel, ox and goat, dwarves instead choose a insect as their only source of milk. Beyond this they chose a maggot that many dwarves find detestable and that can only be milked once a season. When asked why they would do something so counter-intuitive most dwarves look embarrassed and attempt to change the subject. &lt;br /&gt;
&lt;br /&gt;
[[Cheese making]]:&lt;br /&gt;
Because milk is a rather rare commodity in dwarven society, for aforementioned reasons, the prospect of cheese is rather dubious. Because of this dwarven cheese is actually extremely valuable, equal to dragon meat. This author wonders if the choice of “dwarven” cheese rather then “purring maggot” cheese has something to do with this, though dwarven cheese implies rather disturbing things in and of itself. &lt;br /&gt;
&lt;br /&gt;
[[Cooking]]:&lt;br /&gt;
Dwarven cooks are only grudgingly accepted into society, mainly because they are seen as an unnecessary step between the raw meat of the butcher and a potential meal. The dwarves are not particularly unreasonable in this either as it is a well documented fact that dwarven cooks do not, in fact, cook anything. Raw meat, plant products and Minced wine are simply mixed together to create “roasts” and “biscuits”. While these names may sound appetizing the reality of the matter is that they are gelatinous masses of grayish moist unhappiness. While many outsiders think that the miasma found around kitchens is the result of rotting food, it is actually a byproduct of successful cooking. &lt;br /&gt;
&lt;br /&gt;
[[Trapping]]:&lt;br /&gt;
Imagine, if you will, a great and grizzled mountain man with a long flowing beard and eyes shining like two great lumps of coal. Imagine this man holding a bear trap. Imagine this man chasing a mouse with this bear trap. This is the basic scenario of dwarven Trapping.&lt;br /&gt;
&lt;br /&gt;
[[Architecture]]:&lt;br /&gt;
The dwarven architect is often uneducated and inexperienced, sometimes picked simply because he is the closest to the current construction job. Thus thrust into his new position the unfortunate victim usually fails terribly, often ending in the deaths of several masons and the stranding of many more. In order to avoid embarrassment the project foreman has the architect jailed and supposedly executed. However, rather then actually executing him the foreman simply gives the victim a false beard to wear over his real one and then reintroduces him into society. By the end of his life time the average dwarf is reported to be wearing no fewer then 3 false beards over his real one.&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Profile&amp;diff=315206</id>
		<title>Profile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Profile&amp;diff=315206"/>
		<updated>2026-03-03T17:34:13Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Thoughts */ Add image and links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(For workshop profiles, see [[Manager#Setting_workshop_profiles|Manager]].)''&lt;br /&gt;
&lt;br /&gt;
The '''profile''' (or character sheet) is an important part of the [[interface]], giving all information you can ever need (or better get by normal means)&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; on a particular dwarf. The profile is accessible by clicking on a dwarf, and consists of several screens (or tabs): Relations, Groups, Military, Thoughts, Personality, Overview, Items, Health, Skills, Rooms, Labor.&lt;br /&gt;
&lt;br /&gt;
After clicking the dwarf the overview screen (tab) is shown giving you an overview of their&lt;br /&gt;
:* upper left box: gender, age, most important family relations and pets (if any)&lt;br /&gt;
:* upper right box: notable characteristics&lt;br /&gt;
:* second row box (left): (current) health status&lt;br /&gt;
:* second row box (right): current positions (administrativ and noble)&lt;br /&gt;
:* third row box (left): hauled (job) item, only one is shown, if multiple are hauled. Might be ie. wheelbarrow, if one is currently used by the dwarf.&lt;br /&gt;
:* third row box (right): current assigned squad (if any) and highest combat related skills&lt;br /&gt;
:* fourth row box (left): highest labor/job related skills&lt;br /&gt;
:* last row box: a quote from the dwarf (ie. about their most recent activity or their general view on life or how they are feeling) and their most recent thoughts and memories. This can give an overview of some of the most recent activities of the dwarf.&lt;br /&gt;
&lt;br /&gt;
Also on the top right side of the profile their are some buttons to view the dwarf's (recent) combat history, customize the dwarf's name and profession (ie. give the dwarf a nickname), set the camera to follow the dwarf around and a button to send the dwarf somewhere else (ie. send the dwarf to a linked site, if any, or outright expel the dwarf).&lt;br /&gt;
&lt;br /&gt;
The other tabs of the profile can be accessed by clicking a tab (above the boxes) in the profile.&lt;br /&gt;
&lt;br /&gt;
''Note:'' &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;): Some stats (ie. concrete current attribute values, raw skill level, amount of skill experience etc.) are either not acessible by normal means (except ie. using utilities like gui/gm-editor of dfhack) or only acessible (shown), if df is run with dfhack.&lt;br /&gt;
&lt;br /&gt;
==Breakdown of (other) tabs==&lt;br /&gt;
===Relations===&lt;br /&gt;
{{main|Relationships}}&lt;br /&gt;
This section is accesible by clicking the &amp;quot;Relations&amp;quot; tab. It lists the relations with other dwarves, worshipped deities (and/or religions), pets and bonded animals. Close family relations are listed first, then any worshipped deities, followed by pets and bonded animals and at last the non-kin relationships to other dwarves (and sentient beings) are listed. The more relationships, generally, the happier they are, but also the more impacted they will be by potential deaths.&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
This lists the current and former groups (also known as entities) the dwarf does (and did) belong to, their ties to that group and the positions the dwarf holds (or did hold) in that group. Every entry gives the name of the group, the type of the group/entity (ie. civilization, site government or guild) and the tie the dwarf has to the group (ie. citizen, in case of a civilization). Groups, where the dwarf holds (or did held) a position, will be listed multiple times as each position is also a link/tie to a group. Also note for each unique position (like manager or mayor) of a group only one entry is added, ie. if a dwarf was previously a manager and is again serving as a manager, it is only mentioned that the dwarf is currently the manager (and not that the dwarf is also the ex-manager), but for each squad the dwarf was (or is) part of the list will have an entry, also for each different militia captain (squad leader) position the dwarf holds (or did hold) an entry is listed (as each squad has its own unique leader).&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Has three sub-tabs: squads (opened after clicking on the military tab), uniform and kills. If the dwarf is in a squad the name of the squad and the current orders are listed (in the first tab, opened upon clicking the military tab). The second tab gives an overview of the assigned uniform (if any) and the third tab shows the kill list.&lt;br /&gt;
&lt;br /&gt;
====Kill list====&lt;br /&gt;
A dwarf's [[kill_list|kill list]] is a record of what creatures they have killed ([[meat industry|slaughtering]] aside). Only dwarves that have actually killed things in hostile combat get kill lists. Some dwarves arrive at your fortress with a few kills already under their belt. Although vampires draining others of blood count as kills, in practice their true kill lists are hidden and usually empty as part of their disguise.&lt;br /&gt;
&lt;br /&gt;
===Thoughts===&lt;br /&gt;
[[File:Thoughts_v50_preview.png|right|258px]]&lt;br /&gt;
''See also: [[Thought]] and [[Memory (thought)|Memory]]''&lt;br /&gt;
&lt;br /&gt;
This screen is accessible by clicking on the &amp;quot;Thoughts&amp;quot; tab. It has two sub-tabs: Recent thoughts and Memories.&lt;br /&gt;
&lt;br /&gt;
The Recent thoughts (sub-)tab gives you a list of the recent thoughts of the dwarf (see [[Thought|thoughts]]), with the most recent thoughts (and remembered memories) listed first (in comparison to the list on the overview tab this list is much longer).&lt;br /&gt;
&lt;br /&gt;
The Memories tab gives a lists of seasons and the memories the dwarf has gained in that season (see [[Memory_(thought)|memories]]), if a listed memory (upon becoming a core memory) did change a personality facet (and/or value) it is mentioned here (but is not generally mentioned, whether a listed memory has become a core memory or not).&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
[[File:Personality v50 preview.png|right|thumb|A miner's mind.]]&lt;br /&gt;
This tab consists of four sub-tabs (Traits, Values, Preferences, Needs) and gives an overview over the personality of the dwarf.&lt;br /&gt;
When the personality tab is clicked by default the Traits tab is shown.&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
This tab gives a detailed description of the dwarf's (or character's) traits. &lt;br /&gt;
&lt;br /&gt;
If any of the mental attributes (see [[Attribute#Soul_attributes| mental attributes]]) are above or below the racial average attribute range, then all of these attributes are listed in the first paragraph (the paragraph is missing if all mental attributes are within the average mental attribute ranges). Instead of just listing the name of the attribute and the concrete value of the attribute a verbose description of the attribute (and the corresponding value range the attribute's value belongs to) is given instead. All attributes above the average attribute range are listed first and in green (with the attributes more tiers above the average listed before attributes with less tiers above the average) and all attributes below are listed (afterwards and) in red (with the attributes with more tiers below the average listed after the attributes with less tiers below the average, so that the worst mental attributes are listed last).&lt;br /&gt;
&lt;br /&gt;
Afterwards the [[Personality_facet| personality facets]] of the creature, which are not in the default range, are listed. As usually every creature will have a personality facet, which is not in the default range, this paragraph will usually not be empty. Again the facets, with the higher deviation from the default range are listed first. If any of the personality facets were changed due to the memory of an event becoming a core memory, for each personality facet changed, the last such event with the change is also mentioned here. Also not that temporary personality facet changes (eg. due to recent alcohol consumption) are also mentioned (and highlighted by using yellow text color).&lt;br /&gt;
&lt;br /&gt;
In the next paragraph the [[Mannerisms|mannerisms]] of the character are mentioned, which might be empty (if the character does not have any).&lt;br /&gt;
&lt;br /&gt;
And afterwards the alcohol addiction of dwarves is mentioned and it is also mentioned if the character likes working outdoors - it is not mentioned, if a character does not like working outdoors.&lt;br /&gt;
&lt;br /&gt;
====Values====&lt;br /&gt;
This subtab lists first (in one very long sentence) the general [[Personality_value|personality values]] shared by all members of that civilization. The personality values are ordered by the higher tier differences from the middle personality value tier listed before personality value with lower tier deviation. Any personality values, which belong to the middle tier, are omitted. Also all personality values, which differ from the normal personality value of that civilization are not mentioned in the first sentence.&lt;br /&gt;
Afterwards in light blue (?) text color the personality values, which differ from the cultural values (of that civilization) are mentioned.&lt;br /&gt;
And lastly, if the character has [[Personality_goal| personality goals]], these are listed afterwards (in vanilla, without adding any more personality goals ie. via dfhack, a character will have at most one personality goal).&lt;br /&gt;
&lt;br /&gt;
====Preferences====&lt;br /&gt;
This sub-tab lists the [[Preferences|preferences]] of the dwarf as well as the hateable vermin, the creature hates (or dislikes) the most.&lt;br /&gt;
&lt;br /&gt;
====Needs====&lt;br /&gt;
This sub-tab lists gives an (detailed) overview of the characters [[Need|needs]] and to which degree the need is currently met.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
This tab lists the items the character is currently wearing or hauling. Any (worn) items, which are part of the regular clothing (which includes any crafts or even large gems), are marked as such (with the letter 'c' before the button at the right side of the entry) and are considered to be owned by that dwarf. Any item worn (and not hauled), which is not considered part of the regular clothing, is not considered to be owned by that dwarf. All items (ie. to view, dump or forbid the item) can be accessed via a button on the right side of the entry.&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
This tab has five sub-tabs, which are status, wounds, treatment, history and description. Upon clicking on the Health tab the status sub-tab is shown. If the character has any health problems, they are listed here. If the character has any (evaluated) wounds, they are listed in the wounds sub-tab. Any treatments are listed in the treatment sub-tab. The medical history (if any) of the character are given in the history sub-tab. The Description sub-tab gives a description of the dwarf (and an overview of the dwarfs physical attributes).&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
This tab gives a detailed description of the creatures (appearance and physical capabilities).&lt;br /&gt;
&lt;br /&gt;
First (in grey text color) a short description of the race (or species) the character belongs to is given.&lt;br /&gt;
&lt;br /&gt;
If there are any physical attributes, which deviate from the average value range of that attribute for that creature, another paragraph is added listing all physical attributes, which deviate from the average value range. The ordering of the attributes is the same as the ordering for the mental attributes (and again the attributes above the default/average value range are listed in green text and the attributes below the default/average value range are listed in red text).&lt;br /&gt;
&lt;br /&gt;
Afterwards a detailed description of the characters appearance is given. Also any missing or deformed extremeties (and organs) are listed (if there are any).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
This tab has five sub-tabs, which are Labor, Combat, Social, Other skills and knowledge. Upon clicking on the Skills tab the Labor sub-tab is opened. In all sub-tabs (except the Knowledge sub-tab) different skills the character has are listed. In each category the skills with the higher skill levels are listed above the skills with lower skill levels. For skills with the legendary rank, the skills with higher raw skill level are listed above other legendary skills with lower raw skill level. If a skill is considered to be rusty (or very rusty) it is mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Labor sub-tab lists all skills (with at least 1 experience point), which are associated with any labor (including organizer, for administrative jobs, and appraiser, for the broker position, but not ie. ambusher). For each skill the color associated with the corresponding profession is used as text color.&lt;br /&gt;
&lt;br /&gt;
The Combat sub-tab lists all combat related skills (including Observer and Discipline, but not ie. Mining, allthough that skill is used for characters using a pick-axe as a weapon, or ambusher).&lt;br /&gt;
&lt;br /&gt;
The Social sub-tab lists all social skills of the character (including ie. leader, speaker and teacher, but not student).&lt;br /&gt;
&lt;br /&gt;
In the Other skills sub-tab all remaining skills are listed, which ie. includes all skills (except speaker), which are associated with any performance, Concentration, Student, Ambusher, Swimmer and Climber.&lt;br /&gt;
&lt;br /&gt;
The Knowledge sub-tab lists all knowledge of ie. art forms, with known poetic forms listed before known musical forms, which in turn are listed before known dance forms.&lt;br /&gt;
&lt;br /&gt;
===Rooms===&lt;br /&gt;
This tab lists all rooms (Study, Quarters, Dining Room and Tomb) which are assigned to the dwarf. If no room of a type is assigned to the character (or the character's spouse) then this is also mentioned, ie. by saying &amp;quot;No Study&amp;quot; or &amp;quot;No Dining Room&amp;quot;. If multiple rooms of a type are assigned to a character (including rooms assigned to the character's spouse) each such room is listed. Each entry has first an icon, donating the type of room, then the name of the room (or default name of that room, if the room was not named) and the type of the room (including quality) is mentioned. If any of the character's positions (noble or administrative) need a room of a certain quality, then the entry also mentions for any assigned room of that type, whether that room satisfies the requirement (and also the icon color is then changed from ie. grey, no requirement, to either green or yellow, depending on whether the room meets the requirement) - and in general all rooms, which do not satisfy the needed room quality should be removed (as the character might use the sub-standard room and thus get a bad thought from that). Also each room entry has a button on the right side to directly go to the location of that room (but this does not open the corresponding zone menu).&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
This tab has four sub-tabs, which are work details (shown, after clicking the labor tab), workshops, locations and work animals. At the top of each sub-tab it is mentioned, whether the character is specialized or not (and can be changed by clicking the corresponding button).&lt;br /&gt;
&lt;br /&gt;
====Work details====&lt;br /&gt;
If the character's profession is not a baby (nor a child), then an overview of the character's work details is given here, with the possiblity to reassign the characters work details. &lt;br /&gt;
&lt;br /&gt;
====Workshops====&lt;br /&gt;
Lists the name of the workshop (if any name was given) the character is assigned to. Each list entry also has three buttons on the right side, allowing to navigate to the location of the workshop, to view the workshop's screen (and thereby exiting the character sheet) and to remove character from an assigned workshop. All build levers are considered workshops, too, so if the character is assigned to a lever (or multiple levers), the levers are also listed here.&lt;br /&gt;
&lt;br /&gt;
If the character's profession is either baby or child, then it is only stated: &amp;quot;No dedicated workshop assignments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Locations====&lt;br /&gt;
Lists the name of the location with the type of occupation and the name of the location. The entry also has the possibility to open the corresponding location menu (or more precise to the zone assigned to a location with the lowest id) via a button or to remove the character from the assignment via a button.&lt;br /&gt;
&lt;br /&gt;
If the character's profession is either baby or child, then it is only stated: &amp;quot;No dedicated location assignments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Work animals====&lt;br /&gt;
Lists all work animals, which are all animals trained for either hunting or war (including work animals currently assigned to other characters), and gives the possibility to assign or remove an assigned work animal from that character (note: the first time a work animal is assigned to a character the work animal is given a name) - it should also be noted that an assigned work animal cannot be removed via the list entry in the Pet/livestock tab of the unit list. It is also possible for all listed work animals to either view the current location of the work animal or to view the corresponding character sheet (profile) of that work animal.&lt;br /&gt;
&lt;br /&gt;
It should also be noted, that it is possible to assign work animals to children and babies(!) via the Pets/Lifestock tab of the unit list, but it is not possible to remove these assigned animals (before the character did come of age), because, if the character's profession is either baby or child, then it is only stated: &amp;quot;Cannot assign work animals&amp;quot; (eventhough the assignment of work animals is clearly possible, via the Pets/Lifestock tab of the unit list).&lt;br /&gt;
&lt;br /&gt;
{{category|Interface}}&lt;br /&gt;
[[ru:Profile]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Memory_(thought)&amp;diff=315205</id>
		<title>Memory (thought)</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Memory_(thought)&amp;diff=315205"/>
		<updated>2026-03-03T17:30:53Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Remove v44 version banner&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:memories_preview.png|thumb|258px|right|The memories of a [[scholar]].]]&lt;br /&gt;
'''Memories''' are recipients for a dwarf's [[thought]]s. They are essentially an evolution of the old trauma system from previous versions.&lt;br /&gt;
&lt;br /&gt;
Each dwarf has eight short-term memory slots and eight long-term memory slots. During a year-long period, the dwarf will &amp;quot;dwell upon/relive/remember&amp;quot; the eight events that evoked the strongest emotions (negative or positive) and receive an additional [[stress]] change. After a year in one of the short-term slots, a memory will then be moved to the long-term memory slots if it is stronger than the ones there, otherwise it is discarded. Long-term memory slots are retained forever and keep haunting the dwarf periodically (for better or for worse), until they are overwritten by even stronger memories or enter the dwarf's core memory. In order to avoid redundant and similar trauma that piles up and clogs your dwarf's slots (e.g. multiple instances of horror in battle when seeing many creatures die), memories are grouped into categories, and only the strongest emotion in each category will get a specific slot.&lt;br /&gt;
&lt;br /&gt;
The emotion evoked by the memory may change in nature as time passes, and this may cause permanent personality changes in a dwarf's [[trait]]s and [[value]]s. When this happens, it will be indicated in the [[thoughts and preferences]] screen in bright magenta: which way the trait or value changed, what event caused the change and when.&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&lt;br /&gt;
Dwarves have thoughts based on their experiences, which provoke [[emotion]]s of varying degrees of strength, creating memories. Each type of memory falls into a group. Each dwarf has three memory storage systems: short-term,  long term memory, and core memory. You can see what has recently been in a dwarf's memory by looking at their [[thoughts and preferences]] screen. If an experience is immediate: &amp;quot;{{DFtext|She felt satisfied at work.}}&amp;quot; it has affected their short-term memory, but if an experience is recalled: &amp;quot;{{DFtext|She felt satisfied remembering work.}}&amp;quot; it has affected their long-term memory. Core memories are shown in detail, alongside the year of the event and a personality change that came about as a result. &amp;quot;{{DFtext|She can easily fall in love or develop positive sentiments, after gaining a sibling in 351.}}&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=== Short-term memories ===&lt;br /&gt;
&lt;br /&gt;
A dwarf has 8 short-term memory slots. When a dwarf has a thought, a check is made to see if a memory of that group already exists in a short-term memory slot. If the thought doesn't fall into an existing group, the new thought will fill an empty slot, or if no slots are empty, overwrite the weakest memory (the one with the weakest emotion) in the 8 short-term memory slots - even if the overwritten memory is stronger than the new one. If the thought already has one of its group in a memory slot the strongest memory of the two, the new thought and the existing memory, will be kept and the other discarded.&lt;br /&gt;
&lt;br /&gt;
For example, a dwarf gets caught in the rain and is dejected (strength 1/4). If they haven't seen rain in the last year, this will be written to their memory, overwriting the weakest existing memory of a different group. If they have seen rain in the last year, it will overwrite the previously weaker emotion of being annoyed by the rain (strength 1/8), or ignore the new experience if the old emotion was the stronger being dismayed by the rain (strength 1/2).&lt;br /&gt;
&lt;br /&gt;
This mostly leads to a constant cycling of the weakest of the 8 memory slots as new thoughts overwrite each other. An overwritten thought is a forgotten thought. You can see this in the dwarf's thoughts and preferences screen, they'll mention more than 8 things that they have recently experienced, but they are only being ''affected'' by 8 of those things. The list is not a reflection of what is in their current memory, but is a reflection of what has been in their memory recently. The consequence of this cycling is that short-term memories are mostly fleeting, with a maximum of 7 short-term memories having a lasting effect on a dwarf's mood.&lt;br /&gt;
&lt;br /&gt;
=== Long-term memories ===&lt;br /&gt;
&lt;br /&gt;
Once a memory has remained in a short-term memory slot for one year it will attempt to be promoted to a long-term memory slot. There are 8 long-term memory slots, and the procedure works similarly to short-term memory allocations, with one important difference.&lt;br /&gt;
&lt;br /&gt;
When the attempt to promote is made, a check is first made to see if there is an empty slot, if there is an empty slot the memory will be promoted to that slot even if a memory of that group already exists in another long-term memory slot. It is possible (but very rare) to have more than one memory of the same group in long term memory. This cannot happen in short term memory. If there are no empty slots a check is made to see if an existing memory of the same group exists. The promotion will fail if the existing long term memory is stronger, or will overwrite if the existing long term memory is weaker. If there are no empty slots and no existing memory of the same group, then the weakest of the other existing memories in long term will be overwritten.&lt;br /&gt;
&lt;br /&gt;
When a short-term memory is promoted (or possibly fails to promote) to long term memory it leaves an empty slot in the dwarf's short-term memory. Due to the cycling of the weakest short-term memories, it tends to be the stronger emotions that cause memories to remain in short-term memory for long enough to be promoted. The effect of the promotion on the dwarf's short-term memory is that it 'purges' a slot, allowing for a relatively weaker emotion to stick around without being overwritten by the cycling.&lt;br /&gt;
&lt;br /&gt;
Long-term memories are important and can be particularly impactful on a dwarf's mood because: 1) if a dwarf is frequently experiencing the same thing, good or bad, the same emotion can easily exist in both short term and long term, effectively doubling its impact; 2) long term memories are often revisited long after an experience has ceased to occur; and 3) long term memories can become clogged with thoughts that can't be promoted further - more on that below.&lt;br /&gt;
&lt;br /&gt;
It's currently indeterminate what causes a dwarf to think about something in their long-term memory, whether it's random or predictable, but it seems to be frequent. (Across a sample size of 300 dwarves, all of whom had been in one of several 'happy' fortresses for more than 2 years, the median number of revisited memories was 9, with 83% of dwarves revisiting 8 or more long-term memories. This suggests that all of their long-term memories had been revisited at the point of sampling, with some cycling of long-term memories having occurred within the recent months.)&lt;br /&gt;
&lt;br /&gt;
=== Core memories ===&lt;br /&gt;
&lt;br /&gt;
When a dwarf thinks about a long-term memory, it has a 1:3 chance of being promoted to core memory and causing one or more personality changes, if the memory is of a group that can be promoted to core memory. There is no limit on the number of core memory slots, and it is common to have several core memory slots populated by memories of the same group, for example, several experiences of seeing dead bodies in different years are common in core memory.&lt;br /&gt;
&lt;br /&gt;
Core memories are less impactful than long-term memories, as they are rarely, if ever, revisited. However, the change that is made to the personality of the dwarf is permanent, and this can be for good or  bad.&lt;br /&gt;
&lt;br /&gt;
The majority of long-term memories that will be promoted to core memory are negative thoughts. The ones that have been found so far are: seeing a dead body, seeing somebody die, having a loved one die, being uncovered, wearing old/tattered clothing, experiencing trauma, experiencing miasma, rain, freakish weather or being made nauseous by the sun; and on the positive side: new romance, getting married, becoming a parent and gaining a sibling. A query to Toady about this tendency to promote only certain long-term memories to core memory confirmed that he thinks that there is an exclusion list, but couldn't recall what was on it at the time of the Q&amp;amp;A.&lt;br /&gt;
&lt;br /&gt;
In fact the event becoming a parent comes in pairs (for the parents only): the mother gets the additional &amp;quot;giving birth to a boy/girl/twins/triplets&amp;quot; while the father gets two instances of becoming a parent. And both usually end up as core memories and only in one case it was observed that the event did not become a long-term memory for the parents (possibly because the mother was already carrying a baby around at the time).&lt;br /&gt;
&lt;br /&gt;
The effect of mostly negative memories being promoted to core means that the long-term memory slots of a dwarf can become clogged with relatively positive emotions, if care is taken. Only the weakest long-term memory will be cycled out by short-term memories being promoted, meaning that it is possible to maintain dwarves in an ecstatic state.&lt;br /&gt;
&lt;br /&gt;
Long-term memories that are written to the core memory are removed from long-term memory, thereby leaving an empty slot.&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Memories]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Profile&amp;diff=315204</id>
		<title>Profile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Profile&amp;diff=315204"/>
		<updated>2026-03-03T17:26:42Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Personality */ Add image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
:''(For workshop profiles, see [[Manager#Setting_workshop_profiles|Manager]].)''&lt;br /&gt;
&lt;br /&gt;
The '''profile''' (or character sheet) is an important part of the [[interface]], giving all information you can ever need (or better get by normal means)&amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt; on a particular dwarf. The profile is accessible by clicking on a dwarf, and consists of several screens (or tabs): Relations, Groups, Military, Thoughts, Personality, Overview, Items, Health, Skills, Rooms, Labor.&lt;br /&gt;
&lt;br /&gt;
After clicking the dwarf the overview screen (tab) is shown giving you an overview of their&lt;br /&gt;
:* upper left box: gender, age, most important family relations and pets (if any)&lt;br /&gt;
:* upper right box: notable characteristics&lt;br /&gt;
:* second row box (left): (current) health status&lt;br /&gt;
:* second row box (right): current positions (administrativ and noble)&lt;br /&gt;
:* third row box (left): hauled (job) item, only one is shown, if multiple are hauled. Might be ie. wheelbarrow, if one is currently used by the dwarf.&lt;br /&gt;
:* third row box (right): current assigned squad (if any) and highest combat related skills&lt;br /&gt;
:* fourth row box (left): highest labor/job related skills&lt;br /&gt;
:* last row box: a quote from the dwarf (ie. about their most recent activity or their general view on life or how they are feeling) and their most recent thoughts and memories. This can give an overview of some of the most recent activities of the dwarf.&lt;br /&gt;
&lt;br /&gt;
Also on the top right side of the profile their are some buttons to view the dwarf's (recent) combat history, customize the dwarf's name and profession (ie. give the dwarf a nickname), set the camera to follow the dwarf around and a button to send the dwarf somewhere else (ie. send the dwarf to a linked site, if any, or outright expel the dwarf).&lt;br /&gt;
&lt;br /&gt;
The other tabs of the profile can be accessed by clicking a tab (above the boxes) in the profile.&lt;br /&gt;
&lt;br /&gt;
''Note:'' &amp;lt;sup&amp;gt;*&amp;lt;/sup&amp;gt;): Some stats (ie. concrete current attribute values, raw skill level, amount of skill experience etc.) are either not acessible by normal means (except ie. using utilities like gui/gm-editor of dfhack) or only acessible (shown), if df is run with dfhack.&lt;br /&gt;
&lt;br /&gt;
==Breakdown of (other) tabs==&lt;br /&gt;
===Relations===&lt;br /&gt;
{{main|Relationships}}&lt;br /&gt;
This section is accesible by clicking the &amp;quot;Relations&amp;quot; tab. It lists the relations with other dwarves, worshipped deities (and/or religions), pets and bonded animals. Close family relations are listed first, then any worshipped deities, followed by pets and bonded animals and at last the non-kin relationships to other dwarves (and sentient beings) are listed. The more relationships, generally, the happier they are, but also the more impacted they will be by potential deaths.&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
This lists the current and former groups (also known as entities) the dwarf does (and did) belong to, their ties to that group and the positions the dwarf holds (or did hold) in that group. Every entry gives the name of the group, the type of the group/entity (ie. civilization, site government or guild) and the tie the dwarf has to the group (ie. citizen, in case of a civilization). Groups, where the dwarf holds (or did held) a position, will be listed multiple times as each position is also a link/tie to a group. Also note for each unique position (like manager or mayor) of a group only one entry is added, ie. if a dwarf was previously a manager and is again serving as a manager, it is only mentioned that the dwarf is currently the manager (and not that the dwarf is also the ex-manager), but for each squad the dwarf was (or is) part of the list will have an entry, also for each different militia captain (squad leader) position the dwarf holds (or did hold) an entry is listed (as each squad has its own unique leader).&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Has three sub-tabs: squads (opened after clicking on the military tab), uniform and kills. If the dwarf is in a squad the name of the squad and the current orders are listed (in the first tab, opened upon clicking the military tab). The second tab gives an overview of the assigned uniform (if any) and the third tab shows the kill list.&lt;br /&gt;
&lt;br /&gt;
====Kill list====&lt;br /&gt;
A dwarf's [[kill_list|kill list]] is a record of what creatures they have killed ([[meat industry|slaughtering]] aside). Only dwarves that have actually killed things in hostile combat get kill lists. Some dwarves arrive at your fortress with a few kills already under their belt. Although vampires draining others of blood count as kills, in practice their true kill lists are hidden and usually empty as part of their disguise.&lt;br /&gt;
&lt;br /&gt;
===Thoughts===&lt;br /&gt;
This screen is accessible by clicking on the &amp;quot;Thoughts&amp;quot; tab. It has two sub-tabs Recent thoughts and memories. The Recent thoughts (sub-)tab gives you a list of the recent thoughts of the dwarf (see [[Thought|thoughts]]), with the most recent thoughts (and remembered memories) listed first (in comparison to the list on the overview tab this list is much longer). The Memories tab gives a lists of seasons and the memories the dwarf has gained in that season (see [[Memory_(thought)|memories]]), if a listed memory (upon becoming a core memory) did change a personality facet (and/or value) it is mentioned here (but is not generally mentioned, whether a listed memory has become a core memory or not).&lt;br /&gt;
&lt;br /&gt;
===Personality===&lt;br /&gt;
[[File:Personality v50 preview.png|right|thumb|A miner's mind.]]&lt;br /&gt;
This tab consists of four sub-tabs (Traits, Values, Preferences, Needs) and gives an overview over the personality of the dwarf.&lt;br /&gt;
When the personality tab is clicked by default the Traits tab is shown.&lt;br /&gt;
&lt;br /&gt;
====Traits====&lt;br /&gt;
This tab gives a detailed description of the dwarf's (or character's) traits. &lt;br /&gt;
&lt;br /&gt;
If any of the mental attributes (see [[Attribute#Soul_attributes| mental attributes]]) are above or below the racial average attribute range, then all of these attributes are listed in the first paragraph (the paragraph is missing if all mental attributes are within the average mental attribute ranges). Instead of just listing the name of the attribute and the concrete value of the attribute a verbose description of the attribute (and the corresponding value range the attribute's value belongs to) is given instead. All attributes above the average attribute range are listed first and in green (with the attributes more tiers above the average listed before attributes with less tiers above the average) and all attributes below are listed (afterwards and) in red (with the attributes with more tiers below the average listed after the attributes with less tiers below the average, so that the worst mental attributes are listed last).&lt;br /&gt;
&lt;br /&gt;
Afterwards the [[Personality_facet| personality facets]] of the creature, which are not in the default range, are listed. As usually every creature will have a personality facet, which is not in the default range, this paragraph will usually not be empty. Again the facets, with the higher deviation from the default range are listed first. If any of the personality facets were changed due to the memory of an event becoming a core memory, for each personality facet changed, the last such event with the change is also mentioned here. Also not that temporary personality facet changes (eg. due to recent alcohol consumption) are also mentioned (and highlighted by using yellow text color).&lt;br /&gt;
&lt;br /&gt;
In the next paragraph the [[Mannerisms|mannerisms]] of the character are mentioned, which might be empty (if the character does not have any).&lt;br /&gt;
&lt;br /&gt;
And afterwards the alcohol addiction of dwarves is mentioned and it is also mentioned if the character likes working outdoors - it is not mentioned, if a character does not like working outdoors.&lt;br /&gt;
&lt;br /&gt;
====Values====&lt;br /&gt;
This subtab lists first (in one very long sentence) the general [[Personality_value|personality values]] shared by all members of that civilization. The personality values are ordered by the higher tier differences from the middle personality value tier listed before personality value with lower tier deviation. Any personality values, which belong to the middle tier, are omitted. Also all personality values, which differ from the normal personality value of that civilization are not mentioned in the first sentence.&lt;br /&gt;
Afterwards in light blue (?) text color the personality values, which differ from the cultural values (of that civilization) are mentioned.&lt;br /&gt;
And lastly, if the character has [[Personality_goal| personality goals]], these are listed afterwards (in vanilla, without adding any more personality goals ie. via dfhack, a character will have at most one personality goal).&lt;br /&gt;
&lt;br /&gt;
====Preferences====&lt;br /&gt;
This sub-tab lists the [[Preferences|preferences]] of the dwarf as well as the hateable vermin, the creature hates (or dislikes) the most.&lt;br /&gt;
&lt;br /&gt;
====Needs====&lt;br /&gt;
This sub-tab lists gives an (detailed) overview of the characters [[Need|needs]] and to which degree the need is currently met.&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
This tab lists the items the character is currently wearing or hauling. Any (worn) items, which are part of the regular clothing (which includes any crafts or even large gems), are marked as such (with the letter 'c' before the button at the right side of the entry) and are considered to be owned by that dwarf. Any item worn (and not hauled), which is not considered part of the regular clothing, is not considered to be owned by that dwarf. All items (ie. to view, dump or forbid the item) can be accessed via a button on the right side of the entry.&lt;br /&gt;
&lt;br /&gt;
===Health===&lt;br /&gt;
This tab has five sub-tabs, which are status, wounds, treatment, history and description. Upon clicking on the Health tab the status sub-tab is shown. If the character has any health problems, they are listed here. If the character has any (evaluated) wounds, they are listed in the wounds sub-tab. Any treatments are listed in the treatment sub-tab. The medical history (if any) of the character are given in the history sub-tab. The Description sub-tab gives a description of the dwarf (and an overview of the dwarfs physical attributes).&lt;br /&gt;
&lt;br /&gt;
====Description====&lt;br /&gt;
This tab gives a detailed description of the creatures (appearance and physical capabilities).&lt;br /&gt;
&lt;br /&gt;
First (in grey text color) a short description of the race (or species) the character belongs to is given.&lt;br /&gt;
&lt;br /&gt;
If there are any physical attributes, which deviate from the average value range of that attribute for that creature, another paragraph is added listing all physical attributes, which deviate from the average value range. The ordering of the attributes is the same as the ordering for the mental attributes (and again the attributes above the default/average value range are listed in green text and the attributes below the default/average value range are listed in red text).&lt;br /&gt;
&lt;br /&gt;
Afterwards a detailed description of the characters appearance is given. Also any missing or deformed extremeties (and organs) are listed (if there are any).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
This tab has five sub-tabs, which are Labor, Combat, Social, Other skills and knowledge. Upon clicking on the Skills tab the Labor sub-tab is opened. In all sub-tabs (except the Knowledge sub-tab) different skills the character has are listed. In each category the skills with the higher skill levels are listed above the skills with lower skill levels. For skills with the legendary rank, the skills with higher raw skill level are listed above other legendary skills with lower raw skill level. If a skill is considered to be rusty (or very rusty) it is mentioned here.&lt;br /&gt;
&lt;br /&gt;
The Labor sub-tab lists all skills (with at least 1 experience point), which are associated with any labor (including organizer, for administrative jobs, and appraiser, for the broker position, but not ie. ambusher). For each skill the color associated with the corresponding profession is used as text color.&lt;br /&gt;
&lt;br /&gt;
The Combat sub-tab lists all combat related skills (including Observer and Discipline, but not ie. Mining, allthough that skill is used for characters using a pick-axe as a weapon, or ambusher).&lt;br /&gt;
&lt;br /&gt;
The Social sub-tab lists all social skills of the character (including ie. leader, speaker and teacher, but not student).&lt;br /&gt;
&lt;br /&gt;
In the Other skills sub-tab all remaining skills are listed, which ie. includes all skills (except speaker), which are associated with any performance, Concentration, Student, Ambusher, Swimmer and Climber.&lt;br /&gt;
&lt;br /&gt;
The Knowledge sub-tab lists all knowledge of ie. art forms, with known poetic forms listed before known musical forms, which in turn are listed before known dance forms.&lt;br /&gt;
&lt;br /&gt;
===Rooms===&lt;br /&gt;
This tab lists all rooms (Study, Quarters, Dining Room and Tomb) which are assigned to the dwarf. If no room of a type is assigned to the character (or the character's spouse) then this is also mentioned, ie. by saying &amp;quot;No Study&amp;quot; or &amp;quot;No Dining Room&amp;quot;. If multiple rooms of a type are assigned to a character (including rooms assigned to the character's spouse) each such room is listed. Each entry has first an icon, donating the type of room, then the name of the room (or default name of that room, if the room was not named) and the type of the room (including quality) is mentioned. If any of the character's positions (noble or administrative) need a room of a certain quality, then the entry also mentions for any assigned room of that type, whether that room satisfies the requirement (and also the icon color is then changed from ie. grey, no requirement, to either green or yellow, depending on whether the room meets the requirement) - and in general all rooms, which do not satisfy the needed room quality should be removed (as the character might use the sub-standard room and thus get a bad thought from that). Also each room entry has a button on the right side to directly go to the location of that room (but this does not open the corresponding zone menu).&lt;br /&gt;
&lt;br /&gt;
===Labor===&lt;br /&gt;
This tab has four sub-tabs, which are work details (shown, after clicking the labor tab), workshops, locations and work animals. At the top of each sub-tab it is mentioned, whether the character is specialized or not (and can be changed by clicking the corresponding button).&lt;br /&gt;
&lt;br /&gt;
====Work details====&lt;br /&gt;
If the character's profession is not a baby (nor a child), then an overview of the character's work details is given here, with the possiblity to reassign the characters work details. &lt;br /&gt;
&lt;br /&gt;
====Workshops====&lt;br /&gt;
Lists the name of the workshop (if any name was given) the character is assigned to. Each list entry also has three buttons on the right side, allowing to navigate to the location of the workshop, to view the workshop's screen (and thereby exiting the character sheet) and to remove character from an assigned workshop. All build levers are considered workshops, too, so if the character is assigned to a lever (or multiple levers), the levers are also listed here.&lt;br /&gt;
&lt;br /&gt;
If the character's profession is either baby or child, then it is only stated: &amp;quot;No dedicated workshop assignments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Locations====&lt;br /&gt;
Lists the name of the location with the type of occupation and the name of the location. The entry also has the possibility to open the corresponding location menu (or more precise to the zone assigned to a location with the lowest id) via a button or to remove the character from the assignment via a button.&lt;br /&gt;
&lt;br /&gt;
If the character's profession is either baby or child, then it is only stated: &amp;quot;No dedicated location assignments&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
====Work animals====&lt;br /&gt;
Lists all work animals, which are all animals trained for either hunting or war (including work animals currently assigned to other characters), and gives the possibility to assign or remove an assigned work animal from that character (note: the first time a work animal is assigned to a character the work animal is given a name) - it should also be noted that an assigned work animal cannot be removed via the list entry in the Pet/livestock tab of the unit list. It is also possible for all listed work animals to either view the current location of the work animal or to view the corresponding character sheet (profile) of that work animal.&lt;br /&gt;
&lt;br /&gt;
It should also be noted, that it is possible to assign work animals to children and babies(!) via the Pets/Lifestock tab of the unit list, but it is not possible to remove these assigned animals (before the character did come of age), because, if the character's profession is either baby or child, then it is only stated: &amp;quot;Cannot assign work animals&amp;quot; (eventhough the assignment of work animals is clearly possible, via the Pets/Lifestock tab of the unit list).&lt;br /&gt;
&lt;br /&gt;
{{category|Interface}}&lt;br /&gt;
[[ru:Profile]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=315203</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Demon&amp;diff=315203"/>
		<updated>2026-03-03T17:16:49Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Killed demons */ Edit joke to reference mining speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[File:demon_preview.png|right]]'''Demons''' {{Tile|&amp;amp;|7:0}} are procedurally-generated [[creature]]s who inhabit the [[Underworld]]. These immense, malicious and formidably powerful beasts are among the most powerful enemies in the game in both [[fortress mode]] and [[adventurer mode]]. They are not available to be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Graphically, the sprites that demons use will be of randomly-generated creatures with random colors that resemble the generated appearance they've been given. This same setup is used for other procedurally-generated creatures, such as [[megabeast]]s, [[angel]]s, and some [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
{{imagefix|[[File:demon_icon.png|left]]|8}}[[File:Assdemon.png|thumb|right|300px|&amp;quot;Etar Patternedtombs was a mint green demon. It was the only one of its kind. A gigantic feathered ass twisted into humanoid form. It undulates rhythmically. Its mint green feathers are patchy. Beware its deadly gas!&amp;quot; ([http://www.bay12forums.com/smf/index.php?topic=76346.msg2667300#msg2667300 post]).]]Demons inhabit the Underworld. They are randomly generated at worldgen, creating unique [[fun]] for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. The number of different types of demon created during world generation is closely related to world size, and it can be directly controlled with [[advanced world generation]] – a world generated with &amp;quot;{{tt|Number of Demon Types}}&amp;quot; set to {{tt|0}} in advanced world generation will not have any demons in it.&lt;br /&gt;
&lt;br /&gt;
[[File:demon_desc_v50_preview.png|thumb|300px|right|Description of a demon.]]All demons share certain traits. They are [[Creature token#SUPERNATURAL|supernatural]], [[fanciful]], evil-aligned creatures represented by an ampersand with a randomized [[color]]. They are all able to swim in and [[Amphibious|breathe]] water and magma, and [[Building destroyer|destroy buildings]]. Furthermore, they are [[Trapavoid|immune to traps]], [[No Pain|pain]], fear, nausea, [[No Stun|stunning]], [[No Exert|exertion]], dizziness, fevers, fire, any sort of poison, and have fixed body temperature, thus are unaffected by extremes of heat and cold (even if made of materials that would suggest otherwise). Roughly half possess [[Creature_token#EXTRAVISION|extravision]]. They are very large (size 10,000,000, smaller than a [[megabeast]], but larger than a [[giant]] and 167 times the size of a [[dwarf]]). They don't require sleep, food, or drink. All non-unique demons start out at Accomplished [[skill]] level in the following combat skills: wrestling, biting, striking, kicking, fighting, archery, dodging, and observing. Unique demons start out at Grand Master in the same skills. All unique demons, and roughly a half of non-unique ones, possess intelligence ([[Creature token#CAN_LEARN|&amp;lt;code&amp;gt;[CAN_LEARN]&amp;lt;/code&amp;gt;]] + [[Creature token#CAN_SPEAK|&amp;lt;code&amp;gt;[CAN_SPEAK]&amp;lt;/code&amp;gt;]]), so demons you face may well have developed their skills to a higher level than they began with; however, their skills cannot rust to a lower level. The initial wave spawns exactly one frame after you open the Underworld; the amount spawned can range from 10 to over 100. Demons inhabiting the Underworld spawn in groups of 1-5 individuals. The size of their population, specified as 5-10 in the raws, appears to be irrelevant, as the game makes all inhabitants of the Underworld spawn in limitless numbers. As long as the Underworld is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are (functionally) infinite.&lt;br /&gt;
&lt;br /&gt;
Demons receive large bonuses to every physical [[attribute]] except agility, and to the mental attributes of focus and willpower (also analytical ability, memory, linguistic ability, and social awareness, but those are less relevant). Many, but not all, are capable of flight. They may possess a wide variety of special attacks, including webbing, firebreath, poisonous appendages, toxic spittle or poison breath. Inorganic or zombie demons are especially difficult to kill; they can be killed by bisection, decapitation, or pulping via blunt weapons (inorganic blobs can only be killed in this manner), but this is far beyond the capabilities of an ordinary dwarf.&lt;br /&gt;
&lt;br /&gt;
Demons of each species can be all genderless, all male, or all female, or have both male and female castes. The latter can breed if given enough time. All demons are born adults, and immediately reach their full size after being born. They have a [[pet|pet value]] of 2000☼, but cannot be tamed, and you are rather unlikely to capture one. If you have deactivated compressed saves, the raws for a given world's demons (as well as [[forgotten beast]]s, [[titan]]s, [[werebeast]]s, etc.) can be found in the [[Saved game folder|world.dat]] of its save folder. Blob/inorganic demons tend to be genderless and non-sapient, but more research is required on this.&lt;br /&gt;
&lt;br /&gt;
Due to their somewhat spoilery nature – new players are unlikely to know they exist, creating [[Fun|much surprise]] when they inevitably dig too deep – veteran ''Dwarf Fortress'' players tend to hide the existence of demons by giving them nicknames, the most famous being '''Hidden Fun Stuff''' and '''clowns''', with the Underworld being their &amp;quot;circus&amp;quot;. Unique demons (see below), by extension, are usually referred to as the '''ringleaders'''.&lt;br /&gt;
&lt;br /&gt;
Dwarves may [[Preferences|like]] a species of demon for their ''horrifying features'', their ''rhythmic undulations'' or their ''bloated appearance''.&lt;br /&gt;
&lt;br /&gt;
== Their interaction with the world ==&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with {{token|UNIQUE_DEMON|c}} instead of {{token|DEMON|c}} in world.dat, will occasionally escape the underworld. This happens by the aid of a [[deity]] through a ritual conducted with an [[artifact]] [[slab]]. It is most common that the demon and deity share a sphere, though it is not a requirement. Once they are in the mortal world, they will gain rule over a [[goblin]] [[civilization]] – each goblin faction in the world will be led by a unique demon, and attempting to create a world without demons in it through [[advanced world generation]] will lead to goblins being locked away in the underworld until a dwarf civilization digs too deep. As noted in [[Legends|legends mode]], these demons will occasionally make journeys to the [[Cavern|depths of the world]] and tame the creatures that dwell in them – most specifically, species with the {{token|PET_EXOTIC}} token – going from [[giant rat]]s to [[voracious cave crawler]]s and [[cave dragon]]s. Presumably, this is how goblin civilizations gain access to these creatures to use them in [[siege]]s.&lt;br /&gt;
&lt;br /&gt;
Demons may also arise when a dwarven civilization digs too deep in [[world generation|worldgen]] – the dwarves have a chance to fight them off, but, most of the time, the fortress will be taken over by goblins under a demonic ruler.&lt;br /&gt;
&lt;br /&gt;
Found within the goblins' [[dark fortress]]es are demonic [[Underworld spire|spires]] made of [[slade]], whose lowermost levels lead directly into the Underworld. They will also create slade [[vault]]s, whose treasure is guarded by incredibly powerful and dangerous [[angel]]s. If you can manage to fight off those freakishly strong beings ([[Fun|don't expect to by the way]]), you can find in the vault's centre the slab that contains the demon's true name. Learning this name allows your adventurer to either banish it back to the Underworld or bind it to your servitude. Although you will have a next to unkillable super soldier on your side if you opt for the latter, it's more of a bragging-rights reward, if anything – getting past the angels already requires pretty much being a god among men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery class=&amp;quot;center&amp;quot; widths=&amp;quot;400px&amp;quot; heights=&amp;quot;184px&amp;quot;&amp;gt;&lt;br /&gt;
File:Demon banish.png|Banishing a demon back to the Underworld&lt;br /&gt;
File:Demon compel service.png|Compelling service from demon&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], goblin law-giver demons may arrive as part of a goblin siege and are most of the time very dangerous.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Demons can (and, in most cases, will) spread sphere-aligned evil from sites they control. Nightmare or darkness demons will spread regions filled with [[bogeymen]], death demons will spread reanimating evil regions, and so on. The evil-spreading can be reversed if the demon is slain or their site conquered or razed (e.g. through a [[raid]].)&lt;br /&gt;
&lt;br /&gt;
Depending on their spheres, demons may also be granted abilities similar to those of [[necromancer]]s. Death demons are able to create [[experiment]]s and raise corpses and [[intelligent undead]], though they do not raise corpses in world gen because they would be hostile to the goblins they rule. Nightmare demons may be able to summon [[nightmare]]s and [[bogeymen]].&lt;br /&gt;
&lt;br /&gt;
== Demon generation ==&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons. When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid). It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture. If inorganic, a material will be chosen, either one of the hardcoded ones (such as salt, ash, ice, or vomit), flames, or a randomly chosen raw-defined inorganic (any type of stone, soil, gem, metal, or other, such as gypsum plaster). If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed. It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;). It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath). It will finally be given a name consisting of an adjective and a noun. The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot;, &amp;quot;three-eyed&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
[[File:Demon_Size.png|thumb|right|200px|Estimated size comparison between a typical demon and a dwarf.]]&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes – and even then, you will need to take special precautions.&lt;br /&gt;
&lt;br /&gt;
=== Containment ===&lt;br /&gt;
Containment is the simplest strategy for dealing with demons. A simple constructed wall will block any demon. Because of their building destroyer status, demons cannot be contained via locked doors. However, indestructible artifact-quality portals can stop them, as can some bridges. As building destroyers can only destroy objects on the same z-level, a [[floor grate]] or forbidden [[hatch cover]] on a staircase/channel will also block movement. It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap. If using [[bridge]]s, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of [[steel]] or [[iron]], leading to deconstruction as they pass over them. Because of their vast numbers, containment is an important part of any attempt to defeat them – fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
One particular gentleman, AussieGuy on the Bay12 forums, has found an ingenious method for disposing of an entire demonic invasion at once: a [[Megaprojects|stupid dwarven trick]] known as &amp;quot;the dwarven checkerboard&amp;quot;.([http://www.bay12forums.com/smf/index.php?topic=94140.0 Source])&lt;br /&gt;
&lt;br /&gt;
When using forbidden hatches to control flow of demons, note that some demons may be spawned with CANOPENDOORS to be not set, so once you unforbid the hatch, only the demons that can open doors will go through the door. The ones that can't open doors will remain behind the hatch, even if it is passable.&lt;br /&gt;
&lt;br /&gt;
=== Traps ===&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult – but not impossible. Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used. Demons do not set off [[pressure plate]]s, but if you can contain them, retracting upright spikes, casting them into [[obsidian]], or caving a portion of mountain onto them are all effective. Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them. Tame animals appear to work well as bait, but need to be replaced as they're killed. Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind. Obsidian trappers may find water used in the casting process boiling into steam before it contacts magma. Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture. This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with. Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just through heat damage. A clever dwarf might find a way to turn that to their advantage, if only such a thing as a clever dwarf existed.&lt;br /&gt;
&lt;br /&gt;
=== Ranged combat ===&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully. Most demons have vastly more powerful ranged attacks than marksdwarves have. Demons made of weak materials can be easily killed or dismembered by bolts, but inorganic demons composed of stronger stuff will only suffer chipped &amp;quot;bones&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[[Fortification]]s are appealing, as they can be dug directly into [[adamantine]] without ever exposing your fortress to a path to the demons. Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma. Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
=== Melee combat ===&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a [[megabeast]], extremely fast, and has tremendous natural combat skills. That would be bad enough, but there tend to be pages of them rather than individuals. However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth. A strong punch can decapitate creatures like this. Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of minerals or armor-quality metal. Blunt weapons can be reasonably effective against weaker-material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective. Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area-of-effect syndrome attacks and death explosions. Restraining visibility via a labyrinthine battleground is a good start. The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
In all cases, your demon-fighting melee dwarves should be very well armed and armored (steel and adamantine) and Legendary in some, if not all, of the relevant combat skills.&lt;br /&gt;
&lt;br /&gt;
=== Clean-up ===&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over. [[Syndrome]]-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain. Some dwarves may carry burning items back from their encounters with very hot demons. Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames. Any path used for the fight is best abandoned and walled up. Demons will continue to enter the Underworld from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through the Underworld even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
== Killed demons ==&lt;br /&gt;
Only unintelligent demons can be butchered, and butchering them yields products similar to those from [[forgotten beast]]s, including copious amounts of [[meat]] and [[bone]]s, vividly-colored [[hair]], [[feather]]s, [[scale]]s or [[chitin]], and [[shell]]s, if the demon had one. All materials obtained from demons have a value multiplier of 1, and aren't appreciably better than their mundane counterparts.&lt;br /&gt;
&lt;br /&gt;
Inorganic demons cannot be butchered, and after killing them you obtain only a massive demonic corpse to use in your [[stupid dwarf trick]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] (or any other kind of pick, for that matter) can dig right through it with enough time and effort. Armok forbid these unholy creatures ever get their hands on one. &lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_1]&lt;br /&gt;
[NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[CASTE_NAME:brine brute:brine brutes:brine brute]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[DEMON]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:10]&lt;br /&gt;
[NATURAL_SKILL:BITE:10]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:10]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:10]&lt;br /&gt;
[NATURAL_SKILL:DODGING:10]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:10]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[FEMALE]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[NO_DRINK]&lt;br /&gt;
[NO_EAT]&lt;br /&gt;
[NO_SLEEP]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:FISHING]&lt;br /&gt;
[SPHERE:HUNTING]&lt;br /&gt;
[SPHERE:MISERY]&lt;br /&gt;
[SPHERE:TORTURE]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY:RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG:RCP_TWO_FLIGHTLESS_WINGS]&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:SALT]&lt;br /&gt;
[TISSUE_MAT_STATE:SOLID_POWDER]&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[NOT_LIVING]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[COLOR:7:0:1]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FLIER]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]( [GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Maximum Flight Speed:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:FLY:Faster Flight:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:FLY:Fast Flight:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:FLY:Fly:900:NO_BUILD_UP:0]) [GAIT:FLY:Slow Flight:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:FLY:Hover:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Scramble:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Faster Crawl:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Fast Crawl:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Crawl:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Slow Crawl:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:8900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[DESCRIPTION:A towering slug composed of salt.  It has wings and it has a gaunt appearance.]&lt;br /&gt;
[PREFSTRING:horrifying features]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Example [UNIQUE_DEMON] raws (as extracted from world.sav)|[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:DEMON_3]&lt;br /&gt;
[NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[CASTE_NAME:clear devil:clear devils:clear devilish]&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[SPREAD_EVIL_SPHERES_IF_RULER]&lt;br /&gt;
[NATURAL_SKILL:WRESTLING:14]&lt;br /&gt;
[NATURAL_SKILL:BITE:14]&lt;br /&gt;
[NATURAL_SKILL:GRASP_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:STANCE_STRIKE:14]&lt;br /&gt;
[NATURAL_SKILL:MELEE_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:RANGED_COMBAT:14]&lt;br /&gt;
[NATURAL_SKILL:DODGING:14]&lt;br /&gt;
[NATURAL_SKILL:SITUATIONAL_AWARENESS:14]&lt;br /&gt;
[CAN_LEARN]&lt;br /&gt;
[CAN_SPEAK]&lt;br /&gt;
[DIFFICULTY:10]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:SWAYED_BY_EMOTIONS:0:0:0]&lt;br /&gt;
[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
[PERSONALITY:PRIDE:100:100:100]&lt;br /&gt;
[PERSONALITY:GREED:100:100:100]&lt;br /&gt;
[NO_DRINK]&lt;br /&gt;
[NO_EAT]&lt;br /&gt;
[NO_SLEEP]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
[MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[SUPERNATURAL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[SPHERE:BLIGHT]&lt;br /&gt;
[SPHERE:DEATH]&lt;br /&gt;
[SPHERE:MURDER]&lt;br /&gt;
[SPHERE:TWILIGHT]&lt;br /&gt;
[BODY_SIZE:0:0:10000000]&lt;br /&gt;
[CREATURE_TILE:'&amp;amp;']&lt;br /&gt;
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP_SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
[REMOVE_TISSUE:SKIN]&lt;br /&gt;
[REMOVE_TISSUE:HAIR]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[HAS_NERVES]&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[FIXED_TEMP:10040]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:CLEAR]&lt;br /&gt;
[COLOR:0:0:1]&lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
[TL_MAJOR_ARTERIES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
[ENTERS_BLOOD]&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
[SYN_NAME:demon sickness]&lt;br /&gt;
[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
[SYN_IMMUNE_CREATURE:DEMON_3:ALL]&lt;br /&gt;
[SYN_INJECTED]&lt;br /&gt;
[SYN_CONTACT]&lt;br /&gt;
[SYN_INHALED]&lt;br /&gt;
[SYN_INGESTED]&lt;br /&gt;
[CE_DROWSINESS:SEV:100:PROB:100:START:565:PEAK:1649:END:4938:RESISTABLE:SIZE_DELAYS:SIZE_DILUTES]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:LIQUID:BY_CATEGORY:ALL:SCALE]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:punch:punches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_WITH]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:kick:kicks]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_WITH]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK_SKILL:BITE]&lt;br /&gt;
[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
[ATTACK_FLAG_EDGE]&lt;br /&gt;
[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
[MAT_FIXED_TEMP:10040]&lt;br /&gt;
[HEATDAM_POINT:NONE]&lt;br /&gt;
[COLDDAM_POINT:NONE]&lt;br /&gt;
[IGNITE_POINT:NONE]&lt;br /&gt;
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Sprint:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:WALK:Run:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:WALK:Jog:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:WALK:Walk:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Stroll:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:WALK:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
[DESCRIPTION:A gigantic eyeless chameleon twisted into humanoid form.  It squirms and fidgets.  Its clear scales are large and set far apart.  Beware its noxious secretions!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Amphibious}}&lt;br /&gt;
{{Category|Building destroyer}}&lt;br /&gt;
{{Category|HFS}}&lt;br /&gt;
{{Category|Fanciful}}&lt;br /&gt;
{{Category|Fire immune}}&lt;br /&gt;
{{Category|Learns}}&lt;br /&gt;
{{Category|No Exert}}&lt;br /&gt;
{{Category|No Pain}}&lt;br /&gt;
{{Category|No Stun}}&lt;br /&gt;
[[ru:Demon]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = uthgúr&lt;br /&gt;
| elvish  = slevina&lt;br /&gt;
| goblin  = arstruk&lt;br /&gt;
| human   = rohir&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grime&amp;diff=314521</id>
		<title>Grime</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grime&amp;diff=314521"/>
		<updated>2026-01-29T07:08:01Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: FB grime palette&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Grime''' is a brown-colored [[contaminant]] that makes [[water]] from [[murky pool]]s disgusting to drink. When in item form, the water will be described as &amp;quot;laced with grime&amp;quot;. [[Ice]] mined from frozen murky pools will be described as &amp;quot;dirty ice&amp;quot;, and will also be coated in grime.&lt;br /&gt;
&lt;br /&gt;
Randomly generated creatures such as [[forgotten beast]]s may occasionally be composed of &amp;quot;grime and [[filth]]&amp;quot;, giving them the appearance of [[miasma]] in the graphical version.&lt;br /&gt;
&lt;br /&gt;
[[File:grime.jpg|thumb|300px|center|Waste and grime being dumped in water.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|{{raw|DF2014:hardcoded_materials.txt|MATERIAL|GRIME}}}}&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials}}&lt;br /&gt;
[[ru:Grime]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_scripting&amp;diff=314520</id>
		<title>Lua scripting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_scripting&amp;diff=314520"/>
		<updated>2026-01-29T06:57:10Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Tweaks */ humanoidable_only remap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
[[File:Lua-Logo.svg|100px|right]]&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
''This article is about procedural raw generation. Information on [[Utility:DFHack]] scripting can be found at https://docs.dfhack.org/en/stable/.''&lt;br /&gt;
&lt;br /&gt;
'''[https://www.lua.org/ Lua] scripting''' is a feature of Dwarf Fortress's [[modding]] system. It is used to write definitions for procedurally-generated objects, with the stated goal of &amp;quot;supporting future [[Magic|magical]] endeavors.&amp;quot; [https://www.youtube.com/watch?v=Z9rzhFwgfUk]&lt;br /&gt;
&lt;br /&gt;
It was added as an experimental feature in version 51.06 [https://store.steampowered.com/news/app/975370/view/547854206358257941?l=english] and incorporated into the 52.01 release. [https://www.bay12games.com/dwarves/index.html#2025-07-21][https://store.steampowered.com/news/app/975370/view/547867141501617961]&lt;br /&gt;
&lt;br /&gt;
Inorganic [[Material definition token|materials]], [[Language token|languages]], [[Creature token|creatures]], [[Interaction token|interactions]],  [[Item token|items]] (currently excluding instruments), [[reaction]]s, [[Entity token|entities]], and [[Plant token|plants]] are open to this system.&lt;br /&gt;
&lt;br /&gt;
Scripts are loaded from a mod's ``scripts/init.lua`` file, and can ``require()`` other files.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
Announcement video:&lt;br /&gt;
*[https://www.youtube.com/watch?v=Z9rzhFwgfUk More powerful mods coming to Dwarf Fortress via Lua]&lt;br /&gt;
Tutorials:&lt;br /&gt;
*[https://youtu.be/QMxgsUogIIk Generating raws with Lua]&lt;br /&gt;
*[https://youtu.be/DEBTWMlUQzA Random creatures with Lua]&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
As of right now, Lua scripting is confined to generation of procedural objects. This is done by running the ``generate()`` function, a global function loaded in ``'''data/init/generators.lua'''``. It runs unit tests, preprocess, do_once (or do_once_early), materials, items, languages, creatures, interactions, entities and postprocessing, in that order.&lt;br /&gt;
&lt;br /&gt;
When random objects are first generated, the game populates two global tables, ``world`` and ``random_object_parameters``.&lt;br /&gt;
&lt;br /&gt;
* ``world`` contains info about the world currently being generated (or, in the future, played in). It contains [[World token|worldgen parameters]], raw object definitions, and a few other fields.&lt;br /&gt;
&lt;br /&gt;
* ``random_object_parameters`` contains what the game expects to be generated in the current generation call.&lt;br /&gt;
&lt;br /&gt;
You can print the contents of these tables to the log to see what data is available. The [https://steamcommunity.com/sharedfiles/filedetails/?id=3492961907 Runtime Dataminer] mod includes a script to read these tables.&lt;br /&gt;
&lt;br /&gt;
DFHack also has a version of [https://github.com/DFHack/df-structures/blob/master/df.world.xml df.world], though these tables are not necessarily equivalent. Headers and paths may differ, even when referencing the same data.&lt;br /&gt;
&lt;br /&gt;
===Debugging===&lt;br /&gt;
You can set the global ``debug_level`` variable to print some debug info. It's a number, but what numbers are there are completely arbitrary. If it's &amp;gt;0, it'll run unit tests; if it's &amp;gt;=0.5, it'll display what step of generation it's at, at every step. You can use ``get_debug_logger(x)`` to return a function that logs to ``lualog.txt`` if the debug level is at least ``x``.&lt;br /&gt;
&lt;br /&gt;
Unit tests are functions that return a table, containing ``good``, which, if truthy, is considered passed, and ``info``, which is a string that contains information on said pass or fail. These unit tests should have no side effects, i.e. they shouldn't muck with global state any. Here's an example unit test shipped with the generators:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=unittests.get_random_creature&lt;br /&gt;
|script=&lt;br /&gt;
    get_random_creature=function()&lt;br /&gt;
        local cr=world.creature.get_random_creature()&lt;br /&gt;
        local res={}&lt;br /&gt;
        res.good=type(cr)=='table'&lt;br /&gt;
        res.info=res.good and (&amp;quot;Got a random creature: &amp;quot;..cr.token) or &amp;quot;No random creature could be gotten, even at most permissive!&amp;quot;&lt;br /&gt;
        return res&lt;br /&gt;
    end}}&lt;br /&gt;
&lt;br /&gt;
===Object generation===&lt;br /&gt;
When ``generate()`` is called, it uses ``random_object_parameters`` to determine what is generated.&lt;br /&gt;
&lt;br /&gt;
Before the world map is generated, ``random_object_parameters.pre_gen_randoms`` is true for one generation. Once the map is finalized, ``random_object_parameters.main_world_randoms`` is true for one generation when &amp;quot;generating prehistory&amp;quot;; most of the initial randomization takes place here. Further generation calls, such as for [[experiment]]s being created, do not set these variables to true.&lt;br /&gt;
&lt;br /&gt;
If you're registering an entirely new procedural object type, you can generate it during these steps. The game includes a number of tables which you can add functions to, the game runs each function in them when generating raws.&lt;br /&gt;
&lt;br /&gt;
*``do_once`` only runs in the &amp;quot;main world randoms&amp;quot; generation call and is the safest option for adding new objects.&lt;br /&gt;
*``do_once_early`` runs in the &amp;quot;pre-gen randoms&amp;quot; generation call, and can be used for objects that need to be placed in the map like minerals or surface animal populations.&lt;br /&gt;
*``preprocess`` runs before either of the former tables, but is run during every ``generate()`` call and you cannot predict when this happens.&lt;br /&gt;
*``postprocess`` runs at the end of each ``generate()`` call, after the other steps complete.&lt;br /&gt;
&lt;br /&gt;
You can see examples of registering objects through these steps on the [[Lua script examples]] page.&lt;br /&gt;
&lt;br /&gt;
If you want to use ``preprocess`` or ``postprocess`` to generate raws, you can check if it's the right generation step by reading the aforementioned ``random_object_parameters``. The [[Lua script examples#Adamantine alloys|&amp;quot;adamantine alloys&amp;quot; example]] includes such a check.&lt;br /&gt;
&lt;br /&gt;
You can also mess around with ``random_object_parameters`` in preprocessing. Vanilla demon types are assigned here, and you can change the proportions as an end user if you want.&lt;br /&gt;
&lt;br /&gt;
====Generation from list====&lt;br /&gt;
After ``preprocess`` and ``do_once``, the game then generates all of the individual objects that the ``random_object_parameters`` expects. The general procedure for this is that the game calls the ``generate_from_list()`` function on a table of functions, which calls every function and picks one of the resulting values at random depending on their weights.&lt;br /&gt;
&lt;br /&gt;
For example, the ``interactions.secrets`` table contains one entry, that for necromancers; it returns a table containing three entries: ``{raws=tbl,weight=1,spheres=spheres}``.&lt;br /&gt;
&lt;br /&gt;
*``raws`` is the full raw text of the interaction.&lt;br /&gt;
*``weight`` is the random weight for the interaction, i.e. if you add another function which returns a table containing ``weight=2``, that will be twice as likely as necromancers.&lt;br /&gt;
*``spheres`` is some extra data the generator might be able to use. It actually doesn't, at this point, but one could override ``generate_random_interactions()`` with their own version that takes into account ``spheres`` and, say, tries to evenly distribute generated secrets over available spheres. (This didn't end up in vanilla primarily out of concerns of bug-like behavior cropping up).&lt;br /&gt;
&lt;br /&gt;
====Languages====&lt;br /&gt;
Languages are special, though; as can be seen in the [[Divine language/script]] or [[Lua script examples#Identity language|identity language]]. The ``languages`` table just expects to return table containing translations, e.g. ``tbl[&amp;quot;ABBEY&amp;quot;]=&amp;quot;abbey&amp;quot;``. If you want to procedurally add words or symbols (and yes, these are both doable), you can do so with ``raws.register_languages()`` in another function table.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
Creatures have a lot more to them than other procedural objects. Forgotten beasts are, in a sense, the simplest of them:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=creatures.fb.default&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.default=function(layer_type,tok)&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
    [CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    return {creature=tbl,weight=1}&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
This is a lot of info! First, you build an ``options`` table; it's possible to make a full [[Lua functions#Options|list of options used in vanilla]], but other mods can also use arbitrary options. It then adds all the usual special-to-forgotten-beast tokens, in a big string, followed by calling ``add_regular_tokens(tbl,options)``, which adds some stuff common to all (vanilla) procedural creatures, based on the options given.&lt;br /&gt;
&lt;br /&gt;
It sets ``do_water`` and the WATER [[sphere]] if the FB is in a water [[cavern]], an option which whitelists certain random creature profiles, as well as adding a random evil sphere.&lt;br /&gt;
&lt;br /&gt;
``populate_sphere_info()`` is similar to ``add_regular_tokens()``; it adds all of the spheres in ``options.spheres`` to the creature, using the {{token|SPHERE}} token, then, if certain options are set, does more.&lt;br /&gt;
&lt;br /&gt;
Then, it gets a random creature profile using ``get_random_creature_profile()`` and the options, uses ``add_body_size()`` to set the BODY_SIZE tokens and attendant things that come with it, sets the creature tile, and finally runs the Big Function, ``build_procgen_creature()``, which creates the description, body, tissues, et cetera.&lt;br /&gt;
&lt;br /&gt;
===Random Creature Profiles===&lt;br /&gt;
{{main|Random creature profile}}&lt;br /&gt;
A random creature profile is a type of &amp;quot;thing&amp;quot; a generated creature can be. For example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=random_creature_types.GENERAL_QUADRUPED&lt;br /&gt;
|script=&lt;br /&gt;
	GENERAL_QUADRUPED={&lt;br /&gt;
		name_string=&amp;quot;quadruped&amp;quot;,&lt;br /&gt;
		tile='Q',&lt;br /&gt;
		body_base=&amp;quot;QUADRUPED&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;UNIFORM&amp;quot;,&lt;br /&gt;
		cannot_have_get_more_legs=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=1000&lt;br /&gt;
		},&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Of these, only ``cannot_have_get_more_legs`` is optional. ``build_procgen_creature()`` has direct access to the rcp, as the first argument, and thus extra table entries can be used however you like.&lt;br /&gt;
&lt;br /&gt;
``body_base`` points to a key in ``body_base_fun``, which is used to set creature options (walking and [[Procedural graphics layer|PCG layering]] are set this way) and returns a list of [[body token]]s. Quadrupeds use a special function to vary the sprite, so here's the body base function for a humanoid.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=body_base_fun.HUMANOID&lt;br /&gt;
|script=&lt;br /&gt;
	HUMANOID=function(rcp,options)&lt;br /&gt;
		options.pcg_layering_base=&amp;quot;BEAST_HUMANOID&amp;quot;&lt;br /&gt;
		options.walk_var=&amp;quot;STANDARD_BIPED_GAITS&amp;quot;&lt;br /&gt;
		options.walk_speed=900&lt;br /&gt;
		return {&amp;quot;RCP_UPPER_BODY&amp;quot;,&amp;quot;RCP_LOWER_BODY&amp;quot;,&amp;quot;RCP_NECK&amp;quot;,&amp;quot;RCP_HEAD&amp;quot;,&amp;quot;RCP_TWO_PART_ARMS&amp;quot;,&amp;quot;RCP_TWO_PART_LEGS&amp;quot;}&lt;br /&gt;
	end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
``c_class`` also refers to another determines the kind of tissue layers the creature has. &amp;quot;FLESHY&amp;quot;, &amp;quot;MAMMAL&amp;quot;, &amp;quot;CHITIN_EXO&amp;quot;, etc imply a biological creature with sinew, blood, different organs, nerves, and so on. &amp;quot;UNIFORM&amp;quot; describes a creature made of a single material, the choice influenced by its options. The ``random_creature_class`` and ``random_creature_material`` tables store the info for these traits.&lt;br /&gt;
&lt;br /&gt;
Organic creatures can be tweaked to alter their surfaces, such as becoming skinless, hairy, or even uniform.&lt;br /&gt;
&lt;br /&gt;
===Tweaks===&lt;br /&gt;
&lt;br /&gt;
In the broadest sense, a tweak is any deviation from the creature profile. The aforementioned surface changes, new body parts, and attack interactions are all examples of tweaks.&lt;br /&gt;
&lt;br /&gt;
A number of [[Lua functions#Options|options]] change the available tweaks or force one to happen, for example:&lt;br /&gt;
*``options.no_tweak`` disables random tweaks.&lt;br /&gt;
*``options.strong_attack_tweak`` allows the creature to always pick from the ``attack_tweaks`` table; ie: &amp;quot;Beware its webs!&amp;quot;&lt;br /&gt;
*``options.humanoidable_only`` makes the creature &amp;quot;twisted into humanoid form&amp;quot; (if evil), or &amp;quot;a &amp;lt;creature&amp;gt; in humanoid form&amp;quot; (if otherwise).&lt;br /&gt;
&lt;br /&gt;
One potential use of ``btc1_tweaks`` (see [[Lua functions#Creature patching]]) is to add custom tweak candidates, pointing to keys in ``tweaks``.&lt;br /&gt;
&lt;br /&gt;
===Color pickers===&lt;br /&gt;
&lt;br /&gt;
Color picker functions can give more fitting [[color]] choices based on the options, instead of the default full spectrum. There are color pickers for certain malevolent [[sphere]]s, giving them a dark appearance. [[Werebeast]]s use a flag to only have natural brown or black colors.&lt;br /&gt;
&lt;br /&gt;
If the creature matches ``cond`` and a given [[Descriptor color token|descriptor color]] matches ``color``, then it is added to the list of candidates. Colors have {{Tooltip|h,s,v|Hue, saturation, value}} and {{Tooltip|r,g,b|Red, green, blue}} values ranging from 0-1 (except hue, which ranges 0-360 degrees).&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=color_picker_functions&lt;br /&gt;
|script=color_picker_functions={&lt;br /&gt;
    death_misery={&lt;br /&gt;
        cond=function(options)&lt;br /&gt;
            return options.spheres.DEATH or options.spheres.MISERY&lt;br /&gt;
        end,&lt;br /&gt;
        color=function(color)&lt;br /&gt;
            -- GRAY TO BLACK/BLUEISH GREEN THAT ARE SOMEWHAT GRAYISH AND MORE BLUE&lt;br /&gt;
            return (color.v&amp;lt;=0.75 and color.s&amp;lt;=0.001) or (color.v==color.b and color.s&amp;lt;=0.25)&lt;br /&gt;
        end&lt;br /&gt;
    },&lt;br /&gt;
    darkness_night={&lt;br /&gt;
        cond=function(options)&lt;br /&gt;
            return options.spheres.DARKNESS or options.spheres.NIGHT&lt;br /&gt;
        end,&lt;br /&gt;
        color=function(color)&lt;br /&gt;
            -- GRAY TO BLACK OR DARK BLUISH&lt;br /&gt;
            return color.v&amp;lt;=0.4 and (color.s &amp;lt; 0.001 or (color.h&amp;gt;180 and color.h&amp;lt;=240))&lt;br /&gt;
        end&lt;br /&gt;
    },&lt;br /&gt;
    werebeast={&lt;br /&gt;
        cond=function(options)&lt;br /&gt;
            -- werebeasts only, in vanilla&lt;br /&gt;
            return options.animal_coloring_allowed&lt;br /&gt;
        end,&lt;br /&gt;
        color=function(color)&lt;br /&gt;
            --BROWN OKAY TOO&lt;br /&gt;
            return color.h&amp;gt;=30 and color.h&amp;lt;=48 and color.b&amp;lt;=0.15 and color.v&amp;lt;=0.75 and color.v &amp;gt; 0&lt;br /&gt;
        end&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
``options.blood_color`` works like a color picker function. If any colors match its function, then its [[blood]] will be colored like one of them. [[Bogeymen]] and [[nightmare]]s have a function that gives them magenta blood, for example, but you can create your own blood color functions.&lt;br /&gt;
&lt;br /&gt;
Creatures with other blood types, such as ichor, are unaffected.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=options.blood_color (Bogeyman)&lt;br /&gt;
|script=blood_color=function(cl)&lt;br /&gt;
            -- DARKER MAGENTA COLORS&lt;br /&gt;
            return cl.h&amp;gt;=260 and cl.h &amp;lt;= 340 and cl.v &amp;lt;= 0.5 and cl.v &amp;gt;= 0.1&lt;br /&gt;
        end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua|S]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=314519</id>
		<title>Lua functions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=314519"/>
		<updated>2026-01-29T06:55:47Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: humanoidable_only remap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress defines a number of functions in addition to those standard for [https://www.lua.org/manual/5.4/ Lua 5.4].&lt;br /&gt;
&lt;br /&gt;
==C++ function calls==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''int'' {{text anchor|trandom}}(''int'' n)&lt;br /&gt;
| Returns a 32-bit integer from {{Tooltip|0 to n-1|Lua arrays start at 1, C++ arrays start at 0, hence the discrepancy.}}. Uses DF's internal RNG system instead of ``math.random()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_words}}(''str'' s)&lt;br /&gt;
| Capitalizes every word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_first_word}}(''str'' s)&lt;br /&gt;
| Capitalizes the first word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|utterance}}()&lt;br /&gt;
| Returns a word from the [[kobold language]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|lua_log}}(''str'' s)&lt;br /&gt;
| Prints a string to ``Dwarf Fortress/lualog.txt``. The ``log()`` function is more robust and should be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
''void'' {{text anchor|raws.register_reactions}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_creatures}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_entities}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_items}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_inorganics}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_interactions}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_languages}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_plants}}(''table'' lines)&lt;br /&gt;
| Takes a table of [[token]]s and reads them as that type of [[raw file]]. It is not necessary to add a header.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Globals==&lt;br /&gt;
Helper functions are defined in ``init/globals.lua``, and can be accessed by any script even if ``vanilla_procedural`` is not loaded.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
This function is defined in ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_generated_info}}(''table'' tbl)&lt;br /&gt;
| Adds {{token|GENERATED}} to the input table, and {{token|SOURCE_HFID}}/{{token|SOURCE_ENID}} if IDs are defined. Necessary for generated raws to be saved properly.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Randomization===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_no_replace}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table, then removes it from the table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_conditional}}(''table'' t, ''function'' cond,...)&lt;br /&gt;
| Returns a random value from a table that satisfies ``cond(...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|one_in}}(''num'' x)&lt;br /&gt;
| Returns true with a one in x chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_pairs}}(''table'' tbl)&lt;br /&gt;
| Returns a random key from a table. For example, ``pick_random_pairs( {WATER = true} )`` returns &amp;quot;WATER&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_weighted_from_table}}(''table'' tbl)&lt;br /&gt;
| Requires a table of tables with ``weight`` keys. Returns a weighted random value.&lt;br /&gt;
At debug level &amp;gt;=4, logs the roll.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|generate_from_list}}(''table'' tbl,...)&lt;br /&gt;
| Requires a table of functions that return a ``weight`` key. Runs each function and returns a weighted random output. Used by [[werebeast]]s to generate an interaction and link to options from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tables===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|split_to_lines}}(''table'' tbl,''string'' str)&lt;br /&gt;
| Adds a string into a table, with each line being a separate key.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|map_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Combines two tables. If ``tbl1`` already has a value for a given key, it will not be overwritten. Used for sets such as ``{ WATER = true }``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|table_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Adds each value from ``tbl2`` onto the end of ``tbl1``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|find_in_array_part}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Returns true if ``item`` is a value in ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|convert_array_to_set}}(''table'' tbl)&lt;br /&gt;
| Makes a set from an array, e.g. takes {&amp;quot;a&amp;quot;,&amp;quot;b&amp;quot;,&amp;quot;c&amp;quot;} and makes it {a=true,b=true,c=true} so that it can be indexed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|add_unique}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Adds ``item`` to the end of ``tbl`` if not already present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|remove_item}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Removes all instances of ``item`` from ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|shallow_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|deep_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table recursively copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|log}}(...)&lt;br /&gt;
| Logs the input to ``Dwarf Fortress/lualog.txt``. Used for most cases.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_caller_loc_string}}()&lt;br /&gt;
| Returns the debug source info and the current line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_debug_logger}}(''num'' level=1,...)&lt;br /&gt;
| Logs ``get_caller_loc_string()`` and any overloads if the ``debug_level`` is at least ``level``. ``debug_level`` is a global variable that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|partial_function}}(''function'' f, arg,...)&lt;br /&gt;
| Returns ``f(arg,...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|log_table}}(''table''&amp;amp;nbsp;tbl, ''num''&amp;amp;nbsp;debug_level=0, ''num''&amp;amp;nbsp;nest_level=0, ''num''&amp;amp;nbsp;added_debug_from_nest=0)&lt;br /&gt;
| Logs a table if the global ``debug_level`` is at least the input ``debug_level``. ``nest_level`` starts at 0 and adds ``added_debug_from_nest`` for each nesting to the input debug level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|print_table}}(''table'' tbl, ''num'' nest_level=0)&lt;br /&gt;
| Logs a table, regardless of debug level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spheres===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_random_sphere_adjective}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random string from global table ``random_sphere_adjective[sph]``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|get_random_sphere_noun}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random table ``tbl`` from global table ``random_sphere_nouns[sphere]``.&lt;br /&gt;
``tbl`` has two members: ``tbl.str``, which is a string; and ``tbl.flags``, which defaults to ``{OF=true,PREPOS=true,PRE=true}``, for grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_sphere_mpp}}(''table''&amp;amp;nbsp;sphere_list, ''string''&amp;amp;nbsp;[[Sphere#Sphere tokens|new_s]], ''table''&amp;amp;nbsp;available_sphere, ''table''&amp;amp;nbsp;available_sphere_cur)&lt;br /&gt;
| Adds ``new_s`` to ``sphere_list`` and all parents and children. Sets the added spheres in ``available_sphere`` and ``available_sphere_cur`` to false, and sets all enemies in ``available_sphere_cur`` to false.&lt;br /&gt;
At debug level &amp;gt;= 2, will be logged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generation tables==&lt;br /&gt;
The ``generate()`` function is defined in ``init/generators.lua``, and is called to generate objects.&lt;br /&gt;
&lt;br /&gt;
Each type of random object is defined through a function that generates a table of raws. To generate objects for specific purposes, ``generate()`` can call functions from a table and provide inputs such as ``tok`` (unique token string).&lt;br /&gt;
For example, [[forgotten beast]]s are unique and generated for each cave region. If multiple functions are defined in ``creatures.fb``, such as both ``creatures.fb.default`` and a modded forgotten beast, the game uses the ``weight`` output to influence which one will be randomly chosen.&lt;br /&gt;
&lt;br /&gt;
By default, objects are generated in this order: unittests{{Tooltip|*|if debug_level is at least 0}}, preprocess, do_once, materials, items, languages, creatures, interactions, entities, and postprocess. Do note that you can register raws at any step. For example, each [[vault]] entity generates a set of [[divine equipment]] during the entity step, and [[werebeast]]s generate a curse interaction during the creature step.&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
&lt;br /&gt;
{{main|Lua scripting#Object generation}}&lt;br /&gt;
&lt;br /&gt;
When the game uses ``generate()`` to generate objects, all functions in the following tables are run in sequence.&lt;br /&gt;
&lt;br /&gt;
``random_object_parameters.pre_gen_randoms`` and ``random_object_parameters.main_world_randoms`` are only ever true for one generation call each, at the start of world generation in that order.&lt;br /&gt;
&lt;br /&gt;
You cannot predict when ``generate()`` is called. Raws registered through ``preprocess`` and ``postprocess`` should check for either variable so that further calls do not endlessly register raws.&lt;br /&gt;
&lt;br /&gt;
Functions stored and called through these tables are not supplied with arguments.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| preprocess&lt;br /&gt;
| Run at the start of each ``generate()`` call, after unit testing.&lt;br /&gt;
Includes two functions by default:&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.demon()``, which populates the distribution of ``demon_type`` string inputs&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.bogeyman_polymorph()``, which generates the [[bogeyman]]'s polymorph [[Interaction token|interactions]] if bogeymen exist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_once_early&lt;br /&gt;
| As ``do_once``, but only runs if ``random_object_parameters.pre_gen_randoms == true`` (before the map exists)&lt;br /&gt;
Recommended for generating custom objects that need to be placed in the map; ie: animal populations, [[stone layers|minerals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_once&lt;br /&gt;
| Runs immediately after all functions in preprocess, and before all other generation steps. Only runs if ``random_object_parameters.main_world_randoms == true`` (in prehistory once the map is finalized)&lt;br /&gt;
Recommended for generating most custom objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Includes one function by default:&amp;lt;br&amp;gt;&lt;br /&gt;
``do_once.rcp_mat_emission()``, adds the ``RCP_MATERIAL_EMISSION`` [[Interaction token|interaction]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| postprocess&lt;br /&gt;
| Runs after all other generation steps are finished.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| unittests&lt;br /&gt;
| Runs before preprocess if the global ``debug_level`` is greater than 0. Expects a boolean output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| languages&lt;br /&gt;
| For each function in this table, registers a language. Expects table of key-value pairs where the key is the [[Language token#WORD|word token]] and the value is the translated string. Initial generation call only.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Article&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.angel.great_beast&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_generic&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_warrior&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Angel]] (see [[Angel#Angel types|types]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.demon&lt;br /&gt;
| function(demon_type, difficulty, tok)&lt;br /&gt;
| [[Demon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.experiment.beast_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.beast_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid_giant&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid&amp;lt;br&amp;gt;&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Experiment]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.fb&lt;br /&gt;
| function(layer_type, tok)&lt;br /&gt;
| [[Forgotten beast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.bogeyman&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Bogeyman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.nightmare&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Nightmare]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.troll&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Night troll]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.werebeast&lt;br /&gt;
werebeast_origin_interactions{{Tooltip|*|Called by vanilla_procedural, not by init/generators}}&lt;br /&gt;
| function(tok)&lt;br /&gt;
function(tok, name, options)&lt;br /&gt;
| [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.titan&lt;br /&gt;
| function(subregion, tok)&lt;br /&gt;
| [[Titan]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
====Creature patching====&lt;br /&gt;
{{Main|Lua scripting#Tweaks}}&lt;br /&gt;
While ``SELECT_CREATURE`` cannot target generated objects, there are global tables set up to append data when building a creature. These tables contain functions which have access to tokens, options, and local functions from ``build_body_from_rcp()``. All functions in these tables are run at corresponding stages in the build function.&lt;br /&gt;
&lt;br /&gt;
``lines``, ``options`` and ``rcp`` are the creature's raw lines and data, which can be read or modified in these functions.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Timing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| btc1_tweaks&lt;br /&gt;
| function(lines, options, add_to_body, add_to_body_unique, add_tweak_candidate)&lt;br /&gt;
| Before ``options.btc`` (the first tweak) is determined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| feature_tweaks&lt;br /&gt;
| function(rcp, options, add_to_body, add_to_body_unique, add_tweak_candidate)&lt;br /&gt;
| After ``options.btc2`` is set. ``add_tweak_candidate()`` is unused in vanilla at this stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| function(lines, options, is_in_body)&lt;br /&gt;
| After ``options.attack_tweak`` is set. By default, runs functions to add {{token|ATTACK}}s for body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_gait_tweaks&lt;br /&gt;
| function(lines, options)&lt;br /&gt;
| This is the last operation in the build function.&lt;br /&gt;
Includes the ``bogey_polymorph()`` function by default, which checks ``options.can_bogey_polymorph`` to add the interaction.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Local Function&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' add_to_body(str)&lt;br /&gt;
| Adds the input [[body token]] to the ``options.body_string`` table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' add_to_body_unique(str)&lt;br /&gt;
| As ``add_to_body()`` and ``add_unique()``, only adds if not already present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' add_tweak_candidate(str)&lt;br /&gt;
| Adds the input to ``options.body_tweak_candidate``, pointing to a key in the ``tweaks`` table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' is_in_body(str)&lt;br /&gt;
| Checks if the input [[body token]] is in ``options.body_string``.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entities===&lt;br /&gt;
&lt;br /&gt;
Generated entities are supplied with the ``idx`` parameter, which is a number that starts at 1 and increments by 1 for each entity of that type. It can be used to give a unique ID to [[divine equipment]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Articles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.vault_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vault]] ([[angel]]s)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.mythical_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Mysterious dungeon]] ([[dungeon guardian]]s)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
&lt;br /&gt;
====World====&lt;br /&gt;
World interactions are generated in the ``generate_random_interactions()`` step of ``generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.blessing.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.blessing.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: luck, holy item, healing, etc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.curse.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.curse.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: week of curse&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.curse.major&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.disturbance&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Mummy]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical&lt;br /&gt;
| function(idx,power_level,[[sphere]])&lt;br /&gt;
| [[Dungeon guardian]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical_item_power&lt;br /&gt;
| spheres={}, interaction=function()&lt;br /&gt;
| [[Primordial remnant#List of powers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.regional&lt;br /&gt;
| function(idx)&lt;br /&gt;
| Reanimating [[Surroundings#Evil|evil biomes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.secrets&lt;br /&gt;
| function(idx,[[sphere]])&lt;br /&gt;
| [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
Powers are stored in the ``interactions.powers`` table and can be generated by other interactions. The structure of each power entry contains several keys that determine how it can be added to an interaction's syndrome.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags&lt;br /&gt;
| ''table''&lt;br /&gt;
| A table of user-defined values that can be checked by other functions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags.lieutenant&lt;br /&gt;
| ''bool''&lt;br /&gt;
| If true, available to [[intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rarity&lt;br /&gt;
| ''number'' n&lt;br /&gt;
| Higher is rarer. An [[intelligent undead]] has a 1 in n chance to receive this power.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| gen&lt;br /&gt;
| ''table'' ``tbl``, ''table'' ``end_tbl`` function(name)&lt;br /&gt;
| Generates and returns lines of raws.&lt;br /&gt;
* ``tbl`` consists of [[syndrome]] lines comprising {{token|CE_CAN_DO_INTERACTION|syndrome}} and ``[[Interaction token#Usage|CDI]]``.&lt;br /&gt;
* ``end_tbl`` consists of lines that define the [[interaction]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interaction helpers====&lt;br /&gt;
&lt;br /&gt;
Interaction helpers are defined by ``vanilla_procedural``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant(''string''&amp;amp;nbsp;name, ''string''&amp;amp;nbsp;name_plural, ''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Generates an interaction that raises an [[intelligent undead]] and calls ``basic_lieutenant_powers(token)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant_powers(''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Adds any number of powers (chosen from among ``interaction.powers``) and 0-5 sicken effects (from ``add_curses()``) to the current definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl``, ''int''&amp;amp;nbsp;``idx`` add_curses(''table''&amp;amp;nbsp;tbl, ''table''&amp;amp;nbsp;end_tbl, ''string''&amp;amp;nbsp;token, ''int''&amp;amp;nbsp;num, ''int''&amp;amp;nbsp;start_idx, ''int''&amp;amp;nbsp;sev, ''table''&amp;amp;nbsp;good_effects)&lt;br /&gt;
| Adds ``num`` curses/afflictions to the current definition. ``good_effects`` lists the possible curses that can be chosen from ``default_curse_effects``, and ``sev`` is the syndrome's severity. Basic lieutenants use a ``sev`` of 500.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' get_abstract_gesture()&lt;br /&gt;
| Returns a random string from either ``gestures`` or ``gestures_abstract``, used for {{token|VERB|interaction}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| populate_monotone_color_pattern()&lt;br /&gt;
| Writes all [[Descriptor color token|MONOTONE color patterns]] from ``world.descriptor.color_pattern`` to the global table ``monotone_color_pattern``, if not already populated.&lt;br /&gt;
Not to be confused with ``world.descriptor.color``, which has the same keys as a color rather than a pattern.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_base_poison_effects(mat, good_effects, sev, max_eff, min_start, max_start, min_peak, max_peak, min_end, max_end, terminal_chance, resist_chance, size_delay_chance, size_dilute_chance)&lt;br /&gt;
| Writes 1 to ``max_eff`` [[syndrome]] effects from ``good_effects`` to ``mat``, a table of raw lines. Has a one in ``terminal_chance`` to not end. If the effect  {{token|RESISTABLE}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
====Instruments====&lt;br /&gt;
&lt;br /&gt;
The default [[instrument]] system is not currently open to Lua, but ``generators.lua`` defines tables for each token.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.keyboard&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_KEYBOARD_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.stringed&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_STRINGED_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.wind&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_WIND_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.percussion&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_PERCUSSION_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Divine equipment====&lt;br /&gt;
{{Main|Divine equipment}}&lt;br /&gt;
``entities.vault_guardian.default`` generates from the list ``angel_item_gens``, the default function of which then calls functions from ``angel_item_info``. Unless otherwise stated, the '''Behavior''' column refers to the behavior of how ``angel_item_gens.default`` generates from these lists.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Behavior&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| angel_item_gens&lt;br /&gt;
| function(prefix,tokens)&lt;br /&gt;
| Called by ``entities.vault_guardian.default``, which supplies a unique ``prefix`` and doesn't provide ``tokens``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.armor.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.shoes.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.shield.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[armor]] for each slot and 1 [[shield]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.clothing.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.shoes.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[clothing]] for each slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.weapon.PIKE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.WHIP.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BOW.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BLOWGUN.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.AXE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SWORD.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.DAGGER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.MACE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.HAMMER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SPEAR.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.CROSSBOW.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 5 [[weapon]]s. The tables correspond to [[combat skill]]s, and are not repeated. For example, a vault can't generate two types of swords.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.ammo.ARROW&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BOLT&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BLOWDART&lt;br /&gt;
| function()&lt;br /&gt;
| When a ranged weapon is generated, it will also generate a random subtype of the proper ammunition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Article&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.clouds&lt;br /&gt;
materials.rain&lt;br /&gt;
| function()&lt;br /&gt;
| [[Evil weather]]&lt;br /&gt;
| Associated regional [[interaction]]s are automatically written by ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.divine.metal&lt;br /&gt;
materials.divine.silk&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
[[Divine fabric]]&lt;br /&gt;
| The list of potential spheres is determined by the individual function. See [[Lua script examples#New divine metal]].&lt;br /&gt;
{{token|DIVINE|inorganic}} and {{token|SPHERE|inorganic}} are added by ``generators.lua`` rather than in the individual function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_remnant&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Primordial remnant]]&lt;br /&gt;
| Possible spheres are determined by ``random_object_parameters.mythical_sphere``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_healing&lt;br /&gt;
| function()&lt;br /&gt;
| [[Mythical substance]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random creatures==&lt;br /&gt;
&lt;br /&gt;
Creatures generated by ``vanilla_procedural`` use a number of shared functions to determine their attributes. The local ``options`` table stores most of the data used by these steps.&lt;br /&gt;
&lt;br /&gt;
===rcp functions===&lt;br /&gt;
The random creature profile determines the basic body of a generated creature, such as &amp;quot;humanoid&amp;quot; or &amp;quot;[[toad]]&amp;quot;, and provides options and data to later build the proper creature definition.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' get_random_creature_profile(options,blacklist)&lt;br /&gt;
| Makes a weighted random choice of options from ``random_creature_types`` that satisfy arguments set in ``options`` (``options.do_water``, etc) and ``blacklist``. Falls back to ``random_creature_types.GENERAL_BLOB``.&lt;br /&gt;
At debug_level &amp;gt;= 3, will log failures. At debug_level &amp;gt;= 4, will also log successes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' is_valid_random_creature(''string''&amp;amp;nbsp;creature, ''bool''&amp;amp;nbsp;do_water, ''bool''&amp;amp;nbsp;humanoidable_only, ''bool''&amp;amp;nbsp;is_good, ''bool''&amp;amp;nbsp;beast_only)&lt;br /&gt;
| Checks if ``creature`` is a valid key in certain tables depending on the arguments: aquatic (``do_water``), can be &amp;quot;twisted into humanoid form&amp;quot; (``humanoidable_only``), isn't an &amp;quot;evil&amp;quot; species (``is_good``), and is an animal species (``beast_only``) &lt;br /&gt;
At debug_level &amp;gt;= 3, will be logged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' finalize_random_creature_types()&lt;br /&gt;
| If ``random_creature_types_finalized`` is false: sets it to true and iterates over ``random_creature_types`` to sanitize certain inputs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shared functions===&lt;br /&gt;
&lt;br /&gt;
Default creatures use ``add_regular_tokens()``, ``populate_sphere_info()``, ``get_random_creature_profile()``, ``add_body_size()`` and ``build_procgen_creature()`` as the main steps in generating raws.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_regular_tokens(tbl,options)&lt;br /&gt;
| Adds tokens to ``tbl``. Sets {{token|PETVALUE|2000}}, calculates material weaknesses (if ``options.material_weakness``), and adds a few immunity tokens depending on ``options.normal_biological``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tile_string(arg)&lt;br /&gt;
| Returns a string usable for {{token|CREATURE_TILE}}. Encloses number arguments in ``'`` characters.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_body_size(tbl,size,options)&lt;br /&gt;
| Adds {{token|BODY_SIZE|0:0:size}} and sets ``options.body_size``. Calls ``body_size_properties()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size_properties(tbl,size,options)&lt;br /&gt;
| Adds {{token|BUILDINGDESTROYER|2}} if size &amp;gt; 80,000; adds {{token|GRASSTRAMPLE|20}} and {{token|TRAPAVOID}} if size &amp;gt; 100,000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| populate_sphere_info(tbl,options)&lt;br /&gt;
| Adds {{token|SPHERE}} tokens from ``options.spheres``. If ``options.do_sphere_rcm``, 1/2 chance to set ``options.sphere_rcm``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_poison_bits(tbl,options)&lt;br /&gt;
| Generates a [[Venom|poison material]] based on ``options.poison_state`` and ``options.sickness_name``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
| Calls ``build_body_from_rcp()``, ``build_description()``, and ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_body_from_rcp(rcp,tbl,options)&lt;br /&gt;
| Generates based on ``rcp`` and ``options``, assigns tweaks (mutations from the base body), tissues, organs, special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_description(tbl,options)&lt;br /&gt;
| Writes the {{token|DESCRIPTION}} and any {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_pcg_graphics(tbl,options)&lt;br /&gt;
| Assigns [[procedural graphics layer]]s based on ``options.pcg_layering`` keys set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Usage&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| token&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| The creature's token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_water&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Use an aquatic rcp (``water_based_random_creature``)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| humanoidable_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| Use a rcp that can be turned into a humanoid form (``humanoidable_random_creature``), and automatically applies the ``MAKE_HUMANOID`` tweak. Will apply the tweak even if the body is already humanoid.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| beast_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Forbids generic humanoid/blob/quadruped rcps (``not_beast_random_creature``).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| normal_biological&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| If untrue, adds {{token|AMPHIBIOUS}}, {{token|SWIMS_INNATE}}, {{token|NONAUSEA}}, {{token|NOEXERT}}, {{token|NO_DIZZINESS}}, {{token|NOPAIN}}, {{token|NOSTUN}}. Used by [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_nobreathe&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|NOBREATHE}}, even if not uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_general_poison&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If untrue and the creature has blood or ichor, adds {{token|CREATURE_CLASS|c|GENERAL_POISON}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_immune&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|FIREIMMUNE}}. Does not affect materials. Set if the creature has a fire interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| material_weakness&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| Will gain a 10x {{token|MATERIAL_FORCE_MULTIPLIER}} to a random weapon [[metal]] and a {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c|1:2}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_good&lt;br /&gt;
|&lt;br /&gt;
get_random_creature_profile()&amp;lt;br&amp;gt;&lt;br /&gt;
build_body_from_rcp()&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| Forbids &amp;quot;evil&amp;quot; rcps (``cannot_be_good_random_creature``).&lt;br /&gt;
Affects options for materials, tweaks, description. Cannot have attack tweaks unless the rcp forces it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_evil&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Affects options for materials, tweaks, description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| spheres&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
color_picker_functions&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| A set of the creature's spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Adds a 1/2 chance to set ``options.sphere_rcm`` to a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pick_sphere_rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| If uniform, adds an additional 1/2 chance to use a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pos_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Temporary data storage for possible sphere RCM during ``populate_sphere_info()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sphere_rcm&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Forces the creature to be uniform and made of that ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_insubstantial&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If uniform, will always choose an insubstantial material from ``insubstantial_materials``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| never_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.r_class`` is UNIFORM, change it to FLESHY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Changes ``options.r_class`` to UNIFORM.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_not_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Do not randomly change ``options.r_class`` to UNIFORM (normally there is a 1/20 chance), unless ``options.sphere_rcm`` is set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_var&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| A string for {{token|APPLY_CREATURE_VARIATION}}, ex: &amp;quot;STANDARD_WALKING_GAITS&amp;quot;. Usually set by ``rcp.body_base``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_speed&lt;br /&gt;
special_walk_speed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The basic walking speed in a creature's [[gait]]. ``options.special_walk_speed`` will be used instead of ``options.walk_speed`` if both are present.&lt;br /&gt;
Crawling bodies use a ``options.walk_speed`` of 2900, walking bodies use 900.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_fly_gaits&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Creature has a flying gait even if wings aren't added. ``local add_fly_gaits`` is used for creatures with wings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible_flier&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.intangible`` (set by certain uniform materials), sets ``options.add_fly_gaits`` and adds {{token|FILER}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| cannot_swim&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add a [[swimming]] gait.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add any random tweaks (such as body parts or attacks) to the basic creature that aren't specified by the rcp.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_glowing_eyes&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will always add glowing eyes if the creature has ``options.eyes``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
no_glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_antennae&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_mandibles&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add the listed body tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_random_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add attack tweaks (or body parts that grant them) that aren't specified by the rcp.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| strong_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to attack tweaks. Will always gain an attack tweak, unless the rcp already specifies it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to a limited set of attack tweaks 1/4 of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sickness_name&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
| Determines the name of [[syndrome]]s caused by this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| poison_state&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| Accepts &amp;quot;LIQUID&amp;quot; (default), &amp;quot;GAS&amp;quot;, or &amp;quot;SOLID_POWDER&amp;quot;. Determines the state of this creature's [[venom]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| prioritize_bite&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| If true, non-bite attacks will have {{token|PRIORITY|c|SECOND}}. If untrue, non-bite attacks will have {{token|PRIORITY|c|MAIN}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bite_interaction&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| Adds {{token|SPECIALATTACK_INTERACTION}} to bite attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_bogey_polymorph&lt;br /&gt;
| post_gait_tweaks&lt;br /&gt;
| Allows the creature to use the [[bogeyman]] polymorph interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcp&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Set in ``build_body_from_rcp()`` from the ``rcp`` argument.&lt;br /&gt;
Usually derived from ``random_creature_types``, passes information from the random creature profile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| r_class&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set to a table in ``random_creature_class``. Describes the basic tissues/features a creature has, such as FLESHY, CHITIN_EXO, or UNIFORM. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| surface&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The creature's exterior tissue. Set based on its ``random_creature_class`` and any tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Set by ``random_creature_class.UNIFORM.body_fun()``.&lt;br /&gt;
If ``options.sphere_rcm`` is supplied, will use that, otherwise will be randomly chosen based on ``options.is_evil``, ``options.is_good``, ``options.pick_sphere_rcm``, ``options.rcp.requires_flexible_material``, and ``options.always_insubstantial``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_mat_adj&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that says &amp;quot;composed of X&amp;quot;, etc. Normally supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| matgloss&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Temporary data storage when calling inorganic materials from ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tok1&lt;br /&gt;
tok2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MATERIAL|tissue|options.tok1:options.tok2}}.&lt;br /&gt;
Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mat_temp1&lt;br /&gt;
mat_temp2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|USE_MATERIAL_TEMPLATE|c|options.tok1:options.tok2}}.&lt;br /&gt;
Can be supplied by ``random_creature_material`` to add an organic material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| st_tok&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MAT_STATE|tissue}}. Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fixed_temp&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|FIXED_TEMP|}}.&lt;br /&gt;
Can be supplied by ``random_creature_material``. If a material template is used, adds {{token|MAT_FIXED_TEMP|md}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Creature is non-solid, serves as the condition for ``options.intangible_flier``. Limits access to attack tweak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_mat&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Prevents a fire breath attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_string&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| An array of all {{token|BODY}} tokens used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size&lt;br /&gt;
| build_description()&lt;br /&gt;
build_pcg_graphics()&lt;br /&gt;
| Set by ``body_size_properties()``. Stores the creature's volume for later use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_tweak_candidate&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Temporary data storage for assigning tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tweak&lt;br /&gt;
| ''quadruped_function_curry()''&lt;br /&gt;
| Temporary data storage for quadruped leg tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
attack_tweak&amp;lt;br&amp;gt;&lt;br /&gt;
btc&amp;lt;br&amp;gt;&lt;br /&gt;
btc2&amp;lt;br&amp;gt;&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Strings used as a key to retrieve information about the chosen tweaks. Set by ``build_body_from_rcp()``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
eyes&amp;lt;br&amp;gt;&lt;br /&gt;
beak&amp;lt;br&amp;gt;&lt;br /&gt;
brain&amp;lt;br&amp;gt;&lt;br /&gt;
cheeks&amp;lt;br&amp;gt;&lt;br /&gt;
eyelids&amp;lt;br&amp;gt;&lt;br /&gt;
guts&amp;lt;br&amp;gt;&lt;br /&gt;
heart&amp;lt;br&amp;gt;&lt;br /&gt;
lips&amp;lt;br&amp;gt;&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
mouth&amp;lt;br&amp;gt;&lt;br /&gt;
neck&amp;lt;br&amp;gt;&lt;br /&gt;
nose&amp;lt;br&amp;gt;&lt;br /&gt;
ribs&amp;lt;br&amp;gt;&lt;br /&gt;
skull&amp;lt;br&amp;gt;&lt;br /&gt;
spine&amp;lt;br&amp;gt;&lt;br /&gt;
teeth&amp;lt;br&amp;gt;&lt;br /&gt;
throat&amp;lt;br&amp;gt;&lt;br /&gt;
tongue&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Adds the listed parts to the creature's body plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
blood&amp;lt;br&amp;gt;&lt;br /&gt;
ichor&amp;lt;br&amp;gt;&lt;br /&gt;
goo&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Sets the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| force_goo&lt;br /&gt;
force_ichor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If the creature is not uniform, overwrites the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| blood_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Expects a function that takes a color's HSV values and returns a boolean. Sets the creature's blood color to any color that returns true for this function.&lt;br /&gt;
Only works with standard [[blood]] from ``options.blood``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
fingers&amp;lt;br&amp;gt;&lt;br /&gt;
toes&amp;lt;br&amp;gt;&lt;br /&gt;
finger_claws&amp;lt;br&amp;gt;&lt;br /&gt;
toe_claws&amp;lt;br&amp;gt;&lt;br /&gt;
finger_nails&amp;lt;br&amp;gt;&lt;br /&gt;
toe_nails&amp;lt;br&amp;gt;&lt;br /&gt;
finger_talons&amp;lt;br&amp;gt;&lt;br /&gt;
toe_talons&amp;lt;br&amp;gt;&lt;br /&gt;
bat_wings&amp;lt;br&amp;gt;&lt;br /&gt;
lacy_wings&amp;lt;br&amp;gt;&lt;br /&gt;
feathered_wings&amp;lt;br&amp;gt;&lt;br /&gt;
has_proboscis&amp;lt;br&amp;gt;&lt;br /&gt;
do_webs&lt;br /&gt;
&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| Set when building the body if the creature has those traits. Can be called by the description and when building graphics.&lt;br /&gt;
[[Nail]]s, claws, and talons are given attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of eyes the creature has. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tail_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of tails the creature has. Can be set before building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's body color. Chosen randomly or based on material unless ``rcp.cannot_have_color`` is true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's eye color. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
color_f&amp;lt;br&amp;gt;&lt;br /&gt;
color_b&amp;lt;br&amp;gt;&lt;br /&gt;
color_br&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set based on ``options.clp`` unless ``options.forced_color`` is supplied. Adds {{token|COLOR|c|options.color_f:options.color_b:options.color_br}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|COLOR|c|options.forced_color.f:options.forced_color.b:options.forced_color.br}} and {{token|NO_UNIT_TYPE_COLOR}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| animal_coloring_allowed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Color must be a shade of brown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_colors&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Uses the set of colors assigned to [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| exp_proc_surface_color&lt;br /&gt;
| build_pcg_graphics&lt;br /&gt;
| Stores the index of an experiment's color, for portraits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
name_mat&amp;lt;br&amp;gt;&lt;br /&gt;
flavor_adj&amp;lt;br&amp;gt;&lt;br /&gt;
potential_end_phrase&lt;br /&gt;
| Custom names&lt;br /&gt;
| An array of names for a creature's material. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| feature_flavor_adj&lt;br /&gt;
| Custom names&lt;br /&gt;
| When ``build_description()`` is run, populates ``options.flavor_adj`` with strings based on the creature's tweaks and [[color]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_learn&lt;br /&gt;
| build_description()&lt;br /&gt;
| Enables certain description strings, such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;. Used by default intelligent creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_extra_description&lt;br /&gt;
| build_description()&lt;br /&gt;
| Will not add strings from ``default_desc_adds``/``good_desc_adds``/``evil_desc_adds`` to the end of the description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| custom_desc_func&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds the output of a string instead of ``default_desc_adds``/etc. Cannot have ``options.no_extra_description.``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| end_phrase&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds a phrase after all other generated description pieces, such as [[Night creature|&amp;quot;Now you know why you fear the night.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| and_add&lt;br /&gt;
| build_description()&lt;br /&gt;
| Temporary storage for description grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A table of possible {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fallback_pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that is added to ``options.pref_str`` it is empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| odor_string&lt;br /&gt;
odor_level&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} respectively. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_odor_string&lt;br /&gt;
forced_odor_level&lt;br /&gt;
forced_odor_chance&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} (defaults to 90), 1 in ``options.forced_odor_chance`` of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_odor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Can use the ``options.forced_odor_string`` even if creature is uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of [[procedural graphics layer]]s. Set by ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_base&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| The basic PCG layer-set string, concatenated to form ``options.pcg_layering`` keys. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_modifier&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of extra info for PCG layering, such as experiment skin types. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| use_werebeast_pcg&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for humanoid [[experiment]]s. Expects ``options.experiment_colors`` to be true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
is_male_version&lt;br /&gt;
night_creature_strength_pref&lt;br /&gt;
night_creature_agile_pref&lt;br /&gt;
night_creature_strength_agile_pref&lt;br /&gt;
| night_troll_names&lt;br /&gt;
| Flags used by [[Night troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_default_werebeast_curse&lt;br /&gt;
| werebeast_origin_interactions.default()&lt;br /&gt;
| If this is true for a custom function in creatures.night_creature.werebeast, ``generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)`` will not be able to use werebeast_origin_interactions.default. This allows [[mod]]s to better control access to [[werebeast]] curses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| amalgam_experiment&lt;br /&gt;
failed_experiment&lt;br /&gt;
| ''experiment_description()''&lt;br /&gt;
| Flags used for default [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_name_type&lt;br /&gt;
| ''experiment_name_token''&lt;br /&gt;
| Array of nouns used instead of ``ropar.making_experiment`` for naming [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_large&lt;br /&gt;
| ''make_failed_rcp()''&lt;br /&gt;
| Used for large failed [[experiment]]s. Capitalizes the creature tile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eadj&lt;br /&gt;
fadj&lt;br /&gt;
| Custom names&lt;br /&gt;
| Temporary data storage for complex name generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===rcp parameters===&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua|F]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_script_examples&amp;diff=314518</id>
		<title>Lua script examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_script_examples&amp;diff=314518"/>
		<updated>2026-01-29T06:52:48Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Werebugs */ humanoidable_only remap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
{{Main|Lua scripting}}&lt;br /&gt;
Snippets of vanilla generation can be found in [[:Category:Lua script pages]], and all vanilla scripts can be found in ``[https://github.com/Putnam3145/DF-Raws/tree/master/vanilla_procedural/scripts data/vanilla/vanilla_procedural/scripts/]``.&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;!--Needs a special line break--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Helper functions==&lt;br /&gt;
&lt;br /&gt;
===Search by reaction class===&lt;br /&gt;
This script returns a table of all inorganic materials with a given {{token|REACTION_CLASS|md}}. The ``mat`` table also has ``reaction_product_class``, which includes both {{token|MATERIAL_REACTION_PRODUCT|md}} and {{token|ITEM_REACTION_PRODUCT|md}} IDs.&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=get_all_by_reaction_class()&lt;br /&gt;
|script=&lt;br /&gt;
function get_all_by_reaction_class(rc)&lt;br /&gt;
    local valid={}&lt;br /&gt;
    for i,inorg in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        for _,class in inorg.mat.reaction_class do&lt;br /&gt;
            if class==rc then&lt;br /&gt;
                valid[#valid+1]=inorg&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return valid&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
===Identity language===&lt;br /&gt;
This makes a [[Language token|language]] called ``GEN_IDENTITY`` which is like: &amp;quot;Abbey abbeyabbeys the abbey of abbeys&amp;quot; - i.e. it's the &amp;quot;English&amp;quot; language you might see occasionally. It is present in ``vanilla_procedural`` and can be used for {{Token|TRANSLATION|entity}} by default.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_IDENTITY&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_IDENTITY=function()&lt;br /&gt;
    -- just to demonstrate the absolute most basic method of generating one of these&lt;br /&gt;
    -- also so that you can just mod stuff to use GEN_IDENTITY&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local unempty = function(str1, str2) &lt;br /&gt;
        return str1=='' and str2 or str1&lt;br /&gt;
    end&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        local str=''&lt;br /&gt;
        str=unempty(str,v.NOUN_SING)&lt;br /&gt;
        str=unempty(str,v.ADJ)&lt;br /&gt;
        str=unempty(str,v.VERB_FIRST_PRES)&lt;br /&gt;
        str=unempty(str,string.lower(v.token))&lt;br /&gt;
        tbl[v.token]=str&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
===Kobold language===&lt;br /&gt;
This generates a language made of {{token|UTTERANCES}}. This is essentially a proper translation based on the [[kobold language]]. Note that the hardcoded ``utterance()`` function generates words independently of any existing words in the language, so you may get duplicate words. &lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_KOBOLD&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_KOBOLD=function()&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        tbl[v.token]=utterance()&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
==Generators==&lt;br /&gt;
&lt;br /&gt;
===Non-random generated material===&lt;br /&gt;
&lt;br /&gt;
Here's an example of an object registered through the ``do_once`` table. There are no random elements, it is equivalent (save for being {{token|GENERATED|mat}}) to an object defined through [[Material definition token]]s and registered through the ``raws.register_inorganics()`` function. It also prints itself to the lualog for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Single material&lt;br /&gt;
|script=do_once.cobalt = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	&lt;br /&gt;
	-- basic inorganic definition&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[INORGANIC:COBALT]&amp;quot;&lt;br /&gt;
	-- add [GENERATED] to save properly&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:COBALT]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
&lt;br /&gt;
	-- show in lualog&lt;br /&gt;
	print_table(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can register multiple objects at the same time. This script takes a table of color tokens, and makes a metal named after each of them, with a corresponding cheaty adventure reaction.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Chromatic metals&lt;br /&gt;
|script=do_once.chromatic_metal = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local reaction_lines = {}&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
			&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
			&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
			&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
			&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
			&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
			&amp;quot;JADE&amp;quot;,&lt;br /&gt;
			&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
			&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
			&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
			&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
			&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	-- make a metal for each color token&lt;br /&gt;
	for k,v in pairs(color_tokens) do&lt;br /&gt;
		-- begin definition with ID token, [GENERATED] and template&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[INORGANIC:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(lines)&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		-- look up the metal's color in the world table&lt;br /&gt;
		-- using string.lower(v) would result in &amp;quot;moss_green&amp;quot;&lt;br /&gt;
		local metalname = world.descriptor.color[v].name&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- appearance&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- create a corresponding reaction&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[REACTION:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(reaction_lines)&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[NAME:create &amp;quot;..metalname..&amp;quot; bars]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[ADVENTURE_MODE_ENABLED]&amp;quot;&lt;br /&gt;
		-- make sure we're consistent with the inorganic ID&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT:100:1:BAR:NONE:INORGANIC:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
	raws.register_reactions(reaction_lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Random generation===&lt;br /&gt;
&lt;br /&gt;
Here's an example of various DF-specific randomizers in use:&lt;br /&gt;
* ``trandom()`` is used to determine how many metals generate this way.&lt;br /&gt;
* ``utterance()`` generates utterances from the [[Kobold language]], e.g. &amp;quot;gorsnus&amp;quot;, &amp;quot;stogodilmus&amp;quot;, &amp;quot;gaylgis&amp;quot;&lt;br /&gt;
* ``pick_random_no_replace()`` determines the color from the table, but removes the rolled value so there's no repeats.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Kobold metals&lt;br /&gt;
|script=do_once.kobold_metal = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local reaction_lines = {}&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
		&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
		&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
		&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
		&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
		&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
		&amp;quot;JADE&amp;quot;,&lt;br /&gt;
		&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
		&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
		&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
		&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
		&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	-- trandom() is expressed as (1dN)-1 because it uses C++ math that starts at 0&lt;br /&gt;
	local max_loops = trandom(10)+1&lt;br /&gt;
&lt;br /&gt;
	-- create 1-10 metals&lt;br /&gt;
	for i = 1,max_loops do&lt;br /&gt;
		-- begin definition with ID token, [GENERATED] and template&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[INORGANIC:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(lines)&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		-- this is the kobold name function&lt;br /&gt;
		local metalname = utterance()..&amp;quot;ite&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		-- no_replace removes the value from the table&lt;br /&gt;
		-- we don't need a fallback because there's more values than metals&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..pick_random_no_replace(color_tokens)..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- create a corresponding reaction&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[REACTION:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(reaction_lines)&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[NAME:create &amp;quot;..metalname..&amp;quot; bars]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[ADVENTURE_MODE_ENABLED]&amp;quot;&lt;br /&gt;
		-- make sure we're consistent with the inorganic ID&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT:100:1:BAR:NONE:INORGANIC:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
	raws.register_reactions(reaction_lines)&lt;br /&gt;
end		&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New divine metals===&lt;br /&gt;
&lt;br /&gt;
Many of the tables used by vanilla procedural objects are global, and thus can be added to or overwritten by mods. You can add new metal descriptions for divine metal pretty easily, for example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Laughing metal&lt;br /&gt;
|script=&lt;br /&gt;
metal_by_sphere.CHILDREN={&lt;br /&gt;
    name=&amp;quot;laughing metal&amp;quot;,&lt;br /&gt;
    col=&amp;quot;7:0:1&amp;quot;,&lt;br /&gt;
    color=&amp;quot;WHITE&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can also add alternatives to the default divine metal function, such as one based on the aforementioned kobold metals.&lt;br /&gt;
Vanilla divine metal uses ``metal_by_sphere`` to determine its properties, and is thus valid only if the input sphere has an entry in that table.&lt;br /&gt;
Note that even if the weights are nominally the same; because it is valid for all input spheres, it will outnumber instances of the more limited vanilla material.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Divine kobold metal&lt;br /&gt;
|script=materials.divine.metal.kobold = function(sphere)&lt;br /&gt;
	if not foo then&lt;br /&gt;
		log(#metal_by_sphere)&lt;br /&gt;
		log(#world.spheres)&lt;br /&gt;
		foo = true&lt;br /&gt;
	end&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	--generation function handles ID, registration, generated info&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
	--add_generated_info(lines)&lt;br /&gt;
	local metalname = utterance()..&amp;quot;ite&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
		&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
		&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
		&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
		&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
		&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
		&amp;quot;JADE&amp;quot;,&lt;br /&gt;
		&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
		&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
		&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
		&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
		&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	--allow for duplicate colors&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..pick_random(color_tokens)..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--add a block of tokens&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
    [MATERIAL_VALUE:200]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	]])&lt;br /&gt;
	--sends this to get registered&lt;br /&gt;
	return {raws=lines,weight=1}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Remove default functions===&lt;br /&gt;
&lt;br /&gt;
Just as easily as new functions and table entries can be added, default entries can be overwritten so that they cannot generate. This snippet removes the default forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
See [[Lua functions#Generation Tables]] for a list of the tables the default functions are stored in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; &amp;gt;&lt;br /&gt;
creatures.fb.default=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basic generated creature===&lt;br /&gt;
&lt;br /&gt;
This is essentially the simplest possible creature. It has no extraordinary options (beyond an [[Sphere|association]] with animals and creation), and each world generates one species from this function. It doesn't have any biome tokens or likewise, so it can only be spawned in the arena, but it is still functional.&lt;br /&gt;
&lt;br /&gt;
A sample output would be &amp;quot;A quadruped composed of flame. It has two narrow tails and it has a regal bearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=do_once.basic_creature&lt;br /&gt;
|script=do_once.basic_creature = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local tok=&amp;quot;BASIC_PROCEDURAL_CREATURE&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE:&amp;quot;..tok..&amp;quot;]&amp;quot;&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	&lt;br /&gt;
	local options={&lt;br /&gt;
		token=tok,&lt;br /&gt;
		spheres={&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			CREATION=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
		[NAME:procedural creature:procedural creatures:procedural]&lt;br /&gt;
		[CASTE_NAME:procedural creature:procedural creatures:procedural]&lt;br /&gt;
	]])&lt;br /&gt;
	--adds some common tokens depending on the options&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	--handles sphere options: fills out [SPHERE] tokens from options.spheres, and so on&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	--choose a creature profile to base on&lt;br /&gt;
	local rcp=get_random_creature_profile(options)&lt;br /&gt;
	--set [BODY_SIZE] and some relevant tokens&lt;br /&gt;
	add_body_size(lines,rcp.min_size,options)&lt;br /&gt;
	--add the tile from the creature profile&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--the Big Function determining tweaks, body, appearance, description...&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	raws.register_creatures(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Making your own rcp===&lt;br /&gt;
&lt;br /&gt;
You don't have to be limited to the vanilla list of random creature variants. Mods can add new kinds of random creature profiles, materials, etc that can be seamlessly integrated into how it generates creatures. &lt;br /&gt;
&lt;br /&gt;
This script generates a single creature based on a [[Wikipedia:Eurypterid|eurypterid]]. It has a unique rcp, set in the function itself.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=do_once.local_rcp&lt;br /&gt;
|script=do_once.local_rcp = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local tok=&amp;quot;LOCAL_RCP&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE:&amp;quot;..tok..&amp;quot;]&amp;quot;&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	&lt;br /&gt;
	local options={&lt;br /&gt;
		token=tok,&lt;br /&gt;
		spheres={&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			WATER=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	--habitat&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[BIOME:ANY_OCEAN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[LARGE_ROAMING]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[AQUATIC][UNDERSWIM]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--define a local creature profile&lt;br /&gt;
	local rcp={&lt;br /&gt;
		name_string=&amp;quot;eurypterid&amp;quot;,&lt;br /&gt;
		tile='E',&lt;br /&gt;
		body_base=&amp;quot;SCORPION&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;CHITIN_EXO&amp;quot;,&lt;br /&gt;
		must_have_pincers=true,&lt;br /&gt;
		must_have_tail=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=200,&lt;br /&gt;
	}&lt;br /&gt;
	local name_str = rcp.name_string..&amp;quot;:&amp;quot;..rcp.name_string..&amp;quot;s:&amp;quot;..rcp.name_string..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	&lt;br /&gt;
	add_body_size(lines,rcp.min_size,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	raws.register_creatures(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Adding a eurypterid profile to ``random_creature_profiles`` allows any creature to access it, if their profile is determined randomly.&lt;br /&gt;
&lt;br /&gt;
This script gives it proper flippers in its body base function. It's also associated with water-based random creatures, so it can potentially generate as an aquatic [[forgotten beast]] species.&lt;br /&gt;
&lt;br /&gt;
Other feature variants stored in tables, like materials, attacks, or descriptions, can be added in this way.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Global rcp&lt;br /&gt;
|script=&lt;br /&gt;
random_creature_types.EURYPTERID={&lt;br /&gt;
		name_string=&amp;quot;eurypterid&amp;quot;,&lt;br /&gt;
		tile='E',&lt;br /&gt;
		body_base=&amp;quot;SCORPION_FLIPPERS&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;CHITIN_EXO&amp;quot;,&lt;br /&gt;
		must_have_pincers=true,&lt;br /&gt;
		must_have_tail=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=200,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body_base_fun.SCORPION_FLIPPERS=function(rcp,options)&lt;br /&gt;
		options.pcg_layering_base=&amp;quot;BEAST_SCORPION&amp;quot;&lt;br /&gt;
		options.walk_var=&amp;quot;STANDARD_WALKING_GAITS&amp;quot;&lt;br /&gt;
		options.walk_speed=900&lt;br /&gt;
		return {&amp;quot;RCP_CEPHALOTHORAX&amp;quot;,&amp;quot;RCP_ABDOMEN&amp;quot;,&amp;quot;RCP_FIRST_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_SECOND_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_THIRD_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_PINCERS&amp;quot;,&amp;quot;RCP_FRONT_FLIPPER&amp;quot;}&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
water_based_random_creature.EURYPTERID=true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Werebugs===&lt;br /&gt;
&lt;br /&gt;
You can make a custom function to determine what rcps are available to a given creature.&lt;br /&gt;
&lt;br /&gt;
These scripts are for an arthropoid version of a [[werebeast]].&lt;br /&gt;
* ``arthropod_rcp`` is a list of rcp keys which fit this theme (plus a few worms on there for fun), which the creature function rolls on to pick its form.&lt;br /&gt;
* ``is_bloodsucking_by_key``, along with ``rcp.must_suck_blood_through_proboscis`` and ``rcp.must_suck_blood_through_mouth`` are checked to assign {{token|BLOODSUCKER}} to it, which allows certain creature types to exhibit vampiric behavior if their berserk rampage wasn't enough [[fun]].&lt;br /&gt;
&lt;br /&gt;
Otherwise, the function should work the same as vanilla werebeasts, generating an associated [[Interaction token|major curse]] in the same way and becoming &amp;quot;twisted into humanoid form&amp;quot; (at the expense of their additional limbs).&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=arthropod_rcp&lt;br /&gt;
|script=local arthropod_rcp = {&lt;br /&gt;
	&amp;quot;ARACHNID_MITE&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_SCORPION&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_SPIDER&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_TARANTULA&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_TICK&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_CRAB&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_LOBSTER&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_SHRIMP&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_ANT&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_ANTLION&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_APHID&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_BEE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_BUTTERFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CADDISFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CATERPILLAR&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CICADA&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_COCKROACH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CRICKET&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DAMSELFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DARKLING_BEETLE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DRAGONFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_EARWIG&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FIREFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FLEA&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_GRASSHOPPER&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_HORNET&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LACEWING&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LADYBUG&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LOUSE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MAGGOT&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MANTIS&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MAYFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MOSQUITO&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MOTH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SILVERFISH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SCARAB_BEETLE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SCORPIONFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SNAKEFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_STONEFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_TERMITE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_THRIPS&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_WASP&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_WEEVIL&amp;quot;,&lt;br /&gt;
	&amp;quot;NEMATODE&amp;quot;,&lt;br /&gt;
	&amp;quot;LEECH&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=is_bloodsucking_by_key&lt;br /&gt;
|script=local is_bloodsucking_by_key = {&lt;br /&gt;
	ARACHNID_MITE=true,&lt;br /&gt;
	ARACHNID_TICK=true,&lt;br /&gt;
	INSECT_EARWIG=true,--some are parasitic&lt;br /&gt;
	INSECT_FLEA=true,&lt;br /&gt;
	INSECT_LOUSE=true,&lt;br /&gt;
	INSECT_MAGGOT=true,&lt;br /&gt;
	INSECT_THRIPS=true,--no bloodsucking reported, but does bite humans&lt;br /&gt;
	NEMATODE=true,&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=creatures.night_creature.werebeast.werebug&lt;br /&gt;
|script=creatures.night_creature.werebeast.werebug=function(tok)&lt;br /&gt;
	local lines={}&lt;br /&gt;
	local options={&lt;br /&gt;
		spheres={&lt;br /&gt;
			CHAOS=true,&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			NIGHT=true,&lt;br /&gt;
			MOON=true&lt;br /&gt;
		},&lt;br /&gt;
		always_glowing_eyes=true,&lt;br /&gt;
		use_werebeast_pcg=true, --use them if werebug sprites somehow exist&lt;br /&gt;
		animal_coloring_allowed=true,&lt;br /&gt;
		no_tweak=true,&lt;br /&gt;
		material_weakness=true,&lt;br /&gt;
		humanoidable_only=true,&lt;br /&gt;
		prioritize_bite=true,&lt;br /&gt;
		force_ichor=true,&lt;br /&gt;
		token=tok&lt;br /&gt;
	}&lt;br /&gt;
	options.night_creature_agile_pref=true&lt;br /&gt;
	night_creature_universals(lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NIGHT_CREATURE_HUNTER]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CAN_LEARN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CAN_SPEAK]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NO_GENDER]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[BONECARN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CRAZED]&amp;quot;&lt;br /&gt;
	if options.night_creature_strength_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=1000&lt;br /&gt;
	elseif options.night_creature_agile_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=800;&lt;br /&gt;
	elseif options.night_creature_strength_agile_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=850;&lt;br /&gt;
	end&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:BASHFUL:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:FRIENDLINESS:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:DISDAIN_ADVICE:100:100:100]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:CHEER_PROPENSITY:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:GRATITUDE:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:TRUST:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:ALTRUISM:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:CRUELTY:100:100:100]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:WRESTLING:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:BITE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:GRASP_STRIKE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:STANCE_STRIKE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:MELEE_COMBAT:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:DODGING:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:SNEAK:20]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[DIFFICULTY:3]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[LAIR:SIMPLE_BURROW:50]&amp;quot;&lt;br /&gt;
	-- pick a random bug rcp, there's no overlap with the mammal/reptile standard werebeasts&lt;br /&gt;
	finalize_random_creature_types() -- good practice to run before rolling on it&lt;br /&gt;
	local rcp_key = pick_random_no_replace(arthropod_rcp) or &amp;quot;INSECT_MANTIS&amp;quot;&lt;br /&gt;
	local rcp=random_creature_types[rcp_key]&lt;br /&gt;
&lt;br /&gt;
	local custom_desc_str = &amp;quot;it is crazed for blood and flesh&amp;quot;&lt;br /&gt;
	-- make them also vampires if they suck blood&lt;br /&gt;
	if rcp.must_suck_blood_through_proboscis or rcp.must_suck_blood_through_mouth or is_bloodsucking_by_key[rcp_key] then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[BLOODSUCKER]&amp;quot;&lt;br /&gt;
		custom_desc_str = &amp;quot;it is crazed for warm blood&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	-- This sort of process should be fully generalized&lt;br /&gt;
	-- to all creatures you want to have bespoke associated interactions&lt;br /&gt;
	-- for example, you can have a blessing that allows a sort of&lt;br /&gt;
	-- uncrazed transformation into some sort of bespoke&lt;br /&gt;
	-- generated thing--at least, hopefully it's robust enough for that&lt;br /&gt;
	local choice=generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)&lt;br /&gt;
	map_merge(options,choice.options)&lt;br /&gt;
	local werebeast_choice_raws=choice.interaction or choice.raws&lt;br /&gt;
	raws.register_interactions(werebeast_choice_raws)&lt;br /&gt;
	add_body_size(lines,math.max(rcp.min_size,80000+trandom(11)*1000),options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:165]&amp;quot; --Ñ&lt;br /&gt;
	options.forced_color={&lt;br /&gt;
		f=6,&lt;br /&gt;
		b=0,&lt;br /&gt;
		br=1&lt;br /&gt;
	}&lt;br /&gt;
	options.custom_desc_func=function(options)&lt;br /&gt;
		return custom_desc_str&lt;br /&gt;
	end&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[GO_TO_START]&amp;quot;&lt;br /&gt;
	-- remove second words like &amp;quot; beetle&amp;quot;, etc from the end&lt;br /&gt;
	local short_name = rcp.name_string:gsub(&amp;quot;%s(%w+)$&amp;quot;,&amp;quot;&amp;quot;)&lt;br /&gt;
	local name_str=&amp;quot;were&amp;quot;..short_name..&amp;quot;:were&amp;quot;..short_name..&amp;quot;s:were&amp;quot;..short_name..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	return {raws=lines,weight=1}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New forgotten beasts===&lt;br /&gt;
You can add new types of forgotten beasts (or more appropriately, {{token|FEATURE_BEAST}}s). These generate as alternatives when populating the caverns with unique monsters. There are a number of options to interact with shared generation functions.&lt;br /&gt;
&lt;br /&gt;
Unbidden spirits only appear in dry cave layers, and like &amp;quot;spirit&amp;quot; [[demon]]s, are malevolent floating beings made of gas or dust.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Unbidden spirit&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.unbidden=function(layer_type,tok)&lt;br /&gt;
    if layer_type==0 then return nil end -- land only&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        always_make_uniform=true,&lt;br /&gt;
        always_insubstantial=true,&lt;br /&gt;
        intangible_flier=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [CASTE_NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    -- Weight is a float; all vanilla objects have weight 1&lt;br /&gt;
    return {creature=tbl,weight=0.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Construct creature|Elementals]] are defined by the material they're made of, using a table of options to set the right properties. In a dry chasm layer, they'll roll on the ``fb_elements`` table, while in a water layer, they'll be a water elemental. Should they ever carry a [[syndrome]], they would inflict [[Wikipedia:Dyscrasia|dyskrasia]].&lt;br /&gt;
&lt;br /&gt;
The most important feature is setting ``options.sphere_rcm`` to a key in ``random_creature_materials``, so fire elementals are made of &amp;quot;FLAME&amp;quot; and earth elementals are made of &amp;quot;ANY_MINERAL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Elemental&lt;br /&gt;
|script=&lt;br /&gt;
fb_elements = {&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;fire&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;FLAME&amp;quot;,&lt;br /&gt;
		spheres={ FIRE=true },&lt;br /&gt;
		options={ fire_immune=true }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;earth&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;ANY_MINERAL&amp;quot;,&lt;br /&gt;
		rcp_options={ always_flightless=true },&lt;br /&gt;
		spheres={&lt;br /&gt;
			EARTH=true,&lt;br /&gt;
			MINERALS=true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;air&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;STEAM&amp;quot;,&lt;br /&gt;
		spheres={&lt;br /&gt;
			WIND=true,&lt;br /&gt;
			SKY=true&lt;br /&gt;
		},&lt;br /&gt;
		options={&lt;br /&gt;
			always_insubstantial=true,&lt;br /&gt;
			intangible_flier=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
creatures.fb.elemental=function(layer_type,tok)&lt;br /&gt;
	local lines={}&lt;br /&gt;
	local options={&lt;br /&gt;
		strong_attack_tweak=true,&lt;br /&gt;
		always_make_uniform=true, --irrelevant due to sphere_rcm&lt;br /&gt;
		spheres={},&lt;br /&gt;
		sickness_name=&amp;quot;dyskrasia&amp;quot;,&lt;br /&gt;
		token=tok&lt;br /&gt;
	}&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
		[FEATURE_BEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
		[NO_GENDER]&lt;br /&gt;
		[NO_EAT][NO_DRINK]&lt;br /&gt;
		[DIFFICULTY:10]&lt;br /&gt;
		&lt;br /&gt;
		[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
		[NATURAL_SKILL:BITE:6]&lt;br /&gt;
		[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
		[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
		[LARGE_PREDATOR]&lt;br /&gt;
	]])&lt;br /&gt;
	&lt;br /&gt;
	-- Create a water elemental in water layers, otherwise use another type&lt;br /&gt;
	local water_elemental = {&lt;br /&gt;
		name=&amp;quot;water&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;WATER&amp;quot;,&lt;br /&gt;
		spheres={WATER=true},&lt;br /&gt;
		options={do_water=true}&lt;br /&gt;
	}&lt;br /&gt;
	local my_element = layer_type==1 and pick_random(fb_elements) or water_elemental&lt;br /&gt;
	&lt;br /&gt;
	-- Assign propertes from chosen element&lt;br /&gt;
	map_merge(options.spheres,my_element.spheres)&lt;br /&gt;
	if my_element.options then map_merge(options,my_element.options) end&lt;br /&gt;
	&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	lines[#lines+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	-- Set custom material&lt;br /&gt;
	options.sphere_rcm=my_element.rcm&lt;br /&gt;
	-- Build body&lt;br /&gt;
	local rcp=get_random_creature_profile(options)&lt;br /&gt;
	-- Set more options on the RCP&lt;br /&gt;
	if my_element.rcp_options then map_merge(rcp.options,my_element.rcp_options) end&lt;br /&gt;
	add_body_size(lines,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:'E']&amp;quot;&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	-- Generate name&lt;br /&gt;
	local element_name = my_element.name or &amp;quot;glitchstuff&amp;quot;&lt;br /&gt;
	local name_str = element_name..&amp;quot; elemental:&amp;quot;..element_name..&amp;quot; elemental:&amp;quot;..element_name..&amp;quot;-elemental]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[GO_TO_START]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	&lt;br /&gt;
	return {raws=lines,weight=1.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tweaking creatures===&lt;br /&gt;
Common Lua features allow you to extend functions by mirroring the original function and then overwriting it, akin to the ``SELECT`` tags. This function extends ``add_regular_tokens()`` to add {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER}} to all generated creatures.&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=add_regular_tokens (extension)&lt;br /&gt;
|script=&lt;br /&gt;
old_add_regular_tokens=add_regular_tokens&lt;br /&gt;
function add_regular_tokens(lines,options)&lt;br /&gt;
    old_add_regular_tokens(lines,options)&lt;br /&gt;
    lines[#lines+1]=&amp;quot;[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--Consolidate the creature patching stuff in a single header--&amp;gt;&lt;br /&gt;
This function is run in ``build_body_from_rcp()`` right before tweaks are determined (See [[Lua functions#Creature patching]]). If a generated creature's size is greater than 500,000 Γ (about as much as an [[elephant]]), this patch adds {{token|POWER}} and the like to make forgotten beasts, titans, etc capable of impersonating [[Deity|deities]] and ruling [[civilization]]s.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=btc1_tweaks.titan_worship&lt;br /&gt;
|script=&lt;br /&gt;
-- make all large creatures into powers&lt;br /&gt;
btc1_tweaks.titan_worship=function(lines,options,add_to_body,add_to_body_unique,add_tweak_candidate)&lt;br /&gt;
	if options.body_size&amp;gt;=500000 then -- described as &amp;quot;very large&amp;quot;, graphics size cutoff&lt;br /&gt;
		options.can_learn=true -- for flavor text&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[INTELLIGENT]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[SUPERNATURAL]&amp;quot; -- knows secrets according to their spheres&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[POWER]&amp;quot; -- impersonates deities&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[SPREAD_EVIL_SPHERES_IF_RULER]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Adamantine alloys===&lt;br /&gt;
&lt;br /&gt;
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some ''truly'' wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Adamantine alloys&lt;br /&gt;
|script=&lt;br /&gt;
preprocess.adamantine_alloys=function()&lt;br /&gt;
    if not random_object_parameters.main_world_randoms then return end&lt;br /&gt;
    local l=get_debug_logger(2)&lt;br /&gt;
    local lines={}&lt;br /&gt;
    local reaction_lines={}&lt;br /&gt;
    local reaction_names={}&lt;br /&gt;
    local adamantine=world.inorganic.inorganic.ADAMANTINE&lt;br /&gt;
    if not adamantine then return end&lt;br /&gt;
    local adamantine_color=world.descriptor.color[world.descriptor.color_pattern[adamantine.material.color_pattern.SOLID].color[1]]&lt;br /&gt;
    local adamantine_modulus = 2500000  --mildly arbitrary, just below the theoretical limit&lt;br /&gt;
    l(&amp;quot;Starting&amp;quot;)&lt;br /&gt;
    local done_category=false&lt;br /&gt;
    for k,v in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        if not v.flags.SPECIAL and v.material.flags.IS_METAL then&lt;br /&gt;
            l(v.token)&lt;br /&gt;
            local token=&amp;quot;GEN_ADAMANTINE_&amp;quot;..v.token&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[INORGANIC:&amp;quot;..token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(lines)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
            for kk,vv in pairs(v.material.adj) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_ADJ:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot; --&amp;quot;adamantine molten steel&amp;quot;? it's fine&lt;br /&gt;
            end&lt;br /&gt;
            for kk,vv in pairs(v.material.name) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_NAME:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            l(2)&lt;br /&gt;
            local mat_values={}&lt;br /&gt;
            -- Find the ratio for which you get closest to (but not below) 2000000 in the material's worst property&lt;br /&gt;
            local worst=math.min(v.material.yield.IMPACT,v.material.fracture.SHEAR)&lt;br /&gt;
            local wafers=1&lt;br /&gt;
            local bars=1&lt;br /&gt;
            if worst &amp;lt; 2000000 then&lt;br /&gt;
                local ratio = (2000000-3*worst)/1000000&lt;br /&gt;
                local best_diff=1&lt;br /&gt;
                for i=1,10 do&lt;br /&gt;
                    local wafer_amt=i*ratio&lt;br /&gt;
                    if wafer_amt&amp;gt;1 and wafer_amt&amp;lt;20 and math.ceil(wafer_amt)-wafer_amt&amp;lt;best_diff then&lt;br /&gt;
                        best_diff=math.ceil(wafer_amt)-wafer_amt&lt;br /&gt;
                        wafers=math.ceil(wafer_amt)&lt;br /&gt;
                        bars=i&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            local avg_denom=1/(bars*3+wafers) -- Multiplication just a bit faster than division, we're rounding at the end anyway&lt;br /&gt;
            local solid_cl=nil&lt;br /&gt;
            for kk,vv in pairs(v.material.color_pattern) do&lt;br /&gt;
                -- time to get silly&lt;br /&gt;
                local this_color=world.descriptor.color[world.descriptor.color_pattern[vv].color[1]]&lt;br /&gt;
                local wanted_color={&lt;br /&gt;
                    r=(this_color.r*bars*3+adamantine_color.r*wafers)*avg_denom,&lt;br /&gt;
                    g=(this_color.g*bars*3+adamantine_color.g*wafers)*avg_denom,&lt;br /&gt;
                    b=(this_color.b*bars*3+adamantine_color.b*wafers)*avg_denom,&lt;br /&gt;
                }&lt;br /&gt;
                local best_total_diff=1000000000&lt;br /&gt;
                local best_clp=nil&lt;br /&gt;
                for _,clp in ipairs(world.descriptor.color_pattern) do&lt;br /&gt;
                    if clp.pattern==&amp;quot;MONOTONE&amp;quot; then&lt;br /&gt;
                        local cl=world.descriptor.color[clp.color[1]]&lt;br /&gt;
                        local diff=math.abs(wanted_color.r-cl.r)+math.abs(wanted_color.b-cl.b)+math.abs(wanted_color.g-cl.g)&lt;br /&gt;
                        if diff&amp;lt;best_total_diff then&lt;br /&gt;
                            best_clp=clp&lt;br /&gt;
                            best_total_diff=diff&lt;br /&gt;
                        end&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_COLOR:&amp;quot;..kk..&amp;quot;:&amp;quot;..best_clp.token..&amp;quot;]&amp;quot;&lt;br /&gt;
                if kk==&amp;quot;SOLID&amp;quot; then solid_cl=world.descriptor.color[best_clp.color[1]] end&lt;br /&gt;
            end&lt;br /&gt;
            local color_str=solid_cl.col_f..&amp;quot;:0:&amp;quot;..solid_cl.col_br&lt;br /&gt;
            l(color_str)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[DISPLAY_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BUILD_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[ITEMS_METAL][ITEMS_HARD][ITEMS_SCALED][ITEMS_BARRED]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
            if v.material.flags.ITEMS_DIGGER then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_DIGGER]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value(str)&lt;br /&gt;
                mat_values[str]=mat_values[str] or math.floor((adamantine.material[str]*wafers+v.material[str]*bars*3)*avg_denom+0.5)&lt;br /&gt;
                l(str,mat_values[str])&lt;br /&gt;
                return mat_values[str]&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value_nested(str1,str2)&lt;br /&gt;
                mat_values[str1..str2]=mat_values[str1..str2] or math.floor((adamantine.material[str1][str2]*wafers+v.material[str1][str2]*bars*3)/(bars*3+wafers)+0.5)&lt;br /&gt;
                l(str1..str2,mat_values[str1..str2])&lt;br /&gt;
                return mat_values[str1..str2]&lt;br /&gt;
            end&lt;br /&gt;
            if new_value_nested(&amp;quot;fracture&amp;quot;,&amp;quot;SHEAR&amp;quot;)&amp;gt;170000 or new_value_nested(&amp;quot;yield&amp;quot;,&amp;quot;IMPACT&amp;quot;)&amp;gt;245000 then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_WEAPON][ITEMS_AMMO]&amp;quot;&lt;br /&gt;
                if new_value(&amp;quot;solid_density&amp;quot;)&amp;lt;10000 then&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[ITEMS_WEAPON_RANGED][ITEMS_ARMOR]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MATERIAL_VALUE:&amp;quot;..new_value(&amp;quot;base_value&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPEC_HEAT:&amp;quot;..new_value(&amp;quot;temp_spec_heat&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MELTING_POINT:&amp;quot;..new_value(&amp;quot;temp_melting_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BOILING_POINT:&amp;quot;..new_value(&amp;quot;temp_boiling_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SOLID_DENSITY:&amp;quot;..new_value(&amp;quot;solid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[LIQUID_DENSITY:&amp;quot;..new_value(&amp;quot;liquid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MOLAR_MASS:&amp;quot;..new_value(&amp;quot;molar_mass&amp;quot;)..&amp;quot;]&amp;quot; -- i don't think this is actually correct&lt;br /&gt;
            for _,thing in ipairs({&amp;quot;yield&amp;quot;,&amp;quot;fracture&amp;quot;}) do&lt;br /&gt;
                for force,_ in pairs(v.material[thing]) do&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_&amp;quot;..string.upper(thing)..&amp;quot;:&amp;quot;..new_value_nested(thing,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            for _,force in ipairs(&amp;quot;IMPACT&amp;quot;,&amp;quot;COMPRESSIVE&amp;quot;,&amp;quot;TENSILE&amp;quot;,&amp;quot;TORSION&amp;quot;,&amp;quot;SHEAR&amp;quot;,&amp;quot;BENDING&amp;quot;) do&lt;br /&gt;
                local modulus = v.yield[force] / v.elasticity[force]&lt;br /&gt;
                local average_modulus = (adamantine_modulus*wafers + modulus*bars*3)*avg_denom&lt;br /&gt;
                local strain_at_yield = math.floor(new_value_nested(&amp;quot;yield&amp;quot;,force) / average_modulus + 0.5) -- usually zero, but can be 1 or 2 sometimes&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_YIELD:&amp;quot;..new_value_nested(&amp;quot;yield&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_FRACTURE:&amp;quot;..new_value_nested(&amp;quot;fracture&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_STRAIN_AT_YIELD:&amp;quot;..strain_at_yield..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MAX_EDGE:&amp;quot;..new_value(&amp;quot;max_edge&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            local reaction_token=token..&amp;quot;_MAKING&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REACTION:&amp;quot;..reaction_token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(reaction_lines)&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[NAME:make adamantine &amp;quot;..v.material.name.SOLID..&amp;quot; (use bars)]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[BUILDING:SMELTER:NONE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:A:&amp;quot;..tostring(150*wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:B:&amp;quot;..tostring(150*bars)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..v.token..&amp;quot;]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[PRODUCT:100:&amp;quot;..tostring(bars+wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..token..&amp;quot;][PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FORTRESS_MODE_ENABLED]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY:ADAMANTINE_ALLOYS]&amp;quot;&lt;br /&gt;
            if not done_category then&lt;br /&gt;
                done_category=true&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_NAME:Adamantine alloys]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_DESCRIPTION:Debase adamantine with other metals to get extremely strong alloys.]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_KEY:CUSTOM_SHIFT_A]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FUEL]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[SKILL:SMELT]&amp;quot;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    local entity_lines={}&lt;br /&gt;
    raws.register_inorganics(lines)&lt;br /&gt;
    -- not used in vanilla right now, due to lack of instruments, but you CAN do this&lt;br /&gt;
    raws.register_reactions(reaction_lines)&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Examples]]&lt;br /&gt;
[[Category:Lua|S]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=314017</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=314017"/>
		<updated>2026-01-13T06:09:34Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Timelessness, container is not used to mean &amp;quot;box&amp;quot; in any of the supported versions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
[[File:storage_sprites_preview.png|right]]Types of items used for '''storage''' include [[Box|chests]], [[cabinet]]s, [[barrel]]s, [[large pot]]s, [[bag]]s, [[bin]]s, and [[bookcase]]s. All storage objects are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[seed]]s, [[quarry bush]] leaves, and even living [[creature]]s. In [[Fortress mode]], each object has a specific use, so you cannot, for example, use your barrels for storing [[coin]]s. In [[Adventure mode]], any item can be stored with the {{Adv menu icon|p}} command if there's enough capacity for its [[size]].&lt;br /&gt;
&lt;br /&gt;
To examine a storage object's contents, select the object location with the mouse. If the storage object isn't selected (say, if there are multiple items or units on the same tile) it should be selectable as a tab on the upper right of the window.&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] containers that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[Creature#Aquatic|fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]]. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, an alternative for barrels, can be made of wood, stone, clay, glass, or metal. Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids. Pots hold the same amount as barrels (60 total units of food, or 30 units of alcohol) and weigh 1/4th as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are containers, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other container, so a stockpile with bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
[[Bag]]s are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]), [[gypsum plaster]], [[quicklime]] and [[sand]] ([[powder]]s). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powder the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside some other storage-items, such as barrels. They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, pots, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== [[Chest]]s and [[cabinet]]s ==&lt;br /&gt;
Except in their specific workshop order menu, any in-game reference to a &amp;quot;box&amp;quot; or &amp;quot;chest&amp;quot; refers to ''any'' of a wood or metal chest, stone coffer or glass box, three different names for storage-items that are interchangeable for in-game purposes. Chests, coffers and boxes are listed under ''boxes'' in the [[stocks]] screen, and these can be built as &amp;quot;chests&amp;quot; from the {{key|b}}uilding menu, {{key|f}}urniture submenu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for [[noble]]s. Each other storage-item type has its own entry.&lt;br /&gt;
&lt;br /&gt;
Both cabinets and chest only work when placed as furniture. They must be built in bedrooms assigned to dwarves in order to fulfill the dwarves' room requirements. Cabinets are used to store clothing, and chests in bedrooms are used to store everything else.  &lt;br /&gt;
&lt;br /&gt;
Locations like [[tavern]]s, [[temple]]s, [[library|libraries]], and [[hospital]]s also need chests for their specific supply storage needs.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed by clicking on them with the mouse.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
{{storage table row|container=[[Animal trap]]|stockpile=Animals|furniture=y|solidcap=30000|liquidcap=|stores=Vermin, Bait|graphic=[[File:animal_trap_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Armor stand]]|stockpile=Furniture &amp;gt; Type &amp;gt; Armor Stands|furniture=y|solidcap=60000|liquidcap=|stores=Armor|graphic=[[File:armor_stand_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Backpacks|Backpack]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Backpacks|furniture=n|solidcap=30000|liquidcap=|stores=Food|graphic=[[File:backpack_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bag]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bag|furniture=n|solidcap=60000|liquidcap=|stores=Seeds, Leaves, Powders|graphic=[[File:bag_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Box]]&amp;lt;br/&amp;gt;Chest&amp;lt;br/&amp;gt;Coffer|stockpile=Furniture &amp;gt; Type &amp;gt; Boxes|furniture=y|solidcap=60000|liquidcap=|stores=Bags: Seeds, Leaves, Powders&amp;lt;br/&amp;gt;Others: Owned items|graphic=[[File:chest_sprite.png]]|stone=Coffer|wood=Chest|glass=Box|metal=Chest|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Barrel]]|stockpile=Furniture &amp;gt; Type &amp;gt; Barrels|furniture=n|solidcap=60000|liquidcap=60000|stores=Food, Alcohol, Extracts, Milk, Lye, Bags|graphic=[[File:barrel_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bin]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bins|furniture=n|solidcap=60000|liquidcap=|stores=Items, Jugs, Flasks|graphic=[[File:bin_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bucket]]|stockpile=Furniture &amp;gt; Type &amp;gt; Buckets|furniture=n|solidcap=|liquidcap=6000|stores=Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|graphic=[[File:bucket_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cabinet]]|stockpile=Furniture &amp;gt; Type &amp;gt; Cabinets|furniture=y|solidcap=60000|liquidcap=|stores=Owned clothing|graphic=[[File:cabinet_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cage]]&amp;lt;br/&amp;gt;Aquarium&amp;lt;br/&amp;gt;Terrarium|stockpile=Animals|furniture=y|solidcap=60000|liquidcap=60000|stores=Creatures, Vermin&amp;lt;br/&amp;gt;Aquarium: Water|graphic=[[File:cage_sprite.png]]|stone=n|wood=Cage|glass=Terrarium&amp;lt;br/&amp;gt;Aquarium|metal=Cage|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Coffin]]&amp;lt;br/&amp;gt;Casket&amp;lt;br/&amp;gt;Sarcophagus|stockpile=Furniture &amp;gt; Type &amp;gt; Coffins|furniture=y|solidcap=60000|liquidcap=|stores=Creature/Vermin Corpses/Remains|graphic=[[File:coffin_sprite.png]]|stone=Coffin|wood=Casket|glass=Coffin|metal=Sarcophagus|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Flask]]&amp;lt;br/&amp;gt;Vial&amp;lt;br/&amp;gt;Waterskin|stockpile=Finished Goods &amp;gt; Type &amp;gt; Flasks|furniture=n|solidcap=|liquidcap=1800|stores=Alcohol, Water&amp;lt;br/&amp;gt;Vials: Extracts|graphic=[[File:flask_collection_sprite.png]]|stone=n|wood=n|glass=Vial|metal=Flask|cloth=n|leather=Waterskin|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Hive]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=5000|liquidcap=5000|stores=Honey Bees, Royal Jelly, Honeycomb|graphic=[[File:hive.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Jug]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=n|solidcap=|liquidcap=10000|stores=Royal Jelly, Honey, Rock Nut Oil|graphic=[[File:jug_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Large pot]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Large pots/food storage|furniture=n|solidcap=60000|liquidcap=60000|stores=Food, Alcohol, Bags|graphic=[[File:large_pot_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Minecart]]|stockpile=Furniture &amp;gt; Type &amp;gt; Minecarts|furniture=n|sup_furn=5|solidcap=500000|liquidcap=500000|stores=Hauled items;&amp;lt;br/&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma|graphic=[[File:minecart_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Nest box]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=2000|liquidcap=|stores=Eggs|graphic=[[File:nest_box_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Pouch|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools{{verify}}|furniture=n|solidcap=1000|liquidcap=|stores=Coins (in [[adventurer mode]])|graphic=[[File:pouch_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Quiver|Quiver]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Quivers|furniture=n|solidcap=12000|liquidcap=|stores=Ammunition|graphic=[[File:quiver_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Weapon rack]]|stockpile=Furniture &amp;gt; Type &amp;gt; Weapon Racks|furniture=y|solidcap=60000|liquidcap=|stores=Weapons|graphic=[[File:weapon_rack_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Wheelbarrow]]|stockpile=Furniture &amp;gt; Type &amp;gt; Wheelbarrows|furniture=n|solidcap=100000|liquidcap=|stores=Hauled items|graphic=[[File:wheelbarrow_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids have a capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are equivalent to Barrels, except for a few specific uses (e.g. [[Farmer's workshop#Menu|process plant to barrel]]).&lt;br /&gt;
*Bins are requested by stockpiles like Barrels, but store different items.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Bags are used to stockpile powders, seeds, leaves, and other items. They can be stored inside Barrels and Large Pots if holding food items.&lt;br /&gt;
*Jugs are liquid storage specifically for [[beekeeping]] and [[pressing]], and can be stored inside Bins.&lt;br /&gt;
*[[Flask]]s (metal), waterskins (leather) and vials (glass) are different names for the same item, depending on the material.&lt;br /&gt;
*Chests (wood or metal), coffers (stone) and boxes (glass) are different names for the same piece of furniture, depending on the material.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A [[hive]] won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
When a container is launched and collides with an obstacle, it spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a storage-item, the process repeats on the next tick, until it runs out of either nested storage-items or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
[[Throwing]] a container does not cause it to collide and spill its contents.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling jobs can block access to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; the items in the destination container until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with barrels and bins disabled.&lt;br /&gt;
* Storage capacity is one-dimensional, resulting in unusually. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For storage-items, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, storage-items are assumed to ''not'' be soft bags - while weight of contents adds to the storage-item's weight, the ambiguous SIZE is constant. Together, these facts make storage-items nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested storage-items. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, haulers picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one bin.{{bug|6063}} The same applies to brewing and extracting.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new container and not added into the old ones. This may be justified with ''brewing'', but also happens to production of many other items/substances without quality modifiers.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=314015</id>
		<title>Storage</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Storage&amp;diff=314015"/>
		<updated>2026-01-13T05:51:54Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Containers in different game modes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}} {{buggy}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
[[File:storage_sprites_preview.png|right]]Types of items used for '''storage''' include [[Box|boxes]]*, [[cabinet]]s, [[barrel]]s, [[large pot]]s, [[bag]]s, [[bin]]s, and [[bookcase]]s. All storage objects are used to hold items, from personal possessions to [[gem]]s, [[alcohol]], [[seed]]s, [[quarry bush]] leaves, and even living [[creature]]s. In [[Fortress mode]], each object has a specific use, so you cannot, for example, use your barrels for storing [[coin]]s. In [[Adventure mode]], any item can be stored with the {{Adv menu icon|p}} command if there's enough capacity for its [[size]].&lt;br /&gt;
&lt;br /&gt;
To examine a storage object's contents, select the object location with the mouse. If the storage object isn't selected (say, if there are multiple items or units on the same tile) it should be selectable as a tab on the upper right of the window.&lt;br /&gt;
&lt;br /&gt;
: (* ''In game'', a &amp;quot;[[box]]&amp;quot; refers to any wooden or metal &amp;lt;u&amp;gt;chest&amp;lt;/u&amp;gt;, stone &amp;lt;u&amp;gt;coffer&amp;lt;/u&amp;gt; or glass &amp;lt;u&amp;gt;box&amp;lt;/u&amp;gt;, three in-game names for the same storage-item serving the identical in-game function. In previous versions, they were known collectively as &amp;quot;[[container]]s&amp;quot;, with [[bag]]s also included under this label. This article will preferentially use &amp;quot;storage-item&amp;quot; to avoid confusion, however nothing is perfect and a Wiki is a collective effort, so take any casual (mis-)use of the term &amp;quot;container&amp;quot; in context, especially in other articles.)&lt;br /&gt;
&lt;br /&gt;
== Barrels, bins, bags, pots ==&lt;br /&gt;
[[Barrel]]s are [[wood]]en or [[metal]] storage-items that are useful for storing items in a [[Stockpile#food|food stockpile]] and are used to store [[alcohol]], [[plant]]s, [[seed]] bags, [[meat]], [[Creature#Aquatic|fish]], [[dwarven syrup]], [[quarry bush]] leaf bags, [[flour]] bags and [[dye]] bags, cooked food, [[fat]] and [[tallow]], and all [[prepared organs]]. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Barrels can be disabled in a stockpile to prevent haulers from running off with everything else inside to pick up a stray seed.&lt;br /&gt;
&lt;br /&gt;
[[Pot]]s, an alternative for barrels, can be made of wood, stone, clay, glass, or metal. Pots can also be used to store alcohol and other related liquids, though clay pots (earthenware) must be [[glaze]]d to hold liquids. Pots hold the same amount as barrels (60 total units of food, or 30 units of alcohol) and weigh 1/4th as much as a barrel of equivalent material. Except for a few barrel-specific requirements, pots are generally a superior replacement.&lt;br /&gt;
&lt;br /&gt;
[[Bin]]s are storage-items, again made from wood or metal, used for most non-food items. They are sent to all the other stockpiles (with the exclusion of the [[refuse]], [[stone]] and [[graveyard]] piles) and will hold much larger stacks of items, making organizing those endless piles of +giant cave spider silk socks+ and trade goods much easier to manage. They are made at a [[Carpenter's workshop]] with 1 log or at a [[Forge]] with 3 bars of metal. Bars and blocks will stack into a bin, but not into any other storage-item, so a stockpile with bar/block enabled will default to requesting bins.&lt;br /&gt;
&lt;br /&gt;
[[Bag]]s are used to store [[seed]]s, [[quarry bush]] leaves, [[mill]] products ([[flour]], [[sugar]], [[dye]]), [[gypsum plaster]], [[quicklime]] and [[sand]] (&amp;quot;[[powder]]s&amp;quot;). They are made from [[plant fiber]] (or [[silk]]) [[cloth]], [[leather]], or [[adamantine]]. Bags are used to gather and transport powders the same way [[bucket]]s are used to carry [[water]]. Bags can be placed inside some other storage-items, such as barrels. They are made at a [[Clothier's shop]] with 1 cloth or at a [[Leather works]] with 1 leather.&lt;br /&gt;
&lt;br /&gt;
Empty barrels, pots, bins and bags can all be stored in a [[furniture]] [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
== [[Chest]]s and [[cabinet]]s ==&lt;br /&gt;
Except in their specific workshop order menu, any in-game reference to a &amp;quot;container&amp;quot; or &amp;quot;box&amp;quot; or &amp;quot;chest&amp;quot; refers to ''any'' of a wood or metal chest, stone coffer or glass box, three different names for storage-items that are interchangeable for in-game purposes. Chests, coffers and boxes are listed under ''boxes'' in the [[stocks]] screen, and these can be built as &amp;quot;chests&amp;quot; from the {{key|b}}uilding menu, {{key|f}}urniture submenu to satisfy the &amp;quot;Needs: X Chests&amp;quot; requirement for [[noble]]s. Each other storage-item type has its own entry.&lt;br /&gt;
&lt;br /&gt;
Both cabinets and chest only work when placed as furniture. They must be built in bedrooms assigned to dwarves in order to fulfill the dwarves' room requirements. Cabinets are used to store clothing, and containers in bedrooms are used to store everything else.  &lt;br /&gt;
&lt;br /&gt;
Locations like [[tavern]]s, [[temple]]s, [[library|libraries]], and [[hospital]]s also need chests for their specific supply storage needs.&lt;br /&gt;
&lt;br /&gt;
Once built as furniture, their contents can be viewed by clicking on them with the mouse.&lt;br /&gt;
&lt;br /&gt;
== Quick reference ==&lt;br /&gt;
{{storage table head}}&lt;br /&gt;
{{storage table row|container=[[Animal trap]]|stockpile=Animals|furniture=y|solidcap=30000|liquidcap=|stores=Vermin, Bait|graphic=[[File:animal_trap_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Armor stand]]|stockpile=Furniture &amp;gt; Type &amp;gt; Armor Stands|furniture=y|solidcap=60000|liquidcap=|stores=Armor|graphic=[[File:armor_stand_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Backpacks|Backpack]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Backpacks|furniture=n|solidcap=30000|liquidcap=|stores=Food|graphic=[[File:backpack_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bag]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bag|furniture=n|solidcap=60000|liquidcap=|stores=Seeds, Leaves, Powders|graphic=[[File:bag_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Box]]&amp;lt;br/&amp;gt;Chest&amp;lt;br/&amp;gt;Coffer|stockpile=Furniture &amp;gt; Type &amp;gt; Boxes|furniture=y|solidcap=60000|liquidcap=|stores=Bags: Seeds, Leaves, Powders&amp;lt;br/&amp;gt;Others: Owned items|graphic=[[File:chest_sprite.png]]|stone=Coffer|wood=Chest|glass=Box|metal=Chest|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Barrel]]|stockpile=Furniture &amp;gt; Type &amp;gt; Barrels|furniture=n|solidcap=60000|liquidcap=60000|stores=Food, Alcohol, Extracts, Milk, Lye, Bags|graphic=[[File:barrel_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bin]]|stockpile=Furniture &amp;gt; Type &amp;gt; Bins|furniture=n|solidcap=60000|liquidcap=|stores=Items, Jugs, Flasks|graphic=[[File:bin_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Bucket]]|stockpile=Furniture &amp;gt; Type &amp;gt; Buckets|furniture=n|solidcap=|liquidcap=6000|stores=Milk, Lye, Water&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|graphic=[[File:bucket_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cabinet]]|stockpile=Furniture &amp;gt; Type &amp;gt; Cabinets|furniture=y|solidcap=60000|liquidcap=|stores=Owned clothing|graphic=[[File:cabinet_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Cage]]&amp;lt;br/&amp;gt;Aquarium&amp;lt;br/&amp;gt;Terrarium|stockpile=Animals|furniture=y|solidcap=60000|liquidcap=60000|stores=Creatures, Vermin&amp;lt;br/&amp;gt;Aquarium: Water|graphic=[[File:cage_sprite.png]]|stone=n|wood=Cage|glass=Terrarium&amp;lt;br/&amp;gt;Aquarium|metal=Cage|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Coffin]]&amp;lt;br/&amp;gt;Casket&amp;lt;br/&amp;gt;Sarcophagus|stockpile=Furniture &amp;gt; Type &amp;gt; Coffins|furniture=y|solidcap=60000|liquidcap=|stores=Creature/Vermin Corpses/Remains|graphic=[[File:coffin_sprite.png]]|stone=Coffin|wood=Casket|glass=Coffin|metal=Sarcophagus|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Flask]]&amp;lt;br/&amp;gt;Vial&amp;lt;br/&amp;gt;Waterskin|stockpile=Finished Goods &amp;gt; Type &amp;gt; Flasks|furniture=n|solidcap=|liquidcap=1800|stores=Alcohol, Water&amp;lt;br/&amp;gt;Vials: Extracts|graphic=[[File:flask_collection_sprite.png]]|stone=n|wood=n|glass=Vial|metal=Flask|cloth=n|leather=Waterskin|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Hive]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=5000|liquidcap=5000|stores=Honey Bees, Royal Jelly, Honeycomb|graphic=[[File:hive.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Jug]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=n|solidcap=|liquidcap=10000|stores=Royal Jelly, Honey, Rock Nut Oil|graphic=[[File:jug_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Large pot]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Large pots/food storage|furniture=n|solidcap=60000|liquidcap=60000|stores=Food, Alcohol, Bags|graphic=[[File:large_pot_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=y|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Minecart]]|stockpile=Furniture &amp;gt; Type &amp;gt; Minecarts|furniture=n|sup_furn=5|solidcap=500000|liquidcap=500000|stores=Hauled items;&amp;lt;br/&amp;gt;[[Minecart#Loading_liquids|scooped]], but not loaded: Water, Magma|graphic=[[File:minecart_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Nest box]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools|furniture=y|solidcap=2000|liquidcap=|stores=Eggs|graphic=[[File:nest_box_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n|sup_stonewood=4&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=Pouch|stockpile=Finished Goods &amp;gt; Type &amp;gt; Tools{{verify}}|furniture=n|solidcap=1000|liquidcap=|stores=Coins (in [[adventurer mode]])|graphic=[[File:pouch_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Equipment#Quiver|Quiver]]|stockpile=Finished Goods &amp;gt; Type &amp;gt; Quivers|furniture=n|solidcap=12000|liquidcap=|stores=Ammunition|graphic=[[File:quiver_sprite.png]]|stone=n|wood=n|glass=n|metal=n|cloth=y|leather=y|ceramic=n|sup_cloth=3&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Weapon rack]]|stockpile=Furniture &amp;gt; Type &amp;gt; Weapon Racks|furniture=y|solidcap=60000|liquidcap=|stores=Weapons|graphic=[[File:weapon_rack_sprite.png]]|stone=y|wood=y|glass=y|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
{{storage table row|container=[[Wheelbarrow]]|stockpile=Furniture &amp;gt; Type &amp;gt; Wheelbarrows|furniture=n|solidcap=100000|liquidcap=|stores=Hauled items|graphic=[[File:wheelbarrow_sprite.png]]|stone=n|wood=y|glass=n|metal=y|cloth=n|leather=n|ceramic=n&lt;br /&gt;
}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; - Large Pots can be made from any hard material, including wood and metal&lt;br /&gt;
:&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; - Used to carry water, can store Milk and Lye but will be emptied into Barrels&lt;br /&gt;
:&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; - Backpacks and quivers can only be made from Adamantine cloth, though ones made from other cloth can be purchased from caravans&lt;br /&gt;
:&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; - Rock and Wood versions of these items are made in [[Craftsdwarf's workshop]] rather than [[Carpenter's workshop]] or [[Mason's workshop]] as usual.&lt;br /&gt;
:&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; - A [[minecart]] can be placed where you need it and used for storage, but technically it's not built furniture&lt;br /&gt;
&lt;br /&gt;
*[[Tools]] have capacity set in units 10 times smaller; liquids have a capacity 60 per 1 unit, i.e. capacity 180 = 3 units of water, 50000 = 833 units, etc.&lt;br /&gt;
*Large Pots are equivalent to Barrels except for a few specific uses (e.g. process plant to barrel).&lt;br /&gt;
*Bins are like Barrels but store different items.&lt;br /&gt;
*Buckets are used for temporary storage of Milk, Lye, and Water.&lt;br /&gt;
*Bags are mini storage-items for powders, seeds, leaves, and other items, and can be stored inside Barrels/Large Pots if holding food items.&lt;br /&gt;
*Jugs are mini storage-items specifically for honey and royal jelly, and can be stored inside Bins; in this sense they are like Bags.&lt;br /&gt;
*[[Flask]]s (metal), waterskins (leather) and vials (glass) are different names for the same storage-items depending on the material it's made from.&lt;br /&gt;
*Chests (wood or metal), coffers (stone) and boxes (glass) are different names for the same piece of furniture depending on the material it's made from.&lt;br /&gt;
*A terrarium can be designated as an Aquarium. A dwarf will use a bucket to fill it with water. If deconstructed it'll stay filled with Water[10] and can even be sold with the water inside. The water costs 1☼ each, so you get 10☼ for the water.&lt;br /&gt;
*A hive won't be destroyed if you don't have a stockpile for its products. You could use {{key|t}} on the hive and dump the item to use it.&lt;br /&gt;
&lt;br /&gt;
== Spilling ==&lt;br /&gt;
A storage-item that moves fast and collides with an obstacle spills its contents. If the obstacle permits (i.e. [[fortification]]), these continue to move in the same direction with some scattering, otherwise displaced 1 tile above and retain velocity. This was introduced for [[minecart]]s, but applies at least to [http://www.bay12forums.com/smf/index.php?topic=109460.msg3315406#msg3315406 other tools] and [http://www.bay12forums.com/smf/index.php?topic=109460.msg3340230#msg3340230 cages]. If the tile above also contains an obstacle and the spilled item is a storage-item, the process repeats on the next tick, until it runs out of either nested storage-items or wall height (see the first link above).&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling jobs can block access to &amp;lt;u&amp;gt;all&amp;lt;/u&amp;gt; the items in the destination storage-item until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with barrels and bins disabled.&lt;br /&gt;
* Storage-item size works in mysterious ways. Items only have &amp;quot;SIZE&amp;quot; determining the volume of their material and thus [[weight]], but ''no separate external volume''. For storage-items, CAPACITY is ''not'' added to it, i.e. they all are treated like soft bags: you can put 30 other bags inside a bag, and you can load a minecart with minecarts. At the same time, storage-items are assumed to ''not'' be soft bags - while weight of contents adds to the storage-item's weight, the ambiguous SIZE is constant. Together, these facts make storage-items nest-able ''indefinitely'', as long as CAPACITY&amp;gt;SIZE (which normally is the case) and potentially act like bags of holding - have the same stated volume whether empty or holding an arbitrary total amount of items via nested storage-items. The only nesting that normally happens in Fortress mode is minecart &amp;gt; barrel &amp;gt; bag, but this still makes a minor [[exploit]].&lt;br /&gt;
* Stacks made by a single job tend to ignore capacity. For one, dwarves picking up items may stuff a [[Exploit#Quantum_stockpiles|quantum stockpile]] worth of items into one storage-item.{{bug|6063}} The same applies to brewing and extracting.&lt;br /&gt;
* Conversely, a freshly produced stack, no matter how small, will be put into a new storage-item and not added into the old ones. This may be justified with ''brewing'', but also happens to production of many other items/substances without quality modifiers.&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=314014</id>
		<title>Stockpile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stockpile&amp;diff=314014"/>
		<updated>2026-01-13T05:39:46Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Notes */ Link to item types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{For/see|exploits related to stockpiling|[[Quantum stockpile]]}}&lt;br /&gt;
[[File:v50_stockpile_gui_preview.png|right]]'''Stockpiles''' are where [[dwarf|dwarves]] store items of various types, usually in a safer, closer or more convenient place for the consumers. Dwarves with the corresponding &amp;quot;[[hauling]]&amp;quot; job will seek out items that are not already on a stockpile that accepts them and carry them to an appropriate stockpile, if available. It's important to place your stockpiles carefully to minimize the amount of time spent carrying items back-and-forth. Items in a stockpile may be stored in [[Storage|container]]s such as [[bag|bags]], [[barrel|barrels]] or [[bin|bins]] (see [[Using bins and barrels]]). Seed bags, flour bags, and dye bags can go inside barrels. Empty bags, however, cannot be stacked.&lt;br /&gt;
&lt;br /&gt;
== Creating and Removing Stockpiles == &lt;br /&gt;
To create a stockpile, click the {{Menu icon|p}}Stockpile button. At this point, you can click on any existing stockpile to inspect it, but to create a new one, you must click the button that appears immediately above the original stockpile button. When you click to create a new stockpile, you can draw a rectangle with the mouse. Clicking &amp;quot;Accept&amp;quot; in the top left pop-up finalizes the stockpile, or you can continue drawing rectangles to make the stockpile bigger. Non-contiguous regions are possible, but could be confusing to manage later for little benefit. If the chosen area has parts that cannot be made into a stockpile, like a [[wall]], a [[workshop]], or an already existing stockpile, a stockpile will be created but they will not be part of it. After clicking &amp;quot;accept&amp;quot;, a new menu pane opens up with a list of pre-set stockpile rules, of which you must select one or else select &amp;quot;Custom&amp;quot; to define your own rules.&lt;br /&gt;
&lt;br /&gt;
When creating a stockpile, any movable items (e.g. loose [[stone]], unbuilt [[furniture]], etc.) currently occupying the designated tiles will automatically be considered part of the stockpile, even if the stockpile settings disallow those particular items. These items also mark the tile as &amp;quot;full&amp;quot;, so no new items will be stored in that tile until all the original items in the tile are moved. To handle unwanted items, you can specify that the stockpile &amp;quot;gives&amp;quot; to a workshop or stockpile that will accept those items, or use a [[dump]] command to have them carried off to a garbage [[zone]]. &lt;br /&gt;
&lt;br /&gt;
To edit a stockpile, click the &amp;quot;Stockpile&amp;quot; button in the main menu, then click on the stockpile. The suite of buttons (mouse over to see their tooltips to determine what each button does) can be used to edit the name, edit its boundaries, set which stockpiles or workshops give to or receive from this stockpile, delete the stockpile, or set the amount of wheelbarrows and containers that can be used.&lt;br /&gt;
&lt;br /&gt;
When you click to repaint the stockpile, note that a secondary toolbar appears at the bottom of the screen, which you can use to switch to eraser mode.&lt;br /&gt;
&lt;br /&gt;
== Using stockpiles ==&lt;br /&gt;
Once a stockpile has been allocated, by default dwarves will automatically move items to the stockpile when they are available, as long as the stockpile has available space. Note that the dwarves will place the item into the empty spot that is nearest to the item, ''not counting any obstructions''{{verify}}. Dwarves will stockpile the ''newest'' item first, which may not necessarily be the nearest item to the stockpile. Tiles within a stockpile which contain only forbidden items are considered available space, and can accumulate another item without exploiting [[Quantum_stockpile#Quantum_stockpiles|quantum stockpiling]].&lt;br /&gt;
&lt;br /&gt;
One method to ensure a workshop has raw material on hand is to place a small stockpile of its input materials next to the workshop. This will speed up production as the crafter only has to take a few steps to obtain the material, preventing them from dragging material across the entire map. Whenever a crafter picks up material from the stockpile, your hauling dwarves will automatically fetch more material to refill the stockpile. This speeds up a queue of jobs, as other dwarves perform the time-consuming distant haul whilst the crafter concentrates on actually making items.&lt;br /&gt;
&lt;br /&gt;
It's not necessary to place stockpiles for all types of objects. If no storage is available for a certain item type, dwarves will seek out items wherever they might lie as mentioned earlier. This can be advantageous—if you don't have a stockpile for [[gem]]s, your [[jeweler]] will go pick up fresh gems without waiting for them to be carried to a pile first. However, this also means your jeweler has to spend a lot of time fetching the gems. If you have enough haulers available, it's generally more advantageous to designate stockpiles than not. Also remember that your workshops will get [[clutter]]ed and suffer production slowdowns if you let ridiculous numbers of items pile up in them, so it's important to occasionally clear out workshops if they get cluttered. This can be done either by having a stockpile available so that haulers will remove the items, by [[DF2012:Exploit#Quantum_stockpiles|quantum stockpiling]] the accumulation, or by removing and rebuilding the workshop, which will empty its contents onto the ground.&lt;br /&gt;
&lt;br /&gt;
== Give and/or take from a stockpile/workshop ==&lt;br /&gt;
Another feature of stockpiles allows you to tell dwarves to transfer items from or to one stockpile and/or workshop to another. The button that controls that feature is [[File:v50_stockpile_workshop_button.png|23px]], which is on by default once a stockpile is created. When this button is activated, the stockpile will take designated items from anywhere, but if disabled, it will only give and take items from specified workshops and stockpiles. Your chosen stockpile will now list the stockpile it will take from. This will cause items in the second stockpile to be hauled to the first stockpile. The button next to the previously mentioned one is [[File:v50_stockpile_shopadd_button.png|23px]], which allows the player to select where a stockpile's items will be given to or taken from, which are chosen with [[File:v50_stockpile_take_button.png|23px]] and [[File:v50_stockpile_give_button.png|23px]]&lt;br /&gt;
&lt;br /&gt;
Each stockpile can take from any number of other stockpiles.  You can't make two stockpiles feed into each other, although larger loops (e.g. three stockpiles that feed into each other in a circle) are allowed.&lt;br /&gt;
&lt;br /&gt;
When having a stockpile take items from a workshop, any items produced inside the workshop become eligible to move to the stockpile. Be aware that any items produced in the workshop that ''aren't'' accepted by the linked stockpile will not be moved anywhere at all. They will sit inside the workshop until a linked stockpile accepts them.&lt;br /&gt;
&lt;br /&gt;
Enough micromanagement will allow for effective and (relatively) streamlined supply chains. Here are some examples:&lt;br /&gt;
&lt;br /&gt;
*Speeding up [[wood cutting|lumber harvesting]], [[carpentry]], ''and'' [[ash]] and [[charcoal]] production by putting several wood stockpiles near the various [[Chop_down_trees|tree-felling areas]], then one large &amp;quot;primary&amp;quot; stockpile near the [[carpenter's workshop]] that takes from those small ones, and then finally, a small stockpile near the [[wood furnace]] that takes from the primary one.&lt;br /&gt;
*A smallish [[plant]] stockpile near your farms, disallowing barrels, will allow harvesters to spend very little time stockpiling the crops they just picked. A larger stockpile near the [[still]] (this one possibly allowing barrels), taking from the smaller stockpile, lets your general-purpose haulers do most of the grunt work of getting plants in place for the brewer. The larger stockpile should be set to &amp;quot;take from links only&amp;quot;, so the harvesters do not waste their time.&lt;br /&gt;
*A [[clothier's shop]] produces high-quality new [[clothing]]. There is currently no way to stockpile ''only'' new clothing, as opposed to [[wear|worn]] clothing, except for the fact that the new clothing is sitting in its workshop. A stockpile can be set to take from the clothier's shop (and to &amp;quot;take from links only&amp;quot;), so that it only gets new clothing produced in that workshop. If another stockpile with &amp;quot;take from anywhere&amp;quot; and no links is created, that one will accept all the worn clothing - it will never take from the linked clothier's shop. This worn-clothing stockpile may be placed near the [[trade depot]], if you plan to sell the used clothing, or near the [[magma|garbage disposal]], if you do not.&lt;br /&gt;
&lt;br /&gt;
When giving to a stockpile, an equal and opposite &amp;quot;take from stockpile&amp;quot; is created in the other direction (and vice versa). Deleting one of these inter-stockpile links also deletes the other link.&lt;br /&gt;
&lt;br /&gt;
Specifying that a workshop or furnace will only get its materials from a certain stockpile provides a way to make sure everything that the workshop produces is of a specific material.  For example, setting a granite stockpile to give to a mason's workshop ensures that the workshop will only use granite as its material. This is also extremely important when the workshop's input materials are heavy (e.g. [[stone]]s); linking a nearby stone stockpile to the workshop prevents the mason from hauling an enormous rock from hundreds of tiles away.&lt;br /&gt;
&lt;br /&gt;
This option is quite powerful, but should be used '''very''' carefully as the linked workshop will now ''only'' take from the stockpiles set to give to that workshop.  Make sure that the workshop gets ''all'' of the materials needed for its jobs there if you use this feature.  For example, if you link your ore stockpile to a non-magma [[smelter]], but don't also link a stockpile that includes a [[fuel]] source, then the dwarves will be unable to smelt ores at that smelter due to a lack of fuel.  If you set a fuel stockpile to give that smelter, it will still be unable to [[melt]] down items marked for melting, because it only takes from the ore and fuel stockpiles.  Another common mistake is setting a plant stockpile to give to a [[still]], but forgetting to also link a [[furniture]] stockpile to the still so that it has access to [[barrel]]s.&lt;br /&gt;
&lt;br /&gt;
==Max bin/barrel/wheelbarrows ==&lt;br /&gt;
{{imagefix|[[File:v50_stockpile_barrel_button.png|left]]|5|0}}The ''max bin'', ''max barrel'' and ''max wheelbarrows'' settings control the number of barrels, bins and wheelbarrows that are used for the organisation of items inside the stockpile. It can be useful to disallow bins and barrels from some stockpiles, for example stockpiles used to store seeds or for [[Exploit#Quantum stockpiles|quantum stockpiles]], by reducing this setting to 0. &lt;br /&gt;
&lt;br /&gt;
Increasing these numbers is not usually needed - they are set to the number of tiles in the stockpile when it is created, which is the maximum number of bins or barrels the stockpile can hold anyway. Which of bins or barrels is turned on is determined by the item type selected when the stockpile is designated - food stockpiles allow barrels, for example, and bar stockpiles allow bins. However, these settings are not updated if the types of items allowed in the stockpile are changed. If you change the types of items allowed in the stockpile, it may also be useful to change the number of bins and barrels that are allowed in it to allow your dwarves to store those items more efficiently.&lt;br /&gt;
&amp;lt;!-- == Will take from anywhere ==&lt;br /&gt;
&lt;br /&gt;
A stockpile that will take from anywhere does not restrict the source of its goods. Stockpiles with &amp;quot;take from links only&amp;quot; enabled will only accept goods from their assigned [[workshop]]s and linked stockpiles. You can use {{k|q}} {{k|a}} to toggle this setting on a stockpile. &lt;br /&gt;
&lt;br /&gt;
Setting your [[seed]] stockpiles to &amp;quot;take from links only&amp;quot; will prevent your haulers from carrying your vital seeds back and forth across the map to pick up each new seed in the [[dining room]]. When your stockpiled seeds run low you can temporarily toggle to &amp;quot;anywhere&amp;quot; to collect the loose seeds in bulk.&lt;br /&gt;
&lt;br /&gt;
The new &amp;quot;will take from anywhere&amp;quot; control is a toggle-button whose interpretation is as follows:&lt;br /&gt;
&lt;br /&gt;
In classical ASCII mode:&lt;br /&gt;
&lt;br /&gt;
* *️⃣➡️ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will be accepted&amp;quot; (green arrow)&lt;br /&gt;
* *️⃣❌ - Expressing the concept &amp;quot;anywhere&amp;quot; (asterisk) and &amp;quot;will not be accepted&amp;quot; (red/orange &amp;quot;X&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In vanilla graphics mode:&lt;br /&gt;
&lt;br /&gt;
* Highlighted Green - means the stockpile will give/take items from anywhere&lt;br /&gt;
* Not Highlighted Green - means the stockpile will NOT give/take items from anywhere (and will only give/take items to other stockpiles or workshops you manually designate)&lt;br /&gt;
&lt;br /&gt;
Citizens may still have leftover &amp;quot;haul item to the stockpile&amp;quot; tasks to a particular stockpile even after &amp;quot;will take from anywhere&amp;quot; has been turned off for it, or even setting its desired items to &amp;quot;none&amp;quot;, resulting in a batch of already-queued-up objects filling up the stockpile for quite some time. Smaller stockpiles will have significantly less of those delayed/queued up tasks. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stockpile categories ==&lt;br /&gt;
===[[Ammo]]===&lt;br /&gt;
This stockpile contains ammo for all forms of ammunition-requiring weaponry (except [[siege engine]]s). It can use [[bin]]s to consolidate stacks.&lt;br /&gt;
&lt;br /&gt;
===[[Animal]]===&lt;br /&gt;
[[Creature|Animals]] stored in [[cage|cages]] that are not affixed to a location will be stored in these stockpiles. [[Animal trap|Traps]] used for capturing wild animals and empty [[cage|cages]] are also stored here.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===[[Armor]]===&lt;br /&gt;
Armor of all types is stored here. There is no preference for specific body parts, but usable/unusable armor may be specified. All types of armor can be stored in [[bin]]s.&lt;br /&gt;
&lt;br /&gt;
===[[Bar]]/[[Block]]===&lt;br /&gt;
Bars of smelted [[metal]] and blocks of cut stone and [[glass]] are kept here after being processed by the [[smelter]], [[mason's workshop|mason's workshops]], and [[glass furnace|glass furnaces]], before being used for other purposes. Weirdly, [[ash|ashes]], [[potash]], [[soap]], [[charcoal]], and [[coke]] from the [[wood furnace]], [[ashery]], [[soap maker's workshop]] and [[smelter]] will also be stored here. As with all stockpiles, this can be changed to allow for specific blocks and bars to be stored with custom settings. [[Bin]]s can be used to consolidate up to 10 bars/blocks.&lt;br /&gt;
&lt;br /&gt;
Bars of [[fuel]] ''(Coke and Charcoal)'' are stored in '''Bars: other materials-&amp;gt; Coal'''&lt;br /&gt;
&lt;br /&gt;
===[[Cloth]]===&lt;br /&gt;
Woven cloth and [[thread]] are stored here (plant fiber, animal hair, and silk). [[Bin]]s can be used to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Currency|Coins]]===&lt;br /&gt;
Minted coins are kept here, several thousand of them fitting into a single bin.&lt;br /&gt;
&lt;br /&gt;
===[[Corpse|Corpses]]===&lt;br /&gt;
Dead sentient beings (dwarves, goblins, trolls, etc.) and [[pet|pets]] that have no burial location will be placed here. Other corpses are considered part of the ''refuse'' category.&lt;br /&gt;
&lt;br /&gt;
If placed indoors, decaying bodies will generate [[miasma]], but [[bone]]s will not be removed at the end of the season. Rotting [[pet]]s or [[friend]]s give dwarves unhappy [[thought]]s unless they are given a proper burial in a [[Coffin|burial receptacle]].&lt;br /&gt;
&lt;br /&gt;
Corpse stockpiles are meant to be used as ''morgues'', though the inclusion of invader corpses makes this slightly difficult.&lt;br /&gt;
&lt;br /&gt;
===[[Finished goods|Finished Goods]]===&lt;br /&gt;
Finished goods created by the [[craftsdwarf's workshop]], as well as the [[clothier's shop]] and the [[leather works]], are placed here before being used in trade or other uses. This type of stockpile can use [[bin|bins]] to consolidate items, over a hundred objects can fit into a bin.&lt;br /&gt;
&lt;br /&gt;
Since this stockpile can also contain supplies that the player might not want to trade away ([[splint]]s, [[crutch]]es, [[rope]]s, [[waterskin]]s...), it is wise to make separate custom stockpiles for these goods.&lt;br /&gt;
&lt;br /&gt;
While not explicitly mentioned, the [[tools|Tool]] subcategory includes the following items:&lt;br /&gt;
* Scroll rollers&lt;br /&gt;
* [[Book binding]]&lt;br /&gt;
* [[Hive]]&lt;br /&gt;
* [[Honeycomb]]&lt;br /&gt;
* [[Quire]]&lt;br /&gt;
* [[Die]]&lt;br /&gt;
* [[Jug|Jugs]]&lt;br /&gt;
* [[Nestbox]]&lt;br /&gt;
&lt;br /&gt;
=== [[Food]] ===&lt;br /&gt;
As one would assume based on the name, food is stored here, in addition to a wide variety of inedible plant and animal products  -- [[seed]]s, [[lye]], [[giant desert scorpion]] venom, bags of [[dye]], and [[liquid fire]], to name a few. Raw [[Creature#Aquatic|fish]] is brought here, before being processed by a [[fishery]] and turned into edible [[meat]]. Drinks are always stored in [[barrel]]s or [[large pot]]s. Seeds are stored in [[bag]]s (which may in turn be stored in barrels/pots); other food items can be stored in barrels or pots.&lt;br /&gt;
&lt;br /&gt;
Barrels and pots can hold, at most, 60 [[prepared meal]]s. Stacks larger than that (☼Dwarven Beer Roast [200]☼ is possible) will not fit in a barrel, but will still only take up one tile of stockpile space. To free up barrels, you may decide to have separate prepared food stockpiles that do not accept barrels - if you cook larger meals, this shouldn't be a problem.&lt;br /&gt;
&lt;br /&gt;
Food will never [[wear|spoil]] while in a stockpile, although it may attract and be eaten by [[vermin]].  Food stockpiles should, in most cases, be restricted to desired types (e.g. [[seed]] stockpiles or meat stockpiles or unprepared fish stockpiles); there are simply too many things that go in them.&lt;br /&gt;
&lt;br /&gt;
Fat and tallow go in the same list and are listed by animal. To separate out just the tallow, search for &amp;quot;tallow&amp;quot; and click all/none for the column. This button only applies to displayed items. Resetting the search will show that tallow has been allowed/forbidden, but fat settings are unaffected.&lt;br /&gt;
&lt;br /&gt;
Fish that have been caught but not [[Fishing_industry#Fish_cleaning|cleaned]] are stored in '''Unprepared fish'''. Fish that have been cleaned ''(via Prepare a raw fish at a'' [[fishery]]) are stored in '''Fish'''.&lt;br /&gt;
&lt;br /&gt;
Read more about the following food stockpile categories here:&lt;br /&gt;
* [[Plant]]s&lt;br /&gt;
** For edible plants, see [[Crop]]s&lt;br /&gt;
* [[Seed]]s&lt;br /&gt;
* [[Crop#Garden_plants|Fruit]] / [[Plant#Bulb.2FFlower.2FLeaf|Leaves]]&lt;br /&gt;
* [[Miller#Millable_Plants|Milled plant]]&lt;br /&gt;
&lt;br /&gt;
===[[Furniture]] Storage===&lt;br /&gt;
Completed items from the [[carpenter's workshop]], [[mason's workshop]], and [[mechanic's workshop]] will be stored here, along with furniture created from other shops, until placed or used in another building. Bags filled with [[sand]] can also be stored in furniture stockpiles, and in fact will appear in any furniture stockpile unless expressly forbidden, regardless of materials permitted.&lt;br /&gt;
&lt;br /&gt;
Since this is a very broad category, it may be useful to create stockpiles for a specific type of item (like barrels, bags, bins, mechanisms)  via the stockpile settings.&lt;br /&gt;
&lt;br /&gt;
Furniture cannot be stored in barrels or bins.&lt;br /&gt;
&lt;br /&gt;
If you choose to apply advanced stockpiling of furniture e.g. &amp;quot;make a stockpile for only [[Furniture]]&amp;gt;[[Bed]]s.&amp;quot; Merely selecting &amp;quot;beds&amp;quot; under the &amp;quot;Type&amp;quot; category will not suffice. In this case one also needs to ensure the required qualities are selected! Should you want to store all quality beds, just make sure you select &amp;quot;all&amp;quot; on the categories: [[#Core Quality|Core Quality]] as well as [[#Total Quality|Total Quality]].&lt;br /&gt;
&lt;br /&gt;
[[Anvil]]s, [[millstone]]s, and [[quern]]s are stored as furniture, even though they are a core component of a [[workshop]].&lt;br /&gt;
&lt;br /&gt;
[[Siege engine]] items are also stored in this stockpile:&lt;br /&gt;
* Ballista parts&lt;br /&gt;
* Bolt thrower parts&lt;br /&gt;
* Catapult parts&lt;br /&gt;
* [[Ballista arrow]]&lt;br /&gt;
* Ballista arrowhead&lt;br /&gt;
&lt;br /&gt;
====Other Large Tools====&lt;br /&gt;
While not explicitly mentioned, the following items are stored in the &amp;quot;Other large tools&amp;quot; subcategory:&lt;br /&gt;
* [[Bookcase]]&lt;br /&gt;
* [[Pedestal]]&lt;br /&gt;
* [[Altar]]&lt;br /&gt;
* [[Stepladder]]&lt;br /&gt;
* [[Display case]]&lt;br /&gt;
&lt;br /&gt;
===[[Gem]]===&lt;br /&gt;
This stockpile stores gems and raw [[glass]], both cut and uncut, along with [[gizzard stone]]s. It can use [[bin]]s to consolidate gems.&lt;br /&gt;
&lt;br /&gt;
===[[Leather]]===&lt;br /&gt;
Leather, which is produced at a [[tanner's shop]], will be kept here. Like most stockpiles, it can use [[bin]]s to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Refuse]]===&lt;br /&gt;
Since dwarves hate rot, because of the [[miasma]] it spreads when in an enclosed place like a [[cave]], any garbage item that can rot will be stored in a refuse stockpile. Also, any [[wear|XXdamaged itemsXX]] will be moved to the refuse stockpile. Many players prefer to place this stockpile outside their cavern, usually a small distance from the entrance, as rottable items on tiles that are {{DFtext|Outside |3:1}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} do not generate miasma.&lt;br /&gt;
&lt;br /&gt;
If placed on a {{DFtext|Subterranean|0:1}} tile, decaying items will generate miasma, which will spread through your fortress and generate a small unhappy thought in any dwarf passing through it. For this reason, it is sensible to build [[door|doors]] (preferably several, separated by a few tiles to create an airlock) to all of your indoor refuse stockpiles. Miasma won't spread through a closed door, so only dwarves with business in the room will be bothered by the rot. &lt;br /&gt;
&lt;br /&gt;
An alternative to this is to dig [[channel|channels]] down from the surface, creating an area of tiles considered to be {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}}, yet still located within your fortress. You can place your refuse stockpile here, and although it will be in your fort, rotten items on those tiles will not generate miasma. If you choose to cover them with walls or floors for security and/or aesthetic reasons, it will convert them to {{DFtext|Inside|6:0}}, but they will remain {{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} tiles, which again do not generate miasma in rotten items. (For even more creative methods to restrict the spread of foul rotting stench, see the [[miasma]] page.)&lt;br /&gt;
&lt;br /&gt;
[[Bone]]s, [[skull]]s, and [[shell]]s are also stored here, whether from defeated enemies or raw food processing - if left in an area with high [[vermin]] levels, these will randomly disappear. Refuse stockpiles can be restricted to store only [[bone]]s, [[skull]]s, [[shell]]s, teeth, and horns/hooves.&lt;br /&gt;
&lt;br /&gt;
Note that a refuse stockpile is not the same as a [[Activity_zone#Garbage_Dump|garbage dump]] - a garbage dump is only for things manually marked to be dumped. Additionally, refuse types specifically marked as '''Dwarves Dump''' ''refuse type'' will be hauled to the garbage dump instead of the refuse stockpile.&lt;br /&gt;
&lt;br /&gt;
Be careful on evil biomes, since some can reanimate dead creatures and body parts.  If your fort is located on a map where part is evil and part is not, it is best to put your refuse stockpile on the part that is not evil.&lt;br /&gt;
&lt;br /&gt;
The corpses of sentient beings (goblins, trolls, etc.) are no longer stored in refuse stockpiles, [[Stockpile#Corpses|but in a corpse stockpile instead]].  If your dwarves are not cleaning up bodies, this is probably why.&lt;br /&gt;
&lt;br /&gt;
===[[Sheets]]===&lt;br /&gt;
This stockpile stores sheets, including paper and parchment. Like most stockpiles, it can use bins to consolidate items.&lt;br /&gt;
&lt;br /&gt;
===[[Stone]]===&lt;br /&gt;
Rough stone will be stored here, as well as [[ore]].  These stockpiles cannot use bins or barrels, but the use of [[wheelbarrow]]s is strongly advised. The default number of assigned wheelbarrows is 1, also if the number of assigned wheelbarrows is set to zero and the custom stockpile setting is entered, upon exiting the custom stockpile settings, the number of assigned wheelbarrows is reset to 1 (from zero), that happens even if no changes in the custom stockpile settings has been made.&lt;br /&gt;
&lt;br /&gt;
[[Stone management]] is a complex topic; in the simplest terms, most stones are extremely heavy, so you want to minimize the distance they are [[hauling|hauled]] by hand (e.g. from the stone [[stockpile]] to the [[mason's workshop]] or [[smelter]]) by putting such stockpiles very close to the workshops that they feed.&lt;br /&gt;
&lt;br /&gt;
===[[Weapon|Weapons]]===&lt;br /&gt;
Weapons of all types are stored here by default, including picks, trap components, and weapons too large for dwarves to use. [[Bin]]s can be used to consolidate weapons of any type.&lt;br /&gt;
&lt;br /&gt;
===[[Wood]]===&lt;br /&gt;
Chopped trees are brought to the wood stockpile before being used by carpenter's workshop, a wood furnace or siege workshop. Because wood takes a long time to haul and tends to travel a long way, the stockpile should be rather close to a fortress entrance (which does not necessarily mean on the upper z-levels - moving down one z-level is only one tile), unless you have an [[Tower-cap|underground tree farm]]. It is a good idea to position this stockpile close to your carpenter's workshop (or the other way round) since he is likely to be the main &amp;quot;customer&amp;quot;.  Wood stockpiles will also accept &amp;quot;grown&amp;quot; wood logs that elves bring.&lt;br /&gt;
&lt;br /&gt;
This type of stockpile cannot use bins or barrels.&lt;br /&gt;
&lt;br /&gt;
===Additional Options===&lt;br /&gt;
The options are &amp;quot;Allow Plant/Animal&amp;quot; (organic goods) which appear as [[File:v50_stockpile_allowplants.png|20px]] or [[File:v50_stockpile_allowplants_off.png|20px]] and &amp;quot;Allow Non-Plant/Animal (non-organic goods) which appear as [[File:v50_stockpile_allowmetals.png|20px]] or [[File:v50_stockpile_allowmetals_off.png|20px]]. Unlike all the other categories, the Additional Options settings apply to all other active categories. A stockpile that allows neither organic nor non-organic goods will never receive any items. Disabling &amp;quot;Additional Options&amp;quot; is a common cause of stockpile problems, and these options generally aren't useful anyway unless you want to consolidate trade goods which are safe to [[trade]] to [[Elf|Elven]] caravans.&lt;br /&gt;
&lt;br /&gt;
=== Custom stockpiles ===&lt;br /&gt;
With custom stockpiles, you can change which types of materials, goods, etc., can be stored in that stockpile. Any type of things can be mixed, so you could have a stockpile that will hold raw [[turtle]], [[mechanism|mechanisms]] and all stone types apart from [[onyx]] if you wanted, or only high-quality steel crossbow bolts (Ammo), all quivers (a Finished Good), and metal crossbows (a Weapon) - the combinations are endless, and can be finely tuned. Note that many sub-menus consist of several pages ( the 'other' menu of stone e.g. consists of several pages while 'metal [[ore|ores]]' and 'economic' consist of only one ).&lt;br /&gt;
&lt;br /&gt;
== Stockpile Settings ==&lt;br /&gt;
In the '''Stockpile Settings''', the first column are the major categories. In the second column there may or may not be subcategories. In the third you will see the individual items. The second and third columns are only visible when a category is enabled and selected. Any option can be selected in any category by simply clicking on it. Each column has an &amp;quot;All&amp;quot; or &amp;quot;None&amp;quot; button, which will enable or disable entire categories so that the player does not have to individually click each option to enable or disable an entire list.&lt;br /&gt;
&lt;br /&gt;
Be careful when selecting 'block all' on the subcategories, as it can make your stockpiles useless. For example, if you block all the furniture subcategories and then re-enable beds under types, the stockpile won't actually accept anything because it still registers all materials and all quality levels as forbidden. The correct way would be to 'forbid types' and then re-enable beds.&lt;br /&gt;
&lt;br /&gt;
=== Core Quality ===&lt;br /&gt;
Core quality means the quality of the ''craftsdwarfship of the item''. A masterfully crafted armor (made from qualityless metal bars) has masterful core quality. A finely-crafted dress (made from an exceptional pig tail fiber cloth) has fine core quality (because the craftsdwarfship ''of the item'' is fine).&lt;br /&gt;
&lt;br /&gt;
=== Total Quality ===&lt;br /&gt;
Total quality means the highest between the craftsdwarfship of the item and the craftsdwarfship of its components (or decorations). The finely-crafted dress from our previous example has a fine core quality, but its total quality is exceptional because its component — a pig tail fiber cloth — is of exceptional quality. Likewise, a superior quality steel gauntlet, masterfully studded with copper is of masterful total quality (and superior core quality).&lt;br /&gt;
&lt;br /&gt;
A more complex example: A rope reed fiber sock is superiorly decorated with pond turtle shell. Is masterfully crafted from a rope reed fiber cloth which was finely dyed with redroot dye. Core quality: masterful, Total quality: masterful. (Remember, for total quality, the best of either the item's quality, the quality of its components, or the quality of its decorations is chosen.)&lt;br /&gt;
&lt;br /&gt;
See also [http://www.bay12forums.com/smf/index.php?topic=96501.msg2765710 Crafting Skills, Quality and Statistics research].&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
Some categories will have a special extra type of item(s) that can be toggled.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+ &lt;br /&gt;
! Categories&lt;br /&gt;
! Item type&lt;br /&gt;
|-&lt;br /&gt;
| Animals &lt;br /&gt;
| Empty [[cage]]s and empty [[animal trap]]s&lt;br /&gt;
|-&lt;br /&gt;
| Food  &lt;br /&gt;
| [[Prepared meal|Prepared food]]&lt;br /&gt;
|-&lt;br /&gt;
| Weapons &lt;br /&gt;
| Usable and unusable [[weapon]]s&lt;br /&gt;
|-&lt;br /&gt;
| Armor &lt;br /&gt;
| Usable and unusable [[armor]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you disable an item or items that are already sitting in a stockpile, then they become loose items. Your haulers will move them to a more suitable stockpile, should one exist. All existing stockpiles (and [[zone]]s) can be seen with {{Menu icon|P}} and viewing the &amp;quot;Zones&amp;quot; and &amp;quot;Stockpiles&amp;quot; tab.&lt;br /&gt;
&lt;br /&gt;
== Custom Stockpile Uses ==&lt;br /&gt;
A custom stockpile is most useful for food, furniture, and bar/block stockpiles, to prevent your lye and venom sitting next to the [[kitchen|kitchens]], your [[floodgate|floodgates]] and mechanisms near the [[zone|rooms]] that need [[statue|statues]] and doors, your stone blocks next to the forges, and your metal bars by the farms.&lt;br /&gt;
&lt;br /&gt;
When setting up a custom stockpile to hold more than one type of raw material, it is often best to set up multiple custom stockpiles, one for each type. Otherwise your stockpile will invariably fill up with lesser-used items, rendering your custom stockpile nearly useless.&lt;br /&gt;
&lt;br /&gt;
One use for this is to have an outdoor stockpile next to your gate that will accept all refuse except bones, shells, skins and skulls, and then one or more indoor pile(s) near your craftsdwarf's workshop that will '''only''' accept these things. If you have set the option for dwarves to gather refuse from outside, the bones will be brought in once all the meat has rotted off of any carcasses outside. This means added risk to your dwarves if they try to gather refuse that is far from your gate, and additional hauling.&lt;br /&gt;
&lt;br /&gt;
Another effective use of custom stockpiles is Elven trading. Make a stockpile just for elf-safe trade goods: most categories where it is relevant have a 'materials' option. Note, however, that items with [[wood]]en [[decoration]]s will '''not''' be excluded. Similarly, [[noble]]s who frequently [[mandate]] restricted trading can have their preferred goods stored separately, far away from the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
A highly efficient method is to have wood burning furnaces feeding into a '[[charcoal]] only' bar/blocks stockpile, which in turn is near the smelting furnaces and forges. Bonus points if you also place a small wood stockpile near the wood furnaces.&lt;br /&gt;
&lt;br /&gt;
Other good uses:&lt;br /&gt;
* Planter's stock: [[seed|seeds]] and [[potash]]. If your [[ashery]] is nearby, include ashes and lye.  &lt;br /&gt;
* Smelter stock: [[ore|ores]], [[flux]] and, unless you're using [[Magma smelter]], [[coal]].&lt;br /&gt;
* Sandpile: [[sand]] bags.&lt;br /&gt;
* Dyer's stock: a food stockpile that only includes [[dye|dyes]]. &lt;br /&gt;
* Food Plus: a food stockpile that includes barrels. This spares your dwarves from carrying empty barrels to and from the furniture stores.&lt;br /&gt;
* Skins: a refuse stockpile limited to [[skin|skins]], a bit like the bone &amp;amp; shell stockpile above. Place near the tannery. &lt;br /&gt;
* Brewer's stock: [[List of crops|brewable plants]].&lt;br /&gt;
* Miller's stock: [[List of crops|millable plants]]. (An empty [[bag]] stockpile will also speed up milling.) &lt;br /&gt;
* Refreshment stand: Since dwarves drink twice as often as they eat, having several small food stockpiles that only accept [[Alcohol|drinks]] scattered strategically through your fort can minimize [http://en.wikipedia.org/wiki/Smoko smoko breaks]. The usefulness of this kind of stockpile is often disputed as dwarves go to the fullest barrel first, so if you can't keep your stockpile constantly filled with new full barrels of alcohol your masons might decide to run all the way over to the alcohol stockpile you have set up for your brewers or your metalsmiths. If you can keep each stockpile constantly filled with fresh supplies of full barrels of alcohol then this can increase productivity greatly. A simple way of doing this is by keeping a brewery near each separate alcohol stockpile, or [[burrow]]ing dwarves so that local stockpile is the only one they can [[path]] to.&lt;br /&gt;
* Artifact materials: The massive value and effectiveness of [[artifact|artifacts]] mean the materials used in them can have drastic effects, sometimes even into the ''[[Value|millions]]''.  Having special stockpiles for high-value metals, stones, gems, and other such materials will make it that much easier to ensure that you will get the most out of each [[strange mood]].  (However, even with materials-specific stockpiles, it can take a fair amount of micromanagement to get a moody dwarf to use a specific material.)&lt;br /&gt;
* Artifact storage: Artifacts add a great deal to the created wealth of the fortress. Keep valuable artifacts safe in a special &amp;quot;treasure&amp;quot; stockpile.&lt;br /&gt;
* Ingredients: Store things that are cookable but not edible, like milk and quarry bush leaves, near [[kitchen]]s. Also, more [[rot|volatile]] foods (such as [[meat]]) can be stored closer to your kitchen to encourage your cooks to use them quickly.&lt;br /&gt;
* [[Stone carver]]'s stone: Linking a single- or limited-type stone stockpile to a [[stoneworker's workshop]] allows you to specify exactly which [[stone]] your stone carvers will use, providing consistent output (and increased [[value]] if using [[economic stone]]). Additionally, if your stone carver has a [[preference]] for a particular stone, you can increase output [[quality]] by having him work with that stone.&lt;br /&gt;
* Finished goods stockpiles near a Trade Depot that includes crafts that you want to sell, but excludes ordinary clothing, backpacks, waterskins, splints and crutches that you want your dwarves to use.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Gem stockpiles' material option for clay is hidden in the UI {{Bug|9749}}.&lt;br /&gt;
* [[Hauling]] blocks access to items stored in [[Storage|container]]s; consider creating container-less &amp;quot;feeder&amp;quot; stockpiles linked to your storage stockpiles.&lt;br /&gt;
* [http://www.bay12forums.com/smf/index.php?topic=92241.msg3276117#msg3276117 Research] has suggested that stockpiles are a significant cause of [[Maximizing framerate|lag]]; see [[Exploit#Quantum_stockpiles|Quantum Stockpiles]] for designs that minimize stockpile tiles. &lt;br /&gt;
* Disabling &amp;quot;Additional Options&amp;quot; in the stockpile menu is a common source of stockpile problems.&lt;br /&gt;
&lt;br /&gt;
==Troubleshooting==&lt;br /&gt;
Getting dwarves to haul items to a stockpile is a frequent source of frustration. Here are some things to check:&lt;br /&gt;
&lt;br /&gt;
* Do you have idle dwarves?&lt;br /&gt;
** Do the idle dwarves have the appropriate hauling labors enabled?&lt;br /&gt;
** Are the idle dwarves constantly taking and cancelling other jobs? &lt;br /&gt;
* Do you have a stockpile that wants this item?&lt;br /&gt;
** Is there an empty spot in the stockpile?&lt;br /&gt;
*** Note that hidden items and wheelbarrows tie up stockpile tiles.&lt;br /&gt;
** Can the idle dwarves path to the stockpile and the item?&lt;br /&gt;
** Is the stockpile set to accept from anywhere, not just links?&lt;br /&gt;
** Check both the item's type and its material, in stockpiles that can filter materials.&lt;br /&gt;
** Check that the armor/weapon stockpile setting is &amp;quot;usable&amp;quot; and/or &amp;quot;unusable&amp;quot; as appropriate.&lt;br /&gt;
** Check that &amp;quot;Additional Options&amp;quot; are set correctly to allow the desired items.&lt;br /&gt;
* Is the item unforbidden?&lt;br /&gt;
* Is the item accessible (no civilian alert, burrows, etc.)?&lt;br /&gt;
* Is the item not owned by any dwarf?&lt;br /&gt;
* Is the item not tasked for a job?&lt;br /&gt;
* Is the item not assigned for use in any buildings/constructions?&lt;br /&gt;
* Check your standing orders (o), and make sure this kind of item can be gathered.&lt;br /&gt;
** For refuse, make sure dwarves are allowed to gather refuse that is &amp;quot;outside&amp;quot; (o r).&lt;br /&gt;
* Does the stockpile have wheelbarrows assigned?  If so, are they all in use?&lt;br /&gt;
* If the item normally goes in a container, do you have suitable unused containers?&lt;br /&gt;
* Is the item claimed by a location (hospital, tavern, library, temple)?&lt;br /&gt;
&lt;br /&gt;
{{V50 menus}}&lt;br /&gt;
{{Category|Stockpiles|*}}&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Stockpile]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=314013</id>
		<title>Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=314013"/>
		<updated>2026-01-13T05:36:26Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Added stockpile link&lt;/p&gt;
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&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_item|name=Bin&lt;br /&gt;
|tile=X|col=0:6:0&lt;br /&gt;
|graphic=[[File:bin premium.png]]&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|bars=3&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Storage]] ([[Stockpile#Stockpile categories|Most items]])&lt;br /&gt;
|value=10&lt;br /&gt;
|size=15,000&lt;br /&gt;
|capacity=60,000}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osed&lt;br /&gt;
| elvish  = masa&lt;br /&gt;
| goblin  = sputo&lt;br /&gt;
| human   = itlud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bin''' is a specially made basket for certain [[stockpile]]s. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or forged from 3 [[metal]] [[bar]]s at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way. Graphically, when a bin is empty, the sprite will be that of an empty bin with no lid, whereas a bin with multiple types of items will have a lid, albeit slightly tilted. Bins are a component in building a [[bolt thrower]]. Bins that are filled with a specific type of item will show those items sticking out the top of the bin:&lt;br /&gt;
&amp;lt;div style=&amp;quot;testA&amp;quot; style=&amp;quot;margin-top: 10px; margin-left: 20px;&amp;quot;&amp;gt;[[File:bins_variants_preview.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Bins are therefore incredibly useful to a maturing fortress. The best material for bins is generally [[wood]], because wooden bins are the lightest bins and will therefore save your haulers' time. Of course, if you intend to use bins next to a [[volcano]] or something equally [[fire|hot]], you may want to use metal bins. &lt;br /&gt;
&lt;br /&gt;
If your fort suffers from a lack of wood but [[Fuel|charcoal]] is also your only [[fuel]] source, producing metal instead of wooden bins will actually '''increase''' your wood consumption. Forging each bin will cost one unit of fuel and smelting the metal bars will also require fuel. Charcoal is produced at a rate of one bar per log. You can only reduce wood consumption by making metal bins if you use coke or [[magma]] to heat your smelters and forges.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammunition|ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapon]]s. [[Food]] stockpiles use [[barrel]]s and [[large pot]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
Bins are a fast way to transport trade goods to a [[trade depot]]. Instead of carrying the individual item, the dwarf will haul the whole container for trade. Though if the contents inside are heavy, it will still take a long time.&lt;br /&gt;
&lt;br /&gt;
For information on managing bins in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
[[Melt item|Melting]] metal bins return a single bar.&lt;br /&gt;
&lt;br /&gt;
[[File:Wood (2942371043).jpg|thumb|A large number of wooden bins stacked upon each other.]]&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
* Items in bins are sometimes not found for tasks.{{bug|8755}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
[[ru:Bin]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=314012</id>
		<title>Large pot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Large_pot&amp;diff=314012"/>
		<updated>2026-01-13T05:31:57Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Added stockpile link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
{{v50_item|name=Large pot&lt;br /&gt;
|graphic=[[File:large_pot_sprite.png]]&lt;br /&gt;
|tile={{char|232}}&lt;br /&gt;
|wood=n&lt;br /&gt;
|woodcraft=y&lt;br /&gt;
|stone=n&lt;br /&gt;
|stonecraft=y&lt;br /&gt;
|metal=n&lt;br /&gt;
|metalcraft=y&lt;br /&gt;
|bars=1&lt;br /&gt;
|glass=y&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=y&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Storage]] ([[Stockpile#Food|Food, liquids]])&lt;br /&gt;
|value=10&lt;br /&gt;
|size=5,000&lt;br /&gt;
|capacity=60,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Pots''', also known as '''large pots''', are containers that function much like [[barrel]]s, and have the same capacity, but can be made from materials other than wood or metal, such as [[stone]], [[ceramic]], and [[glass]]. The game refers to these containers sometimes as &amp;quot;pot&amp;quot; and sometimes as &amp;quot;large pot&amp;quot; but there is no actual distinction. Graphically, if a pot is empty, the sprite will show a pot with no lid; if it is filled with a specific type of item, the top of the pot will have the matching items sticking out of the top, which also applies for liquids. If the pot contains content such as [[slurry]], paste or [[tallow]], the pot will have a lid.&lt;br /&gt;
&lt;br /&gt;
For most uses, large pots can replace [[barrel]]s. However, stone pots are usually heavier than wooden barrels, so tasks that require moving stone barrels may be slowed to some extent compared to wooden ones. (See &amp;quot;[[Large pot#Material selection|material selection]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
Note, however, that large pots cannot replace barrels in all situations. Some tasks may ''specifically'' require &amp;quot;barrels&amp;quot; (eg. &amp;quot;Process Plant to Barrel&amp;quot;), and some workshops '''specify''' a &amp;lt;u&amp;gt;barrel&amp;lt;/u&amp;gt; for their construction, e.g. an [[ashery]] or [[dyer's shop]]. Large pots cannot be encrusted with gems at a [[jeweler's workshop]], despite being stored in the Furniture stockpile.&lt;br /&gt;
&lt;br /&gt;
Large pots can be made from stone by a [[stone crafter]] at a [[craftsdwarf's workshop]], [[ceramic]] at a [[kiln]], [[glass]] at a [[glass furnace]], [[wood]] at a [[craftsdwarf's workshop]], or [[metal]] at a [[metalsmith's forge]]. Pots made from stone, [[stoneware]], [[glass]], [[wood]], [[porcelain]], [[metal]], or [[glaze]]d [[earthenware]] are water-tight and can be used to store liquids, and even for [[brewing]]. Unglazed earthenware can only be used for storing dry items. Metal pots are made using the [[metalcrafting]] skill, as opposed to metal barrels, which use the [[blacksmithing]] skill. &lt;br /&gt;
&lt;br /&gt;
Pots are stored in the Large Pots/Food Storage section of the Furniture stockpile. Empty pots are listed under Tools when viewing the fortress's [[stocks]] or when moving them to a [[trade depot]].  Pots are hauled using the Haul Item labor.&lt;br /&gt;
&lt;br /&gt;
Large pots take up 500 units of volume. Same as barrels, pots can hold up to 60 prepared meals, plants, or cheeses, 30 pieces of meat or fish, any number of units of brewed [[alcohol]] (but only a single stack), 100 units of [[lye]] or [[milk]], or 6000 [[egg]]s regardless of size.&lt;br /&gt;
&lt;br /&gt;
== Material selection ==&lt;br /&gt;
As with other containers, several factors are relevant in choosing the proper material for making large pots. Namely, availability, value, fire/magma safety, vermin resistance, &amp;lt;s&amp;gt;hippie&amp;lt;/s&amp;gt; elf kosherness, and most importantly '''weight'''.&lt;br /&gt;
&lt;br /&gt;
Pots made from stone of typical* [[Density#Density of some materials|density]] will be 33% heavier than typical* wooden barrels. Fire clay &amp;quot;stoneware&amp;quot; pots weigh the same as a wooden barrel, while earthenware pots are lighter but must be glazed. This makes large stone pots superior for any stockpile that does not require the containers to be moved, such as [[Kitchen|prepared meals]]. Ceramic pots are superior to typical wood in all cases.&lt;br /&gt;
: (*There are exceptionally light or heavy examples of both stone and wood, but the majority of types of each fall into a &amp;quot;typical&amp;quot; weight category.)&lt;br /&gt;
&lt;br /&gt;
Pots are only 1/4 as heavy&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=127471.msg4342164#msg4342164]&amp;lt;/sup&amp;gt; as barrels &amp;lt;u&amp;gt;made from the same material&amp;lt;/u&amp;gt; (e.g. metal, glass). This means metal pots are generally a better storage option than metal barrels, saving the industry precious dwarf-hours by hauling faster due to lighter containers. Additionally, a metal barrel costs '''3''' bars, but a metal pot only '''1''', making metal barrels a vastly less attractive option.&lt;br /&gt;
&lt;br /&gt;
But in the case of large pots, stone is typically used chiefly due to its abundance, especially for young outposts. Doing so will conserve wood (likely the only other economic choice) for tasks for which stone cannot be used (and metal is not always practical), such as making [[bed]]s, [[bin]]s, [[bucket]]s, [[cage]]s, [[charcoal]], [[crutch]]es and [[splint]]s, [[pipe section]]s, [[stepladder]]s, [[training weapon]]s, [[wheelbarrow]]s, and many other items* of various usefulness and importance.&lt;br /&gt;
: (*[[Crossbow]]s and [[bolt]]s could fall here, too, but those often deserve to be made of a weapons-grade metal.)&lt;br /&gt;
&lt;br /&gt;
Unless, of course, the embark location has trees aplenty, making it viable to use wood for most everything, including pots, though this obviously requires a sufficient amount of woodcutters, wood crafters, axes, and contempt towards the &amp;lt;s&amp;gt;tree-huggers&amp;lt;/s&amp;gt; elves.&lt;br /&gt;
&lt;br /&gt;
== Forging and melting ==&lt;br /&gt;
&lt;br /&gt;
* Metal pots cost '''one''' [[metal]] bar to forge, or '''one''' [[adamantine]] wafer.&lt;br /&gt;
&lt;br /&gt;
* When a pot is [[Melt item|melted]] down, it will return '''0.3''' metal bars/adamantine wafers for an efficiency of '''30%'''.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Pots will not be used for processing [[sweet pod]]s into [[dwarven syrup]]. {{Bug|4356}}&lt;br /&gt;
* Dwarves will sometimes leave pots in furniture stockpile even when using them to store food. {{Bug|1833}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Cauldron]]&lt;br /&gt;
* [[Jug]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = or tezad | elvish = lacifa momo | goblin = sted ag | human = lod utag}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata|{{raw|v50:item_tool.txt|ITEM_TOOL|ITEM_TOOL_LARGE_POT}}|title=Raws for pot as a [[tool]]}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Large pot]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Barrel&amp;diff=314011</id>
		<title>Barrel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Barrel&amp;diff=314011"/>
		<updated>2026-01-13T05:31:34Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Added stockpile link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{v50_item|name=Barrel&lt;br /&gt;
|tile=÷|col=0:6:0&lt;br /&gt;
|graphic=[[File:Iron barrel sprite.png|23px|metal barrel]] / [[File:Barrel_premium.png|wooden barrel]]&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=n&lt;br /&gt;
|metal=y&lt;br /&gt;
|bars=3&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* [[Storage]] ([[Stockpile#Food|Food, liquids]])&lt;br /&gt;
|value=10&lt;br /&gt;
|size=20,000&lt;br /&gt;
|capacity=60,000}}&lt;br /&gt;
'''Barrels''' are storage units that, like [[bin]]s and [[bag]]s, conserve [[stockpile]] space by containing several items of the same type. They can be made out of [[wood]] at a [[carpenter's workshop]] (requires one [[log]] for each barrel) or forged from [[metal]] at a [[forge]] (requires 3 [[metal]] [[bar]]s). Non-magma [[forge]]s also require one [[bar]] of [[fuel]]. Graphically, if a barrel is empty, the sprite will show an empty barrel with no lid; if it is filled with a specific type of item, the top of the barrel will have the matching items sticking out of the top. If the barrel contains a liquid, the barrel will have no lid and show the top of the liquid it contains, as well as having a tap attached to it, making the barrel resemble a keg. If the barrel contains content such as [[slurry]], paste or [[tallow]], the top of the barrel will have a lid:&lt;br /&gt;
&amp;lt;div style=&amp;quot;testB&amp;quot; style=&amp;quot;margin-top: 10px; margin-left: 20px;&amp;quot;&amp;gt;[[File:barrels_variants_preview.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When a barrel is emptied, it may be used again or stored in a Furniture stockpile with type Barrels, plus appropriate materials (Wood is under Other materials), and qualities allowed. For more information on managing barrels in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
For most uses, barrels can be replaced by a [[large pot]], which has the same storage capacity (and requires no [[wood]] or [[metal]]) and is only one quarter as heavy ''as a barrel made of the same material''. Typical stone pots will be 33% heavier than wooden barrels. Fire clay &amp;quot;stoneware&amp;quot; pots weigh the same as a wooden barrel, while earthenware pots are lighter but must be glazed.&lt;br /&gt;
&lt;br /&gt;
Barrels are used in building [[dyer's shop]]s and [[ashery|asheries]]. Using a valuable masterwork or [[artifact]] barrel to build one of these buildings can significantly increase fortress [[wealth]].&lt;br /&gt;
&lt;br /&gt;
Barrels can hold up to 60 prepared meals, plants, or cheeses, 30 pieces of meat or fish, any number of units of brewed [[alcohol]] (but only a single stack), 100 units of [[lye]] or [[milk]], or 6000 eggs regardless of size. However, alcohol brought at [[embark]] will be in barrels that only contain up to 5 units each; this due to alcohol barrels allowing only 1 stack and embark items coming in stacks of 5 units or less.&lt;br /&gt;
&lt;br /&gt;
The name of a barrel can vary by circumstance: the name of an empty barrel is the material it is made of, e.g. &amp;quot;tower-cap barrel&amp;quot;, otherwise a barrel will be named for what it contains with its material appended, e.g. &amp;quot;dwarven wine barrel (tower-cap)&amp;quot;. Additionally, if a barrel is assigned for use in a stockpile, the number of the stockpile will be appended, e.g. &amp;quot;dwarven wine barrel (tower-cap) &amp;lt;#1&amp;gt;&amp;quot;.&lt;br /&gt;
[[File:barrel_preview.png|thumb|360px|center|Some dwarves call these &amp;quot;very large cups&amp;quot; when alcohol is involved.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Photographed by Ivankish''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Large pot]]&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
* [[Using bins and barrels]]&lt;br /&gt;
[[ru:Barrel]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Draltha&amp;diff=313415</id>
		<title>Draltha</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Draltha&amp;diff=313415"/>
		<updated>2026-01-07T17:41:21Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Preserved the original sprite and an alternate design&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=draltha_sprites.png&lt;br /&gt;
|portrait=draltha_portrait.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=28-40&lt;br /&gt;
|meat=25-108&lt;br /&gt;
|fat=12-36&lt;br /&gt;
|eye=2&lt;br /&gt;
|lung=4-6&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=7-10&lt;br /&gt;
|liver=2-3&lt;br /&gt;
|tripe=2-3&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=2-3&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|teeth=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Dralthas''' are massive [[creature]]s who dwell on the first and second [[Caverns|underground]] layers. They don't actively seek fights but are huge creatures—about half the weight of an [[elephant]]—and able to kill a [[dwarf]] with ease, often ripping them in half in the process. It is advisable to herd them into [[cage]] [[trap]]s, or keep dwarves away from them if they make their way into commonly used pathways, as they will attack if dwarves brush by them enough.&lt;br /&gt;
&lt;br /&gt;
Once captured, dralthas can be trained with an [[animal trainer]], and have a high [[pet]] value of 500. Draltha products are worth three times as much as those from [[domestic animal]]s, and they are common enough to make capturing a herd for breeding easy.  Their large size means they produce a good amount of meat and bones when butchered. Keep in mind that they are grazing creatures, which require a [[pasture]] in order to survive once trained. Because of their size, each will need a fairly large pasture.&lt;br /&gt;
&lt;br /&gt;
Unlike most animals, dralthas can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] dralthas for their ''lustrous manes''.&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot; heights=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
draltha.jpg|''Art by kruggsmash''&lt;br /&gt;
Notebook_13_Draltha.jpg|''Concept art by Bay 12 Games.''&lt;br /&gt;
Draltha human face neoriceisgood.png|''Art by Neoriceisgood.''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Draltha_human_face_neoriceisgood.png&amp;diff=313414</id>
		<title>File:Draltha human face neoriceisgood.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Draltha_human_face_neoriceisgood.png&amp;diff=313414"/>
		<updated>2026-01-07T17:37:00Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: An early draltha portrait and a set of alternative, redrawn sprites by official artist Neoriceisgood.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
An early draltha portrait and a set of alternative, redrawn sprites by official artist Neoriceisgood.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=311714</id>
		<title>Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Strange_mood&amp;diff=311714"/>
		<updated>2025-11-25T05:38:22Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Undoing. There is no present link between deities and strange moods, and no need to suggest any.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Artwork by Zippy''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a &amp;quot;moody&amp;quot; dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.&lt;br /&gt;
&lt;br /&gt;
Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally one of them will be struck by a &amp;quot;strange mood&amp;quot;. These largely random events will be seen as an [[announcement]], and will pause the game.&lt;br /&gt;
&lt;br /&gt;
A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest &amp;quot;moodable skill&amp;quot; of that dwarf (see &amp;quot;[[Strange mood#Skills and Workshops|Skills and Workshops]]&amp;quot;, below).&lt;br /&gt;
&lt;br /&gt;
At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The &amp;quot;possessed&amp;quot; mood is an exception to this rule, as it does not grant any experience upon completion.&lt;br /&gt;
&lt;br /&gt;
A dwarf cannot be struck by more than one mood in their lifetime.&lt;br /&gt;
&lt;br /&gt;
=== In fortress mode ===&lt;br /&gt;
[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]&lt;br /&gt;
# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).&lt;br /&gt;
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.&lt;br /&gt;
# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.&lt;br /&gt;
&lt;br /&gt;
===In world generation===&lt;br /&gt;
Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest &amp;quot;moodable skill&amp;quot; that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop required&lt;br /&gt;
|- style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bone carver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] (or [[Magma glass furnace]])&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Blacksmith|Metalsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
| [[Stoneworker's workshop]]&lt;br /&gt;
|-  style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Leather works]]&lt;br /&gt;
|-   style=&amp;quot;background-color:palegreen&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Metalsmith's forge]] (or [[Magma forge]])&lt;br /&gt;
|- style=&amp;quot;background-color:wheat&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;background-color:lightgray&amp;quot;&lt;br /&gt;
| &amp;amp;lt;none&amp;amp;gt;&lt;br /&gt;
| [[Craftsdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].&lt;br /&gt;
&lt;br /&gt;
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly. &lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a &amp;quot;[[experience|dabbling]]&amp;quot; skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.&lt;br /&gt;
&lt;br /&gt;
[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; skills ===&lt;br /&gt;
Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While what is considered &amp;quot;best&amp;quot; is very subjective, the moodable skills can be broken down into tiers of relative utility, based on the potential artifacts created and the needs and goals of a fortress.&lt;br /&gt;
&lt;br /&gt;
Note that, in addition to an artifact, the mood will raise the dwarf to Legendary in the chosen skill (except for possessed moods); often, this is (from a practical standpoint) more valuable than the artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, in case they are struck by a mood.&lt;br /&gt;
&lt;br /&gt;
* [[Weaponsmith]] – One of the &amp;quot;best&amp;quot; skills for strange moods. While a moody dwarf might create a questionable lead spear or lightweight aluminum mace, odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And, with a little manipulation, you can at least make sure the item ''is'' steel, although they could still produce a non-dwarf weapon.&lt;br /&gt;
* [[Mechanic]] - A close second for reliability and usefulness – a mechanism's [[quality]] directly impacts a trap's chance to hit its target, and an artifact lever or trap will make a room's value skyrocket (even if unlinked!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).&lt;br /&gt;
* [[Armorsmith]] – Similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it). However, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. Additionally, boots and gauntlets are created individually, rather than in pairs. Good luck.&lt;br /&gt;
* [[Furniture]]-making skills ([[Mason]], [[Miner]], [[Carpenter]], [[Blacksmith]], [[Glassmaker]]) – Artifact furniture is unbreakable by building destroyers and provides otherwise-impossible fortress defense options. For example, a dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. Similar to mechanisms, it can provide a huge boost to a room's value, and placing an artifact item where all can pass by to admire it will be good for general morale. Note that Miners are treated the same as Masons, both of whom will produce rock furniture (which is a remnant of when Masons performed the work of a Stone Carver). Also note that Stone Carvers only produce crafts while moody. Carpenters and Blacksmiths can also produce [[bucket]]s, which can be used in various work stations or a [[well]]. Glassmakers can also produce trap components, which would rate them higher on the list were it not for their chance to produce &amp;lt;s&amp;gt;useless&amp;lt;/s&amp;gt; pretty crafts - don't forget about [[display furniture]]!&lt;br /&gt;
&lt;br /&gt;
The remaining skills are quite odds-against. Chances are, they will produce items only useful to display or wear, and there's little chance of creating a truly useful and valuable item.&lt;br /&gt;
* [[Bowyer]] – While moody Bowyers can create artifact wood/bone [[crossbow]]s of great accuracy, they also have an equal chance to produce a [[blowgun]] or [[bow]]. Also, wooden crossbows make for poor melee weapons, should it come to that, so the skill falls well below the metal equivalent.&lt;br /&gt;
* [[Metal crafter]], [[Gem cutter]], [[Gem setter]] – Metal Crafters can produce [[chain]]s, which can be used in the creation of a [[well]]. Gem Cutters and Setters can produce furniture made solely of gems, which is otherwise impossible. However, each of these skills will most likely create a [[craft]] (Gem cutters and setters, notably, have a 50% chance to create a perfect gem instead of anything else).&lt;br /&gt;
* Other armormakers ([[Leatherworker]], [[Tanner]], [[Bone carver]]) – Shields can be made by Leatherworkers or Tanners, and all listed skills can create artifact leather/bone armor pieces, which could be better-suited for Marksdwarves (who ''usually'' avoid close-combat). Leatherworkers can also create normal clothing, mentioned next.&lt;br /&gt;
* [[Clothier]], [[Weaver]] – While these dwarves can create an artifact [[rope]], which is useful for a [[well]], they are more likely to create clothing, which can only be worn by a single dwarf. [[Adamantine]] clothing, however, is extraordinarily useful (especially [[cloak]]s). These garments provide meaningful protection, and (unlike normal Adamantine clothing) is rendered immune to wear due to its status as an artifact.&lt;br /&gt;
* Craft-producers ([[Engraver]], [[Stone crafter]], [[Stone carver]], [[Stonecutter]], [[Wood crafter]]) – These skills lack any redeeming potential artifacts which the other craft-producing skills possess (notably, [[Metal crafter]], [[Glassmaker]], [[Bone carver]], [[Gem cutter]], and [[Gem setter]]) and only produce [[craft]]s – surprisingly valuable trinkets in the form of amulets, totems, rings, figuringes, or (at best) crowns, which at least ''sound'' impressive.&lt;br /&gt;
:* [[Peasant]]s, defined here as having no moodable skill, always produce from the crafts list. Therefore, it's always a good idea to have every newly-arrived &amp;quot;peasant&amp;quot; (looking at you, Urist McPotashmaker) craft at least one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.&lt;br /&gt;
&lt;br /&gt;
== Types of moods ==&lt;br /&gt;
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task and are &amp;quot;quite content&amp;quot;, regardless of any recent [[thought]]s they may have had.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; is taken by a fey mood!|7:1}}&lt;br /&gt;
: ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; withdraws from society...|7:0}}&lt;br /&gt;
: ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands if they cannot find what they need.   Descriptions of all these [[#Demands|secretive requirements]] can be seen only by viewing the workshop that the moody dwarf has claimed, with {{k|q}}, and then only while the dwarf is waiting inside it.  More than one &amp;quot;picture&amp;quot; is likely; these will cycle through the entire list automatically if any one is not available.  (Since materials are gathered ''in order'', it's quite possible that only one of a long list is needed to allow the moody dwarf to continue on their project.  If the dwarf has gathered some of the materials (seen as &amp;quot;tasked&amp;quot; when looking at the workshop with {{k|t}}), then the next in the list is what they are looking for.)&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; has been possessed!|5:1}}&lt;br /&gt;
: ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.&lt;br /&gt;
&lt;br /&gt;
Possession is the only mood that does '''''not''''' result in a jump in [[experience]].&lt;br /&gt;
&lt;br /&gt;
A possessed dwarf that &amp;quot;keeps muttering &amp;lt;name of the artifact&amp;gt;...&amp;quot; has already gathered everything they need.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; looses a roaring laughter, fell and terrible!|5:0}}&lt;br /&gt;
: ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}&lt;br /&gt;
&lt;br /&gt;
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the &amp;lt;s&amp;gt;idiot&amp;lt;/s&amp;gt; dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].&lt;br /&gt;
&lt;br /&gt;
A fell mood &amp;quot;reagent&amp;quot; is not merely limited to dwarves, however. In truth, any intelligent creature can be subjected to the creative imagination of the terrible laughing dwarves. Legends speak of [[werebeast]] attacks being halted by timely appearances of fell dwarves. Indeed, there are even whispers of fell mood dwarves smuggling [[clowns]] from the [[circus]] into their forts to be used in their strange artifice. In cases where an unusual intelligent creature made from a material such as [[vomit]] happens to fall prey to the depredations of a fell dwarf, the resultant crafted object will be selected randomly from the list of craftable [[shell]] items, but will be made from the victim's primary material instead of shell.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* {{Gametext|&amp;lt;dwarf&amp;gt; begins to stalk and brood...|0:1}}&lt;br /&gt;
: ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[pond turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.&lt;br /&gt;
* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.&lt;br /&gt;
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge. Similarly, if a workshop claimed by a dwarf is deconstructed, destroyed or [[Creature_token#BUILDING_DESTROYER|toppled]] the mood will immediately fail and the dwarf will go insane.&lt;br /&gt;
* If one of a claimed workshop's building materials are selected and toggled to forbidden, this will also cause the mood to immediately fail and the dwarf to go insane.&lt;br /&gt;
* The mood's primary material will only be mentioned ''once'' in the dwarf's requests, even if the dwarf wants more than one unit of it. [http://www.bay12forums.com/smf/index.php?topic=75139.0]&lt;br /&gt;
* The item type of the artifact to be created is not decided until the instant the mood ''ends''. Saving (even after a dwarf has begun to gather materials) will allow you to reload and the result may be a different artifact (unless the moody dwarf's preferences force a particular item type). If you want to get an artifact platinum warhammer, make sure to have platinum nearby and/or block access to any other materials. &lt;br /&gt;
* You can restart the artifact creating process, even after the dwarf has gathered most of the components, by forbidding the claimed items (use {{k|t}} to view the contents of the workshop, select the undesired material, and press {{k|f}} to forbid it). If other items of that type are available, the dwarf will immediately switch to them.&lt;br /&gt;
* Each request for bones is actually a request for any kind of bone [[stack]], not individual bones. If they request bones more than one time, then they need that many stacks. Any size stack will do and the entire stack will be used. Bones come from [[butcher]]ing, rotted animal corpses do not count, even if they are skeletons. [[Tame]] animal corpses, whether they were pets or strays, can only be butchered as a result of a [[Butcher#Slaughtering|slaughter]] task, tame animals that died by any other means cannot be butchered. Slaughter a puppy. [http://www.bay12forums.com/smf/index.php?topic=105002.0]&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require 1-3 &amp;quot;base items&amp;quot; and up to 7 additional items for decorations. The dwarf may well need several items of one material! &lt;br /&gt;
&lt;br /&gt;
If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbid|Forbidden]] items must be reclaimed ({{K|i}} – {{K|F}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Click on the workshop to receive a series of clues about what the dwarf needs.  '''Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says &amp;quot;gems... shining&amp;quot; for 6 seconds, 3 gems are demanded. However, the mood's primary material will always be shown for only 2 seconds, even if more than one is required.''' Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; (&amp;quot;task&amp;quot;) next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If you want your dwarves to construct their artifacts out of ''valuable'' materials, instead of whatever useless thing happens to be close at hand, you can selectively forbid types of material through the stocks screen so that only the material you want them to use is available; though this might interfere with the normal crafting operations of your fortress, the disruption is generally short-lived (as long as you remember to unforbid them again afterwards!). You can even forbid something a moody dwarf is carrying (which may be necessary sometimes, since while they are not waiting in the workshop, they will not tell you what they need); the dwarf will finish hauling it to the workshop, but then immediately go searching for another. This trick can mean the difference between a bauxite statue decorated with moss agates and a native platinum statue encrusted with diamonds. Be aware that this may not always work – see below for more information.&lt;br /&gt;
&lt;br /&gt;
Burrows allow even better control over a moody dwarf's material usage. Simply by creating a burrow around the claimed workshop and another part over the desired material, a moody dwarf can be controlled without forbidding every single stone in the fortress. A moody dwarf will follow the burrow definitions just like a regular worker, but be mindful that they will not leave the burrow to get materials that are outside of their assigned burrow. A problem can arise when bones from an outside refuse stockpile are needed by a moody dwarf that is assigned to a burrow.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
:{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Macabre&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; broods &amp;quot;Yes. I need &amp;lt;demand&amp;gt;.&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| colspan=2 | rock&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone/metal [[block]]s&lt;br /&gt;
| colspan=2 | rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| colspan=2 | wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| colspan=2 | metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| colspan=3 | cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| colspan=3 | rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| Green [[glass]]&lt;br /&gt;
| colspan=2 | raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| Clear glass&lt;br /&gt;
| colspan=2 | raw clear glass{{verify}}&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| Crystal glass&lt;br /&gt;
| colspan=2 | raw crystal glass{{verify}}&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]] [http://www.bay12forums.com/smf/index.php?topic=105002.0;topicseen stack]&lt;br /&gt;
| colspan=2 | bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]] {{cite talk/this|Re:_.22Verify.22_on_the_shell_row_of_the_demands_table}}&lt;br /&gt;
| colspan=3 | shells&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| colspan=2 | tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant fiber)&lt;br /&gt;
| colspan=2 | plant cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| colspan=2 | silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (yarn)&lt;br /&gt;
| colspan=2 | yarn cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Skull]]{{verify}}&lt;br /&gt;
| colspan=2 | body parts&lt;br /&gt;
| death&lt;br /&gt;
| a corpse&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dwarves in macabre moods may also say &amp;quot;Leave me. I need... things... certain things&amp;quot;, in which case they want special items, such as [[skull]]s or vermin [[remains]]. Moody dwarves demanding rock blocks will also accept [[ceramic]] bricks and blocks forged from metal bars.&lt;br /&gt;
&lt;br /&gt;
*The first item demanded by the dwarf is based on the moodable skill being used – stoneworkers (miners, engravers, masons, stone crafters, and mechanics) will demand boulders, woodworkers (carpenters, wood crafters, and bowyers) will demand logs, leatherworkers and tanners will demand leather, weavers and clothiers will demand cloth, metalworkers will demand metal bars, gem cutters/setters will demand rough gems, glassmakers will demand raw glass, and bone carvers will demand bones.&lt;br /&gt;
**Metalworkers will demand adamantine wafers or divine metals if any are available (unforbidden). If not, they will demand a preferred metal ''if'' you have ''ever'' smelted any bars of it – fey moods will state this outright, while for secretive moods and possessions, you will need to check the dwarf's [[preferences]] to see which metal they like. Metal bars acquired via [[trade]] or by melting down items (such as the 'Goblinite' technique) do ''not'' count as smelted. Otherwise, they will select any available metal(s).&lt;br /&gt;
**Weavers and clothiers will demand [[adamantine]] cloth if any is available (unforbidden). If not, they will demand a generic type of cloth (silk, plant fiber, or yarn) that matches a specific cloth preference (e.g. a dwarf that likes cave spider silk will require ''any'' type of silk cloth, and a dwarf who likes more than one type of cloth will demand whichever one appears first in their list). Dwarves without a cloth preference will demand a generic type at random.&lt;br /&gt;
**Glassmakers will demand their preferred type of glass ''if'' you've produced any of it (or if it's green glass); if they don't prefer any type of glass, they will randomly select one type of glass you've produced (though they will always assume you have created green glass). Note that acquiring raw glass from a caravan does ''not'' count as producing it.&lt;br /&gt;
**Dwarves in macabre moods will select 1-3 vermin remains, stacks of bones, or skulls.&lt;br /&gt;
**Bone carvers will demand shells if they like a type of shell; if not, they will demand bones.&lt;br /&gt;
**All preference-based material requests are decided the instant the mood begins – by the time the workshop is claimed, it is too late to change the dwarf's mind.&lt;br /&gt;
*The remaining &amp;quot;decoration&amp;quot; items are selected randomly from the following list: wood logs, metal bars, small gems, rock blocks, rough gems, boulders, bones, leather, plant/silk/yarn cloth, or raw glass (green/clear/crystal, based on what you've produced).&lt;br /&gt;
**Decoration items will never be the same type as the primary mood material.&lt;br /&gt;
**Certain mood professions will also explicitly avoid using certain items for decorations – most of these match up with the primary mood material, but miners, engravers, masons, and stonecrafters will additionally avoid requesting rock blocks.&lt;br /&gt;
**If you have not produced any raw glass in your fortress, moody dwarves will never request it.&lt;br /&gt;
**Dwarves in macabre moods have a 50% chance to replace each decoration item with either remains or bones.&lt;br /&gt;
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else – when they do this, they produce a &amp;quot;perfect gem&amp;quot; with a single decoration.&lt;br /&gt;
&lt;br /&gt;
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:&lt;br /&gt;
* Fey – &amp;quot;&amp;lt;dwarf&amp;gt; works furiously!&amp;quot;&lt;br /&gt;
* Secretive – &amp;quot;&amp;lt;dwarf&amp;gt; works secretly...&amp;quot;&lt;br /&gt;
* Possessed – &amp;quot;&amp;lt;dwarf&amp;gt; keeps muttering &amp;lt;artifact&amp;gt;...&amp;quot;&lt;br /&gt;
* Macabre – &amp;quot;&amp;lt;dwarf&amp;gt; works, darkly brooding...&amp;quot;&lt;br /&gt;
* Fell – &amp;quot;&amp;lt;dwarf&amp;gt; works with menacing fury!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== The mechanics of moods ==&lt;br /&gt;
&lt;br /&gt;
=== Frequency===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000. Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months. When the counter would ordinarily be decremented and it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or a ~52% chance of at least one strange mood per month, there is no guarantee when a mood will strike – might be sooner, might be (almost) never. The counter resets to 1000 once a mood begins and continues counting down as the mood progresses, resetting again if it reaches zero before the mood finishes.&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
In order for a dwarf to be struck with a strange mood, three conditions must be met:&lt;br /&gt;
:* There is no currently active strange mood,&lt;br /&gt;
:* The maximum number of artifacts is not met,&lt;br /&gt;
:* There are at least 20 eligible creatures ''(see below)'', including those who have already created artifacts.&lt;br /&gt;
&lt;br /&gt;
If all three of these conditions are true, the game may trigger a strange mood according to the frequency.&lt;br /&gt;
&lt;br /&gt;
==== Maximum number of artifacts ====&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 100.&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Mined-out rock ''does'' count as an &amp;quot;item created&amp;quot;, though it is not clear whether bolts or units of drink are counted individually.&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2304 (this is an area equivalent to a 48x48 square). Once you discover and explore the [[cavern]]s and [[magma sea]], this limit becomes largely irrelevant, and using a [[utilities#DFHack|&amp;quot;reveal&amp;quot; utility]] will eliminate it altogether, though strip-mining an area entirely and exposing it to the surface will count ''against'' this.&lt;br /&gt;
:&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; – actually the sum of all items by type ''and'' by type+subtype+material, divided by 200. Furthermore, destroying items does '''not''' decrement these counters, so casting and mining [[obsidian]] will count toward this.&lt;br /&gt;
&lt;br /&gt;
==== Eligibility ====&lt;br /&gt;
First and foremost, only creatures with the {{token|STRANGE_MOODS|c}} token are capable of entering a strange mood. Additionally, they must be a permanent resident of your fortress - visitors are exempt.&lt;br /&gt;
&lt;br /&gt;
The deciding factor for eligibility is a dwarf's actual [[profession]]. ''(Note that &amp;quot;[[Skill#Professions|custom professions]]&amp;quot; have no effect on this!)'' Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts ''may'' enter strange moods and will simply become even ''more'' legendary.&lt;br /&gt;
&lt;br /&gt;
On-duty dwarves with a [[Soldier#Soldier professions|military profession]] other than &amp;quot;Recruit&amp;quot; ''cannot'' enter moods. Incidental military skills make no difference – eligibility (and weighting) depends purely on the actual ''[[profession]]'' as listed at the time (with the exception of unit leaders, whose on-duty and off-duty titles are the same). Soldiers are still capable of entering moods if they are ''off duty'' and thus in Civilian mode, but you don't have to worry about your axedwarves getting a burst of inspiration mid-combat, and then wandering off to make a highest-quality craftsdwarfship gabbro scepter, decorated with cow bone menacing spikes, cow bone rings and a cow bone image of hamster men while the trolls sack your settlement.&lt;br /&gt;
&lt;br /&gt;
Children may enter moods, but babies will not. Children who enter strange moods will usually attempt to create an artifact appropriate for a bone carver, wood crafter, or stonecrafter. They will also gain experience if they complete the artifact, just like an adult dwarf would--unless the mood is a possessed mood, in which case (''as extensively noted above'') they do not. &lt;br /&gt;
Any other profession is eligible to enter a mood, but not all have the same ''chance'' to enter a mood.&lt;br /&gt;
&lt;br /&gt;
:''('''Note''' – Specifically, and to avoid previous misunderstandings, [[Strand extractor]], [[Clerk]]/[[Administrator]]/[[Trader]], [[Doctor]] (and related), [[Soldier#Recruits|Recruit]] and [[Child]] ''are'' moodable professions.)''&lt;br /&gt;
&lt;br /&gt;
There are several additional factors which will prevent a dwarf from entering a mood:&lt;br /&gt;
* Being unable to pick up items (&amp;quot;cannot grasp&amp;quot;)&lt;br /&gt;
* Being dragged by/dragging another unit (off to [[jail]]/leading livestock to a [[cage]], [[chain]], [[pasture]], [[Activity zone#Pit/Pond|pit/pond zone]], or to the [[butcher's shop]] or [[farmer's workshop]])&lt;br /&gt;
&lt;br /&gt;
=== Chance ===&lt;br /&gt;
When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery, where the chance of being selected is based on the dwarf's [[profession]]. Most professions receive 6 &amp;quot;tickets&amp;quot;, but some receive additional tickets to improve their odds.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weighting&lt;br /&gt;
! Professions&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter&lt;br /&gt;
|-&lt;br /&gt;
| 11 ||Bowyer, Carpenter, Stoneworker, Stone Carver, Woodworker&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||Engraver, Mechanic, Miner, Tanner, and all other [[profession]]s (including Peasant).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''''Example:''' What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, miners, woodcutters etc. (with 6 chances each) plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance &amp;lt;small&amp;gt;(20 dwarves x 6 chances each = 120 + 21 chances more = 141 total)&amp;lt;/small&amp;gt; of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.''&lt;br /&gt;
&lt;br /&gt;
Note that not every profession has a moodable skill. A Soaper, Furnace Operator, or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, bar of metal, or wafer of adamantine. The workshop a moody dwarf claims, and thus the resulting artifact they create, will always be based off their highest &amp;lt;u&amp;gt;moodable&amp;lt;/u&amp;gt; skill, not necessarily the highest skill that determines their profession.&lt;br /&gt;
&lt;br /&gt;
=== Timing ===&lt;br /&gt;
A dwarf will go [[Insanity|insane]] after exactly 50000 ticks (which, at 1200 ticks per day, works out to 41.66 days, or almost a month and a half) waiting for an item they demand. However:&lt;br /&gt;
*The insanity countdown is reset after every item they bring to the workshop.&lt;br /&gt;
*It doesn't run while they are out getting something, working on their construction or on their way to claim a workshop. Only during time spent idling without either the required workshop or a required item do they spiral towards madness.&lt;br /&gt;
*Dwarves currently under strange moods do not require food, drink, or sleep.&lt;br /&gt;
&lt;br /&gt;
=== Fuel ===&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
Curiously, [[metalsmith]]s in strange moods do not seem to require any [[fuel]] to complete their [[metal]] [[artifact]]s. It is believed that they, consumed by artistic passion, fuel the forges with their own beards, vigorously fanning the flaming hairs while they feed the furnace more beard. Such a sacrifice is a dwarf's own beard that only an artifact merits its removal. Only an artifact's completion can mollify its creator's shame; dwarves unable to complete this great pursuit go insane, not because of its failure, but because they cannot endure the inevitable humiliation.&lt;br /&gt;
&lt;br /&gt;
Legend has it that the world's first [[elf]] once attempted to forge the world's most powerful artifact, imbued with magic to control all dwarves. But, because he could not suffer to cut a tree for fuel, he was unable to do so. Faced with no alternative, he kidnapped each of the seven ancient dwarves by tempting them with [[booze]], an unfamiliar drink to the first dwarves. He then forcefully shaved them and created [[charcoal]] from their beards.&lt;br /&gt;
&lt;br /&gt;
Enraged by their loss, the dwarves set out to find the elf's home, based in the world's first tree. They startled the engrossed elf who fled with nothing but a handful of the tree's unborn children. After reclaiming the beard-charcoal, the dwarves set fire to this tree. Alight in flames hotter than the sun, the tree burned in what is believed to have been the world's hottest fire – a fire so hot that the tree's roots melted the inside of the earth, creating a worldwide [[magma sea]]. The elf watched this fire and swore revenge on the dwarves.&lt;br /&gt;
&lt;br /&gt;
After realizing their beards could not be recovered from their charred state, the dwarves agreed to sprinkle the charcoal over the earth, as a gift and reminder to future dwarves. In doing so, they created the world's [[bituminous coal]] deposits. They then spent the next years searching for a way to create the drink they had been given. Discovering new drinks along their pursuit, the dwarves eventually perfected the hidden art of brewing booze and passed this emerging knowledge to coming generations.&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created depends on the type of mood, the dwarf's highest moodable skill, and the base material. Masons and miners will always create some kind of stone furniture; bone carvers, a bone or shell object (including furniture); carpenters, a piece of wooden furniture; engravers and stone crafters, a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers and clothiers, an article of clothing; tanners and leatherworkers, a leather armor or object. If a dwarf has no moodable skills, they will randomly select stone crafting, wood crafting, or bone carving as their mood skill and produce their artifact accordingly. The precise type of craft created is usually somewhat random, but if a dwarf has a personality preference for a particular item type, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they are guaranteed to create an object of that type (if multiple preferences match, one will be randomly selected).&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the base material; all other materials will be used as [[decoration]]s. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a &amp;quot;chalk statue&amp;quot;, but an artifact can potentially include bone, cloth, gems, leather, metal, shell, stone, and wood decorations all at once. In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]], but the actual item types available for each mood type are still very much restricted (e.g. only a glassmaker or jeweler can make a [[window]], and a moody clothier cannot produce an article of clothing that could not normally be made from cloth).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Mood / Skill&lt;br /&gt;
! Artifact type&lt;br /&gt;
|- &lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| Each equipment item with [METAL] (mail shirt, breastplate, leggings, greaves, gauntlet, low boot, high boot, cap, helm, mask), any shield&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (bone)&lt;br /&gt;
| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, instrument, toy, door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Bone carver]] (shell)&lt;br /&gt;
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| Each ranged weapon (crossbow, bow, blowgun)&lt;br /&gt;
|- &lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| rowspan=2| Each equipment item with [SOFT] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, glove, mitten, sock, sandal, shoe, chausses, cap, hood, mask, turban, head veil, face veil, headscarf), bag, rope&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| rowspan=4| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Stonecutter]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone carver]]&lt;br /&gt;
|-&lt;br /&gt;
| Fell Mood&lt;br /&gt;
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sock, sandal, shoe, chausses, low boot, high boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument&lt;br /&gt;
|- &lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| rowspan=3| Perfect gem&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt;, door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
|- &lt;br /&gt;
| Macabre Mood (vermin remains)&lt;br /&gt;
| Amulet, bracelet, earring&lt;br /&gt;
|- &lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| rowspan=2| Door, bed, chair, table, statue, quern, millstone, coffer, armor stand, weapon rack, cabinet, coffin, floodgate, hatch cover, grate&lt;br /&gt;
|- &lt;br /&gt;
| [[Miner]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| Mechanism&lt;br /&gt;
|- &lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy&lt;br /&gt;
|- &lt;br /&gt;
| [[Metalsmith]]&lt;br /&gt;
| Door, bed, chair, table, statue, chest, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, hatch cover, grate, cage, barrel, bucket, animal trap, pipe section&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;, splint, crutch&lt;br /&gt;
|- &lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| Any weapon, any trap component&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;sup&amp;gt;†&amp;lt;/sup&amp;gt; ''chance of selection for this entry is reduced by 90%''&lt;br /&gt;
:&amp;lt;sup&amp;gt;‡&amp;lt;/sup&amp;gt; ''this item may only be selected at the beginning of the mood (50% chance)''&lt;br /&gt;
&lt;br /&gt;
If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with &amp;quot;any&amp;quot; are treated as collective entries with a single chance and will randomly choose a subtype which your civilization is capable of making, while entries with &amp;quot;each&amp;quot; are distinct (e.g. an Armorsmith has 11 item choices, and one of those can turn out to be either a Shield or a Buckler). This explains why bowyers and clothiers will regularly produce foreign artifacts, while weaponsmiths will not unless they have exotic preferences.&lt;br /&gt;
&lt;br /&gt;
== Success ==&lt;br /&gt;
Once created, most [[artifact]]s will be available for use just like a normal item of its type. Artifact [[armor]] and [[weapon]]s gain extra bonuses in combat, while artifact clothing is immune to [[wear]]. Artifact mechanisms installed in weapon traps will improve attack rolls. Artifact furniture is useful for raising the value of a [[noble]]'s room. Artifact mechanisms, trap components, or weapons in [[weapon trap|weapon trap]]s can also boost a room's value considerably. Other artifacts that can be used in construction (such as [[barrel]]s, [[bucket]]s, and [[anvil]]s) may be used similarly. Artifact [[door]]s and [[hatch]]es are immune to [[building destroyer]]s, and artifact [[cage]]s can even hold gnawing vermin. All artifacts can be displayed in a [[display case]] or on a [[pedestal]], or [[trade]]d to a [[caravan]] for supplies.&lt;br /&gt;
&lt;br /&gt;
Successfully creating an artifact grants a very strong happy [[thought]] (enough to make the creator totally ecstatic for several months) as well as granting the creator partial ''immunity to insanity'' – even if your fortress is left in a terrible state, any dwarf who has created an artifact is exempt from going [[insane]] due to prolonged unhappiness. The dwarf may also cry, found as a coating of dwarf tears on both their eyes.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact. As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.&lt;br /&gt;
&lt;br /&gt;
A dwarf who is '''stark raving mad''', '''melancholy''', or '''catatonic''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves. In extreme cases, building a wall around an open workshop is the best precaution.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
There are many bugs reported related to moody dwarves. As has been the case in 40d, most turned out to be (understandable) failures of the player to grasp the mechanics of artifact creation and demands. ([http://bay12games.com/dwarves/mantisbt/view_all_bug_page.php Bug tracker])&lt;br /&gt;
* If a dwarf dies due to failing to complete an artifact, a memorial made to the dwarf will read that the dwarf did create it, despite the failure, and will even list the name of the artifact that never came to be. {{bug|3640}}&lt;br /&gt;
* When producing an item that is normally made in pairs (gloves, boots, etc.), only a single artifact will be created.&lt;br /&gt;
* Attacking a dwarf who fails their mood with your militia may result in a loyalty cascade. {{bug|7107}}&lt;br /&gt;
* Dwarves entering a strange mood when isolated (e.g. on a stepladder) cause severe lag. {{bug|8698}}&lt;br /&gt;
* If the mood primary component is forbidden while working, but the strange mood still has other items tasked, the result is an iron artifact. {{bug|5625}}&lt;br /&gt;
* If the dwarf starts constructing the artifact and is scared off by a hostile creature before completion, they may become stuck. {{bug|9833}} Removing the floors around them, then dropping an item on them should cause them to dodge, fall, and return to the workshop.{{cite forum|161598}}&lt;br /&gt;
&lt;br /&gt;
== Troubleshooting ==&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf does not claim a workshop&lt;br /&gt;
:'''Solution''': Check for highest moodable skill and build the corresponding workshop. If no moodable skills, build a craftsdwarf's workshop. Once [[magma forge]]s have been built, some dwarves may demand to work at a magma-powered forge or furnace while others might still insist on a coal-powered one. If a forge is needed, make sure you built a forge, not smelter. Note that [[forbid]]den workshops cannot be claimed. Verify if the dwarf is assigned to a burrow and/or if there is a civilian alert set to a burrow. If so, verify that the burrow allows access to the workshop being sought after.&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf waits in claimed workshop&lt;br /&gt;
:'''Solution''': Desired material is unavailable. Determine which material is requested next (materials are collected in the same order as shown in the dwarf's request list) and make some available, if possible. Be aware that some lists contain duplicates and you will need to make a seperate stack available for each one. Note that dwarves with [[preference]]s may demand a specific type of material ([[brass]] bars or [[yarn]] cloth, for example). [[Forbid]]den and inaccessible materials cannot be collected, nor can material located outside the moody dwarf's [[burrow]].&lt;br /&gt;
&lt;br /&gt;
'''Problem''': No dwarf has entered a mood for a long time&lt;br /&gt;
:'''Solution''': Strange moods require at least 20 dwarves; if you have that many, you've probably hit one of the two caps. Exploring the caverns can increase the number of revealed tiles very quickly, while [[craft]]ing [[goblet]]s will quickly raise your item count; [[exploratory mining]] will count toward ''both'' caps, simultaneously revealing tiles and producing boulders, though more slowly than exploring or crafting. Exposing excavated terrain to the sky is counterproductive, as it will ''lower'' your artifact cap (since the cap only counts revealed ''subterranean'' tiles).&lt;br /&gt;
&lt;br /&gt;
'''Problem''': Moody dwarf wants stacked cloth, but all types are available and he's not moving&lt;br /&gt;
:'''Solution''': Dwarves will not take items from active hospitals. If you have no cloth available outside of hospitals, try disabling or temporarily removing the hospital designation from their zones. They will then proceed to take new items, even if they don't go for the cloth right away. It is also possible that the desired cloth has been partially consumed in order to make wound dressings.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* [https://www.youtube.com/watch?v=K6454rENbtc Strange Moods], by Dabu, is the fourth track in the first Premium [[soundtrack]] volume, occasionally playing during [[Fortress mode]].&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
It is widely said that Tarn Adams has been in the grips of a fey mood for two decades now, and we are playing his artifact. However, neither [[human]]s nor [[giant toad]]s can enter strange moods, so this must surely be a joke.&lt;br /&gt;
&lt;br /&gt;
{{Category|Fortress mode}}&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
[[Ru:Strange mood]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_script_examples&amp;diff=311699</id>
		<title>Lua script examples</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_script_examples&amp;diff=311699"/>
		<updated>2025-11-21T04:55:45Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Tweaking creatures */ Added general Lua select example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
{{Main|Lua scripting}}&lt;br /&gt;
Snippets of vanilla generation can be found in [[:Category:Lua script pages]], and all vanilla scripts can be found in ``[https://github.com/Putnam3145/DF-Raws/tree/master/vanilla_procedural/scripts data/vanilla/vanilla_procedural/scripts/]``.&lt;br /&gt;
__TOC__&lt;br /&gt;
&amp;lt;!--Needs a special line break--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Helper functions==&lt;br /&gt;
&lt;br /&gt;
===Search by reaction class===&lt;br /&gt;
This script returns a table of all inorganic materials with a given {{token|REACTION_CLASS|md}}. The ``mat`` table also has ``reaction_product_class``, which includes both {{token|MATERIAL_REACTION_PRODUCT|md}} and {{token|ITEM_REACTION_PRODUCT|md}} IDs.&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=get_all_by_reaction_class()&lt;br /&gt;
|script=&lt;br /&gt;
function get_all_by_reaction_class(rc)&lt;br /&gt;
    local valid={}&lt;br /&gt;
    for i,inorg in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        for _,class in inorg.mat.reaction_class do&lt;br /&gt;
            if class==rc then&lt;br /&gt;
                valid[#valid+1]=inorg&lt;br /&gt;
            end&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    return valid&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
&lt;br /&gt;
===Identity language===&lt;br /&gt;
This makes a [[Language token|language]] called ``GEN_IDENTITY`` which is like: &amp;quot;Abbey abbeyabbeys the abbey of abbeys&amp;quot; - i.e. it's the &amp;quot;English&amp;quot; language you might see occasionally. It is present in ``vanilla_procedural`` and can be used for {{Token|TRANSLATION|entity}} by default.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_IDENTITY&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_IDENTITY=function()&lt;br /&gt;
    -- just to demonstrate the absolute most basic method of generating one of these&lt;br /&gt;
    -- also so that you can just mod stuff to use GEN_IDENTITY&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local unempty = function(str1, str2) &lt;br /&gt;
        return str1=='' and str2 or str1&lt;br /&gt;
    end&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        local str=''&lt;br /&gt;
        str=unempty(str,v.NOUN_SING)&lt;br /&gt;
        str=unempty(str,v.ADJ)&lt;br /&gt;
        str=unempty(str,v.VERB_FIRST_PRES)&lt;br /&gt;
        str=unempty(str,string.lower(v.token))&lt;br /&gt;
        tbl[v.token]=str&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
===Kobold language===&lt;br /&gt;
This generates a language made of {{token|UTTERANCES}}. This is essentially a proper translation based on the [[kobold language]]. Note that the hardcoded ``utterance()`` function generates words independently of any existing words in the language, so you may get duplicate words. &lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_KOBOLD&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_KOBOLD=function()&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        tbl[v.token]=utterance()&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
==Generators==&lt;br /&gt;
&lt;br /&gt;
===Non-random generated material===&lt;br /&gt;
&lt;br /&gt;
Here's an example of an object registered through the ``do_once`` table. There are no random elements, it is equivalent (save for being {{token|GENERATED|mat}}) to an object defined through [[Material definition token]]s and registered through the ``raws.register_inorganics()`` function. It also prints itself to the lualog for debugging purposes.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Single material&lt;br /&gt;
|script=do_once.cobalt = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	&lt;br /&gt;
	-- basic inorganic definition&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[INORGANIC:COBALT]&amp;quot;&lt;br /&gt;
	-- add [GENERATED] to save properly&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling cobalt]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:COBALT]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
&lt;br /&gt;
	-- show in lualog&lt;br /&gt;
	print_table(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can register multiple objects at the same time. This script takes a table of color tokens, and makes a metal named after each of them, with a corresponding cheaty adventure reaction.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Chromatic metals&lt;br /&gt;
|script=do_once.chromatic_metal = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local reaction_lines = {}&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
			&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
			&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
			&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
			&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
			&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
			&amp;quot;JADE&amp;quot;,&lt;br /&gt;
			&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
			&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
			&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
			&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
			&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	-- make a metal for each color token&lt;br /&gt;
	for k,v in pairs(color_tokens) do&lt;br /&gt;
		-- begin definition with ID token, [GENERATED] and template&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[INORGANIC:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(lines)&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		-- look up the metal's color in the world table&lt;br /&gt;
		-- using string.lower(v) would result in &amp;quot;moss_green&amp;quot;&lt;br /&gt;
		local metalname = world.descriptor.color[v].name&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- appearance&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- create a corresponding reaction&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[REACTION:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(reaction_lines)&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[NAME:create &amp;quot;..metalname..&amp;quot; bars]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[ADVENTURE_MODE_ENABLED]&amp;quot;&lt;br /&gt;
		-- make sure we're consistent with the inorganic ID&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT:100:1:BAR:NONE:INORGANIC:CHROMATICMETAL&amp;quot;..v..&amp;quot;]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
	raws.register_reactions(reaction_lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Random generation===&lt;br /&gt;
&lt;br /&gt;
Here's an example of various DF-specific randomizers in use:&lt;br /&gt;
* ``trandom()`` is used to determine how many metals generate this way.&lt;br /&gt;
* ``utterance()`` generates utterances from the [[Kobold language]], e.g. &amp;quot;gorsnus&amp;quot;, &amp;quot;stogodilmus&amp;quot;, &amp;quot;gaylgis&amp;quot;&lt;br /&gt;
* ``pick_random_no_replace()`` determines the color from the table, but removes the rolled value so there's no repeats.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Kobold metals&lt;br /&gt;
|script=do_once.kobold_metal = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local reaction_lines = {}&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
		&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
		&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
		&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
		&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
		&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
		&amp;quot;JADE&amp;quot;,&lt;br /&gt;
		&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
		&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
		&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
		&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
		&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	&lt;br /&gt;
	-- trandom() is expressed as (1dN)-1 because it uses C++ math that starts at 0&lt;br /&gt;
	local max_loops = trandom(10)+1&lt;br /&gt;
&lt;br /&gt;
	-- create 1-10 metals&lt;br /&gt;
	for i = 1,max_loops do&lt;br /&gt;
		-- begin definition with ID token, [GENERATED] and template&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[INORGANIC:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(lines)&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
		-- this is the kobold name function&lt;br /&gt;
		local metalname = utterance()..&amp;quot;ite&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
		-- no_replace removes the value from the table&lt;br /&gt;
		-- we don't need a fallback because there's more values than metals&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..pick_random_no_replace(color_tokens)..&amp;quot;]&amp;quot;&lt;br /&gt;
		lines[#lines+1] = &amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
		&lt;br /&gt;
		-- create a corresponding reaction&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[REACTION:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		add_generated_info(reaction_lines)&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[NAME:create &amp;quot;..metalname..&amp;quot; bars]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[ADVENTURE_MODE_ENABLED]&amp;quot;&lt;br /&gt;
		-- make sure we're consistent with the inorganic ID&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT:100:1:BAR:NONE:INORGANIC:KOBOLDMETAL&amp;quot;..i..&amp;quot;]&amp;quot;&lt;br /&gt;
		reaction_lines[#reaction_lines+1] = &amp;quot;[PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	raws.register_inorganics(lines)&lt;br /&gt;
	raws.register_reactions(reaction_lines)&lt;br /&gt;
end		&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New divine metals===&lt;br /&gt;
&lt;br /&gt;
Many of the tables used by vanilla procedural objects are global, and thus can be added to or overwritten by mods. You can add new metal descriptions for divine metal pretty easily, for example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Laughing metal&lt;br /&gt;
|script=&lt;br /&gt;
metal_by_sphere.CHILDREN={&lt;br /&gt;
    name=&amp;quot;laughing metal&amp;quot;,&lt;br /&gt;
    col=&amp;quot;7:0:1&amp;quot;,&lt;br /&gt;
    color=&amp;quot;WHITE&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
You can also add alternatives to the default divine metal function, such as one based on the aforementioned kobold metals.&lt;br /&gt;
Vanilla divine metal uses ``metal_by_sphere`` to determine its properties, and is thus valid only if the input sphere has an entry in that table.&lt;br /&gt;
Note that even if the weights are nominally the same; because it is valid for all input spheres, it will outnumber instances of the more limited vanilla material.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Divine kobold metal&lt;br /&gt;
|script=materials.divine.metal.kobold = function(sphere)&lt;br /&gt;
	if not foo then&lt;br /&gt;
		log(#metal_by_sphere)&lt;br /&gt;
		log(#world.spheres)&lt;br /&gt;
		foo = true&lt;br /&gt;
	end&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	--generation function handles ID, registration, generated info&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
	--add_generated_info(lines)&lt;br /&gt;
	local metalname = utterance()..&amp;quot;ite&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:ALL_SOLID:&amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:LIQUID:liquid &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_NAME_ADJ:GAS:boiling &amp;quot;..metalname..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	local color_tokens = {&lt;br /&gt;
		&amp;quot;AMETHYST&amp;quot;,&lt;br /&gt;
		&amp;quot;AQUAMARINE&amp;quot;,&lt;br /&gt;
		&amp;quot;CARDINAL&amp;quot;,&lt;br /&gt;
		&amp;quot;COBALT&amp;quot;,&lt;br /&gt;
		&amp;quot;EMERALD&amp;quot;,&lt;br /&gt;
		&amp;quot;JADE&amp;quot;,&lt;br /&gt;
		&amp;quot;MOSS_GREEN&amp;quot;,&lt;br /&gt;
		&amp;quot;PEARL&amp;quot;,&lt;br /&gt;
		&amp;quot;SAFFRON&amp;quot;,&lt;br /&gt;
		&amp;quot;TURQUOISE&amp;quot;,&lt;br /&gt;
		&amp;quot;WHITE&amp;quot;,&lt;br /&gt;
	}&lt;br /&gt;
	--allow for duplicate colors&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[STATE_COLOR:ALL_SOLID:&amp;quot;..pick_random(color_tokens)..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--add a block of tokens&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
    [MATERIAL_VALUE:200]&lt;br /&gt;
	[SPEC_HEAT:7500]&lt;br /&gt;
	[MELTING_POINT:NONE]&lt;br /&gt;
	[BOILING_POINT:NONE]&lt;br /&gt;
	[ITEMS_WEAPON][ITEMS_WEAPON_RANGED][ITEMS_AMMO][ITEMS_DIGGER][ITEMS_ARMOR][ITEMS_ANVIL]&lt;br /&gt;
	[ITEMS_HARD]&lt;br /&gt;
	[ITEMS_METAL]&lt;br /&gt;
	[ITEMS_BARRED]&lt;br /&gt;
	[ITEMS_SCALED]&lt;br /&gt;
	[SOLID_DENSITY:1000]&lt;br /&gt;
	[LIQUID_DENSITY:1000]&lt;br /&gt;
	[MOLAR_MASS:20000]&lt;br /&gt;
	[IMPACT_YIELD:1000000]&lt;br /&gt;
	[IMPACT_FRACTURE:2000000]&lt;br /&gt;
	[IMPACT_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[COMPRESSIVE_YIELD:1000000]&lt;br /&gt;
	[COMPRESSIVE_FRACTURE:2000000]&lt;br /&gt;
	[COMPRESSIVE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TENSILE_YIELD:1000000]&lt;br /&gt;
	[TENSILE_FRACTURE:2000000]&lt;br /&gt;
	[TENSILE_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[TORSION_YIELD:1000000]&lt;br /&gt;
	[TORSION_FRACTURE:2000000]&lt;br /&gt;
	[TORSION_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[SHEAR_YIELD:1000000]&lt;br /&gt;
	[SHEAR_FRACTURE:2000000]&lt;br /&gt;
	[SHEAR_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[BENDING_YIELD:1000000]&lt;br /&gt;
	[BENDING_FRACTURE:2000000]&lt;br /&gt;
	[BENDING_STRAIN_AT_YIELD:0]&lt;br /&gt;
	[MAX_EDGE:12000]&lt;br /&gt;
	]])&lt;br /&gt;
	--sends this to get registered&lt;br /&gt;
	return {raws=lines,weight=1}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Remove default functions===&lt;br /&gt;
&lt;br /&gt;
Just as easily as new functions and table entries can be added, default entries can be overwritten so that they cannot generate. This snippet removes the default forgotten beasts.&lt;br /&gt;
&lt;br /&gt;
See [[Lua functions#Generation Tables]] for a list of the tables the default functions are stored in.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; &amp;gt;&lt;br /&gt;
creatures.fb.default=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Basic generated creature===&lt;br /&gt;
&lt;br /&gt;
This is essentially the simplest possible creature. It has no extraordinary options (beyond an [[Sphere|association]] with animals and creation), and each world generates one species from this function. It doesn't have any biome tokens or likewise, so it can only be spawned in the arena, but it is still functional.&lt;br /&gt;
&lt;br /&gt;
A sample output would be &amp;quot;A quadruped composed of flame. It has two narrow tails and it has a regal bearing.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=do_once.basic_creature&lt;br /&gt;
|script=do_once.basic_creature = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local tok=&amp;quot;BASIC_PROCEDURAL_CREATURE&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE:&amp;quot;..tok..&amp;quot;]&amp;quot;&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	&lt;br /&gt;
	local options={&lt;br /&gt;
		token=tok,&lt;br /&gt;
		spheres={&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			CREATION=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
		[NAME:procedural creature:procedural creatures:procedural]&lt;br /&gt;
		[CASTE_NAME:procedural creature:procedural creatures:procedural]&lt;br /&gt;
	]])&lt;br /&gt;
	--adds some common tokens depending on the options&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	--handles sphere options: fills out [SPHERE] tokens from options.spheres, and so on&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	--choose a creature profile to base on&lt;br /&gt;
	local rcp=get_random_creature_profile(options)&lt;br /&gt;
	--set [BODY_SIZE] and some relevant tokens&lt;br /&gt;
	add_body_size(lines,rcp.min_size,options)&lt;br /&gt;
	--add the tile from the creature profile&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--the Big Function determining tweaks, body, appearance, description...&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	raws.register_creatures(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Making your own RCP===&lt;br /&gt;
&lt;br /&gt;
You don't have to be limited to the vanilla list of random creature variants. Mods can add new kinds of random creature profiles, materials, etc that can be seamlessly integrated into how it generates creatures. &lt;br /&gt;
&lt;br /&gt;
This script generates a single creature based on a [[Wikipedia:Eurypterid|eurypterid]]. It has a unique RCP, set in the function itself.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=do_once.local_rcp&lt;br /&gt;
|script=do_once.local_rcp = function()&lt;br /&gt;
	local lines = {}&lt;br /&gt;
	local tok=&amp;quot;LOCAL_RCP&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE:&amp;quot;..tok..&amp;quot;]&amp;quot;&lt;br /&gt;
	add_generated_info(lines)&lt;br /&gt;
	&lt;br /&gt;
	local options={&lt;br /&gt;
		token=tok,&lt;br /&gt;
		spheres={&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			WATER=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	--habitat&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[BIOME:ANY_OCEAN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[LARGE_ROAMING]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[AQUATIC][UNDERSWIM]&amp;quot;&lt;br /&gt;
	&lt;br /&gt;
	--define a local creature profile&lt;br /&gt;
	local rcp={&lt;br /&gt;
		name_string=&amp;quot;eurypterid&amp;quot;,&lt;br /&gt;
		tile='E',&lt;br /&gt;
		body_base=&amp;quot;SCORPION&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;CHITIN_EXO&amp;quot;,&lt;br /&gt;
		must_have_pincers=true,&lt;br /&gt;
		must_have_tail=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=200,&lt;br /&gt;
	}&lt;br /&gt;
	local name_str = rcp.name_string..&amp;quot;:&amp;quot;..rcp.name_string..&amp;quot;s:&amp;quot;..rcp.name_string..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1] = &amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	&lt;br /&gt;
	add_body_size(lines,rcp.min_size,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	raws.register_creatures(lines)&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Adding a eurypterid profile to ``random_creature_profiles`` allows any creature to access it, if their profile is determined randomly.&lt;br /&gt;
&lt;br /&gt;
This script gives it proper flippers in its body base function. It's also associated with water-based random creatures, so it can potentially generate as an aquatic [[forgotten beast]] species.&lt;br /&gt;
&lt;br /&gt;
Other feature variants stored in tables, like materials, attacks, or descriptions, can be added in this way.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Global RCP&lt;br /&gt;
|script=&lt;br /&gt;
random_creature_types.EURYPTERID={&lt;br /&gt;
		name_string=&amp;quot;eurypterid&amp;quot;,&lt;br /&gt;
		tile='E',&lt;br /&gt;
		body_base=&amp;quot;SCORPION_FLIPPERS&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;CHITIN_EXO&amp;quot;,&lt;br /&gt;
		must_have_pincers=true,&lt;br /&gt;
		must_have_tail=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=200,&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body_base_fun.SCORPION_FLIPPERS=function(rcp,options)&lt;br /&gt;
		options.pcg_layering_base=&amp;quot;BEAST_SCORPION&amp;quot;&lt;br /&gt;
		options.walk_var=&amp;quot;STANDARD_WALKING_GAITS&amp;quot;&lt;br /&gt;
		options.walk_speed=900&lt;br /&gt;
		return {&amp;quot;RCP_CEPHALOTHORAX&amp;quot;,&amp;quot;RCP_ABDOMEN&amp;quot;,&amp;quot;RCP_FIRST_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_SECOND_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_THIRD_SIMPLE_LEGS&amp;quot;,&amp;quot;RCP_PINCERS&amp;quot;,&amp;quot;RCP_FRONT_FLIPPER&amp;quot;}&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
water_based_random_creature.EURYPTERID=true&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Werebugs===&lt;br /&gt;
&lt;br /&gt;
You can make a custom function to determine what RCPs are available to a given creature.&lt;br /&gt;
&lt;br /&gt;
These scripts are for an arthropoid version of a [[werebeast]].&lt;br /&gt;
* ``arthropod_rcp`` is a list of RCP keys which fit this theme (plus a few worms on there for fun), which the creature function rolls on to pick its form.&lt;br /&gt;
* ``is_bloodsucking_by_key``, along with ``rcp.must_suck_blood_through_proboscis`` and ``rcp.must_suck_blood_through_mouth`` are checked to assign {{token|BLOODSUCKER}} to it, which allows certain creature types to exhibit vampiric behavior if their berserk rampage wasn't enough [[fun]].&lt;br /&gt;
&lt;br /&gt;
Otherwise, the function should work the same as vanilla werebeasts, generating an associated [[Interaction token|major curse]] in the same way and becoming &amp;quot;twisted into humanoid form&amp;quot; (at the expense of their additional limbs).&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=arthropod_rcp&lt;br /&gt;
|script=local arthropod_rcp = {&lt;br /&gt;
	&amp;quot;ARACHNID_MITE&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_SCORPION&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_SPIDER&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_TARANTULA&amp;quot;,&lt;br /&gt;
	&amp;quot;ARACHNID_TICK&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_CRAB&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_LOBSTER&amp;quot;,&lt;br /&gt;
	&amp;quot;CRUSTACEAN_SHRIMP&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_ANT&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_ANTLION&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_APHID&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_BEE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_BUTTERFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CADDISFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CATERPILLAR&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CICADA&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_COCKROACH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_CRICKET&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DAMSELFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DARKLING_BEETLE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_DRAGONFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_EARWIG&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FIREFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FLEA&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_FLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_GRASSHOPPER&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_HORNET&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LACEWING&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LADYBUG&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_LOUSE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MAGGOT&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MANTIS&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MAYFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MOSQUITO&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_MOTH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SILVERFISH&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SCARAB_BEETLE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SCORPIONFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_SNAKEFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_STONEFLY&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_TERMITE&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_THRIPS&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_WASP&amp;quot;,&lt;br /&gt;
	&amp;quot;INSECT_WEEVIL&amp;quot;,&lt;br /&gt;
	&amp;quot;NEMATODE&amp;quot;,&lt;br /&gt;
	&amp;quot;LEECH&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=is_bloodsucking_by_key&lt;br /&gt;
|script=local is_bloodsucking_by_key = {&lt;br /&gt;
	ARACHNID_MITE=true,&lt;br /&gt;
	ARACHNID_TICK=true,&lt;br /&gt;
	INSECT_EARWIG=true,--some are parasitic&lt;br /&gt;
	INSECT_FLEA=true,&lt;br /&gt;
	INSECT_LOUSE=true,&lt;br /&gt;
	INSECT_MAGGOT=true,&lt;br /&gt;
	INSECT_THRIPS=true,--no bloodsucking reported, but does bite humans&lt;br /&gt;
	NEMATODE=true,&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=creatures.night_creature.werebeast.werebug&lt;br /&gt;
|script=creatures.night_creature.werebeast.werebug=function(tok)&lt;br /&gt;
	local lines={}&lt;br /&gt;
	local options={&lt;br /&gt;
		spheres={&lt;br /&gt;
			CHAOS=true,&lt;br /&gt;
			ANIMALS=true,&lt;br /&gt;
			NIGHT=true,&lt;br /&gt;
			MOON=true&lt;br /&gt;
		},&lt;br /&gt;
		always_glowing_eyes=true,&lt;br /&gt;
		use_werebeast_pcg=true, --use them if werebug sprites somehow exist&lt;br /&gt;
		animal_coloring_allowed=true,&lt;br /&gt;
		no_tweak=true,&lt;br /&gt;
		material_weakness=true,&lt;br /&gt;
		prioritize_bite=true,&lt;br /&gt;
		force_ichor=true,&lt;br /&gt;
		token=tok&lt;br /&gt;
	}&lt;br /&gt;
	options.night_creature_agile_pref=true&lt;br /&gt;
	night_creature_universals(lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NIGHT_CREATURE_HUNTER]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CAN_LEARN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CAN_SPEAK]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NO_GENDER]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[BONECARN]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CRAZED]&amp;quot;&lt;br /&gt;
	if options.night_creature_strength_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:1000:1250:1500:2000:2250:2500:3000]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:450:550:700:750:800:850:900]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=1000&lt;br /&gt;
	elseif options.night_creature_agile_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=800;&lt;br /&gt;
	elseif options.night_creature_strength_agile_pref then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&amp;quot;&lt;br /&gt;
		options.special_walk_speed=850;&lt;br /&gt;
	end&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:BASHFUL:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:FRIENDLINESS:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:DISDAIN_ADVICE:100:100:100]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:CHEER_PROPENSITY:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:GRATITUDE:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:TRUST:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:ALTRUISM:0:0:0]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[PERSONALITY:CRUELTY:100:100:100]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:WRESTLING:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:BITE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:GRASP_STRIKE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:STANCE_STRIKE:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:MELEE_COMBAT:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:DODGING:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NATURAL_SKILL:SNEAK:20]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[DIFFICULTY:3]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[LAIR:SIMPLE_BURROW:50]&amp;quot;&lt;br /&gt;
	-- pick a random bug RCP, there's no overlap with the mammal/reptile standard werebeasts&lt;br /&gt;
	finalize_random_creature_types() -- good practice to run before rolling on it&lt;br /&gt;
	local rcp_key = pick_random_no_replace(arthropod_rcp) or &amp;quot;INSECT_MANTIS&amp;quot;&lt;br /&gt;
	local rcp=random_creature_types[rcp_key]&lt;br /&gt;
&lt;br /&gt;
	local custom_desc_str = &amp;quot;it is crazed for blood and flesh&amp;quot;&lt;br /&gt;
	-- make them also vampires if they suck blood&lt;br /&gt;
	if rcp.must_suck_blood_through_proboscis or rcp.must_suck_blood_through_mouth or is_bloodsucking_by_key[rcp_key] then&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[BLOODSUCKER]&amp;quot;&lt;br /&gt;
		custom_desc_str = &amp;quot;it is crazed for warm blood&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
	-- This sort of process should be fully generalized&lt;br /&gt;
	-- to all creatures you want to have bespoke associated interactions&lt;br /&gt;
	-- for example, you can have a blessing that allows a sort of&lt;br /&gt;
	-- uncrazed transformation into some sort of bespoke&lt;br /&gt;
	-- generated thing--at least, hopefully it's robust enough for that&lt;br /&gt;
	local choice=generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)&lt;br /&gt;
	map_merge(options,choice.options)&lt;br /&gt;
	local werebeast_choice_raws=choice.interaction or choice.raws&lt;br /&gt;
	raws.register_interactions(werebeast_choice_raws)&lt;br /&gt;
	add_body_size(lines,math.max(rcp.min_size,80000+trandom(11)*1000),options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:165]&amp;quot; --Ñ&lt;br /&gt;
	options.forced_color={&lt;br /&gt;
		f=6,&lt;br /&gt;
		b=0,&lt;br /&gt;
		br=1&lt;br /&gt;
	}&lt;br /&gt;
	options.custom_desc_func=function(options)&lt;br /&gt;
		return custom_desc_str&lt;br /&gt;
	end&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[GO_TO_START]&amp;quot;&lt;br /&gt;
	-- remove second words like &amp;quot; beetle&amp;quot;, etc from the end&lt;br /&gt;
	local short_name = rcp.name_string:gsub(&amp;quot;%s(%w+)$&amp;quot;,&amp;quot;&amp;quot;)&lt;br /&gt;
	local name_str=&amp;quot;were&amp;quot;..short_name..&amp;quot;:were&amp;quot;..short_name..&amp;quot;s:were&amp;quot;..short_name..&amp;quot;]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	return {raws=lines,weight=1}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New forgotten beasts===&lt;br /&gt;
You can add new types of forgotten beasts (or more appropriately, {{token|FEATURE_BEAST}}s). These generate as alternatives when populating the caverns with unique monsters. There are a number of options to interact with shared generation functions.&lt;br /&gt;
&lt;br /&gt;
Unbidden spirits only appear in dry cave layers, and like &amp;quot;spirit&amp;quot; [[demon]]s, are malevolent floating beings made of gas or dust.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Unbidden spirit&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.unbidden=function(layer_type,tok)&lt;br /&gt;
    if layer_type==0 then return nil end -- land only&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        always_make_uniform=true,&lt;br /&gt;
        always_insubstantial=true,&lt;br /&gt;
        intangible_flier=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [CASTE_NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    -- Weight is a float; all vanilla objects have weight 1&lt;br /&gt;
    return {creature=tbl,weight=0.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Construct creature|Elementals]] are defined by the material they're made of, using a table of options to set the right properties. In a dry chasm layer, they'll roll on the ``fb_elements`` table, while in a water layer, they'll be a water elemental. Should they ever carry a [[syndrome]], they would inflict [[Wikipedia:Dyscrasia|dyskrasia]].&lt;br /&gt;
&lt;br /&gt;
The most important feature is setting ``options.sphere_rcm`` to a key in ``random_creature_materials``, so fire elementals are made of &amp;quot;FLAME&amp;quot; and earth elementals are made of &amp;quot;ANY_MINERAL&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Elemental&lt;br /&gt;
|script=&lt;br /&gt;
fb_elements = {&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;fire&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;FLAME&amp;quot;,&lt;br /&gt;
		spheres={ FIRE=true },&lt;br /&gt;
		options={ fire_immune=true }&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;earth&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;ANY_MINERAL&amp;quot;,&lt;br /&gt;
		rcp_options={ always_flightless=true },&lt;br /&gt;
		spheres={&lt;br /&gt;
			EARTH=true,&lt;br /&gt;
			MINERALS=true&lt;br /&gt;
		}&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		name=&amp;quot;air&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;STEAM&amp;quot;,&lt;br /&gt;
		spheres={&lt;br /&gt;
			WIND=true,&lt;br /&gt;
			SKY=true&lt;br /&gt;
		},&lt;br /&gt;
		options={&lt;br /&gt;
			always_insubstantial=true,&lt;br /&gt;
			intangible_flier=true&lt;br /&gt;
		}&lt;br /&gt;
	}&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
creatures.fb.elemental=function(layer_type,tok)&lt;br /&gt;
	local lines={}&lt;br /&gt;
	local options={&lt;br /&gt;
		strong_attack_tweak=true,&lt;br /&gt;
		always_make_uniform=true, --irrelevant due to sphere_rcm&lt;br /&gt;
		spheres={},&lt;br /&gt;
		sickness_name=&amp;quot;dyskrasia&amp;quot;,&lt;br /&gt;
		token=tok&lt;br /&gt;
	}&lt;br /&gt;
	lines=split_to_lines(lines,[[&lt;br /&gt;
		[FEATURE_BEAST]&lt;br /&gt;
		[ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
		[NO_GENDER]&lt;br /&gt;
		[NO_EAT][NO_DRINK]&lt;br /&gt;
		[DIFFICULTY:10]&lt;br /&gt;
		&lt;br /&gt;
		[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
		[NATURAL_SKILL:BITE:6]&lt;br /&gt;
		[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
		[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
		[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
		[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
		[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
		[LARGE_PREDATOR]&lt;br /&gt;
	]])&lt;br /&gt;
	&lt;br /&gt;
	-- Create a water elemental in water layers, otherwise use another type&lt;br /&gt;
	local water_elemental = {&lt;br /&gt;
		name=&amp;quot;water&amp;quot;,&lt;br /&gt;
		rcm=&amp;quot;WATER&amp;quot;,&lt;br /&gt;
		spheres={WATER=true},&lt;br /&gt;
		options={do_water=true}&lt;br /&gt;
	}&lt;br /&gt;
	local my_element = layer_type==1 and pick_random(fb_elements) or water_elemental&lt;br /&gt;
	&lt;br /&gt;
	-- Assign propertes from chosen element&lt;br /&gt;
	map_merge(options.spheres,my_element.spheres)&lt;br /&gt;
	if my_element.options then map_merge(options,my_element.options) end&lt;br /&gt;
	&lt;br /&gt;
	add_regular_tokens(lines,options)&lt;br /&gt;
	lines[#lines+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
	populate_sphere_info(lines,options)&lt;br /&gt;
	&lt;br /&gt;
	-- Set custom material&lt;br /&gt;
	options.sphere_rcm=my_element.rcm&lt;br /&gt;
	-- Build body&lt;br /&gt;
	local rcp=get_random_creature_profile(options)&lt;br /&gt;
	-- Set more options on the RCP&lt;br /&gt;
	if my_element.rcp_options then map_merge(rcp.options,my_element.rcp_options) end&lt;br /&gt;
	add_body_size(lines,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CREATURE_TILE:'E']&amp;quot;&lt;br /&gt;
	build_procgen_creature(rcp,lines,options)&lt;br /&gt;
	&lt;br /&gt;
	-- Generate name&lt;br /&gt;
	local element_name = my_element.name or &amp;quot;glitchstuff&amp;quot;&lt;br /&gt;
	local name_str = element_name..&amp;quot; elemental:&amp;quot;..element_name..&amp;quot; elemental:&amp;quot;..element_name..&amp;quot;-elemental]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[GO_TO_START]&amp;quot;&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[NAME:&amp;quot;..name_str&lt;br /&gt;
	lines[#lines+1]=&amp;quot;[CASTE_NAME:&amp;quot;..name_str&lt;br /&gt;
	&lt;br /&gt;
	return {raws=lines,weight=1.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Tweaking creatures===&lt;br /&gt;
Common Lua features allow you to extend functions by mirroring the original function and then overwriting it, akin to the ``SELECT`` tags. This function extends ``add_regular_tokens()`` to add {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER}} to all generated creatures.&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=add_regular_tokens (extension)&lt;br /&gt;
|script=&lt;br /&gt;
old_add_regular_tokens=add_regular_tokens&lt;br /&gt;
function add_regular_tokens(lines,options)&lt;br /&gt;
    old_add_regular_tokens(lines,options)&lt;br /&gt;
    lines[#lines+1]=&amp;quot;[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&amp;quot;&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;!--Consolidate the creature patching stuff in a single header--&amp;gt;&lt;br /&gt;
This function is run in ``build_body_from_rcp()`` right before tweaks are determined (See [[Lua functions#Creature patching]]). If a generated creature's size is greater than 500,000 Γ (about as much as an [[elephant]]), this patch adds {{token|POWER}} and the like to make forgotten beasts, titans, etc capable of impersonating [[Deity|deities]] and ruling [[civilization]]s.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=btc1_tweaks.titan_worship&lt;br /&gt;
|script=&lt;br /&gt;
-- make all large creatures into powers&lt;br /&gt;
btc1_tweaks.titan_worship=function(lines,options,add_to_body,add_to_body_unique,add_tweak_candidate)&lt;br /&gt;
	if options.body_size&amp;gt;=500000 then -- described as &amp;quot;very large&amp;quot;, graphics size cutoff&lt;br /&gt;
		options.can_learn=true -- for flavor text&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[INTELLIGENT]&amp;quot;&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[SUPERNATURAL]&amp;quot; -- knows secrets according to their spheres&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[POWER]&amp;quot; -- impersonates deities&lt;br /&gt;
		lines[#lines+1]=&amp;quot;[SPREAD_EVIL_SPHERES_IF_RULER]&amp;quot;&lt;br /&gt;
	end&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Adamantine alloys===&lt;br /&gt;
&lt;br /&gt;
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some ''truly'' wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Adamantine alloys&lt;br /&gt;
|script=&lt;br /&gt;
preprocess.adamantine_alloys=function()&lt;br /&gt;
    if not random_object_parameters.main_world_randoms then return end&lt;br /&gt;
    local l=get_debug_logger(2)&lt;br /&gt;
    local lines={}&lt;br /&gt;
    local reaction_lines={}&lt;br /&gt;
    local reaction_names={}&lt;br /&gt;
    local adamantine=world.inorganic.inorganic.ADAMANTINE&lt;br /&gt;
    if not adamantine then return end&lt;br /&gt;
    local adamantine_color=world.descriptor.color[world.descriptor.color_pattern[adamantine.material.color_pattern.SOLID].color[1]]&lt;br /&gt;
    local adamantine_modulus = 2500000  --mildly arbitrary, just below the theoretical limit&lt;br /&gt;
    l(&amp;quot;Starting&amp;quot;)&lt;br /&gt;
    local done_category=false&lt;br /&gt;
    for k,v in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        if not v.flags.SPECIAL and v.material.flags.IS_METAL then&lt;br /&gt;
            l(v.token)&lt;br /&gt;
            local token=&amp;quot;GEN_ADAMANTINE_&amp;quot;..v.token&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[INORGANIC:&amp;quot;..token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(lines)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
            for kk,vv in pairs(v.material.adj) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_ADJ:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot; --&amp;quot;adamantine molten steel&amp;quot;? it's fine&lt;br /&gt;
            end&lt;br /&gt;
            for kk,vv in pairs(v.material.name) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_NAME:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            l(2)&lt;br /&gt;
            local mat_values={}&lt;br /&gt;
            -- Find the ratio for which you get closest to (but not below) 2000000 in the material's worst property&lt;br /&gt;
            local worst=math.min(v.material.yield.IMPACT,v.material.fracture.SHEAR)&lt;br /&gt;
            local wafers=1&lt;br /&gt;
            local bars=1&lt;br /&gt;
            if worst &amp;lt; 2000000 then&lt;br /&gt;
                local ratio = (2000000-3*worst)/1000000&lt;br /&gt;
                local best_diff=1&lt;br /&gt;
                for i=1,10 do&lt;br /&gt;
                    local wafer_amt=i*ratio&lt;br /&gt;
                    if wafer_amt&amp;gt;1 and wafer_amt&amp;lt;20 and math.ceil(wafer_amt)-wafer_amt&amp;lt;best_diff then&lt;br /&gt;
                        best_diff=math.ceil(wafer_amt)-wafer_amt&lt;br /&gt;
                        wafers=math.ceil(wafer_amt)&lt;br /&gt;
                        bars=i&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            local avg_denom=1/(bars*3+wafers) -- Multiplication just a bit faster than division, we're rounding at the end anyway&lt;br /&gt;
            local solid_cl=nil&lt;br /&gt;
            for kk,vv in pairs(v.material.color_pattern) do&lt;br /&gt;
                -- time to get silly&lt;br /&gt;
                local this_color=world.descriptor.color[world.descriptor.color_pattern[vv].color[1]]&lt;br /&gt;
                local wanted_color={&lt;br /&gt;
                    r=(this_color.r*bars*3+adamantine_color.r*wafers)*avg_denom,&lt;br /&gt;
                    g=(this_color.g*bars*3+adamantine_color.g*wafers)*avg_denom,&lt;br /&gt;
                    b=(this_color.b*bars*3+adamantine_color.b*wafers)*avg_denom,&lt;br /&gt;
                }&lt;br /&gt;
                local best_total_diff=1000000000&lt;br /&gt;
                local best_clp=nil&lt;br /&gt;
                for _,clp in ipairs(world.descriptor.color_pattern) do&lt;br /&gt;
                    if clp.pattern==&amp;quot;MONOTONE&amp;quot; then&lt;br /&gt;
                        local cl=world.descriptor.color[clp.color[1]]&lt;br /&gt;
                        local diff=math.abs(wanted_color.r-cl.r)+math.abs(wanted_color.b-cl.b)+math.abs(wanted_color.g-cl.g)&lt;br /&gt;
                        if diff&amp;lt;best_total_diff then&lt;br /&gt;
                            best_clp=clp&lt;br /&gt;
                            best_total_diff=diff&lt;br /&gt;
                        end&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_COLOR:&amp;quot;..kk..&amp;quot;:&amp;quot;..best_clp.token..&amp;quot;]&amp;quot;&lt;br /&gt;
                if kk==&amp;quot;SOLID&amp;quot; then solid_cl=world.descriptor.color[best_clp.color[1]] end&lt;br /&gt;
            end&lt;br /&gt;
            local color_str=solid_cl.col_f..&amp;quot;:0:&amp;quot;..solid_cl.col_br&lt;br /&gt;
            l(color_str)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[DISPLAY_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BUILD_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[ITEMS_METAL][ITEMS_HARD][ITEMS_SCALED][ITEMS_BARRED]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
            if v.material.flags.ITEMS_DIGGER then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_DIGGER]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value(str)&lt;br /&gt;
                mat_values[str]=mat_values[str] or math.floor((adamantine.material[str]*wafers+v.material[str]*bars*3)*avg_denom+0.5)&lt;br /&gt;
                l(str,mat_values[str])&lt;br /&gt;
                return mat_values[str]&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value_nested(str1,str2)&lt;br /&gt;
                mat_values[str1..str2]=mat_values[str1..str2] or math.floor((adamantine.material[str1][str2]*wafers+v.material[str1][str2]*bars*3)/(bars*3+wafers)+0.5)&lt;br /&gt;
                l(str1..str2,mat_values[str1..str2])&lt;br /&gt;
                return mat_values[str1..str2]&lt;br /&gt;
            end&lt;br /&gt;
            if new_value_nested(&amp;quot;fracture&amp;quot;,&amp;quot;SHEAR&amp;quot;)&amp;gt;170000 or new_value_nested(&amp;quot;yield&amp;quot;,&amp;quot;IMPACT&amp;quot;)&amp;gt;245000 then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_WEAPON][ITEMS_AMMO]&amp;quot;&lt;br /&gt;
                if new_value(&amp;quot;solid_density&amp;quot;)&amp;lt;10000 then&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[ITEMS_WEAPON_RANGED][ITEMS_ARMOR]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MATERIAL_VALUE:&amp;quot;..new_value(&amp;quot;base_value&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPEC_HEAT:&amp;quot;..new_value(&amp;quot;temp_spec_heat&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MELTING_POINT:&amp;quot;..new_value(&amp;quot;temp_melting_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BOILING_POINT:&amp;quot;..new_value(&amp;quot;temp_boiling_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SOLID_DENSITY:&amp;quot;..new_value(&amp;quot;solid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[LIQUID_DENSITY:&amp;quot;..new_value(&amp;quot;liquid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MOLAR_MASS:&amp;quot;..new_value(&amp;quot;molar_mass&amp;quot;)..&amp;quot;]&amp;quot; -- i don't think this is actually correct&lt;br /&gt;
            for _,thing in ipairs({&amp;quot;yield&amp;quot;,&amp;quot;fracture&amp;quot;}) do&lt;br /&gt;
                for force,_ in pairs(v.material[thing]) do&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_&amp;quot;..string.upper(thing)..&amp;quot;:&amp;quot;..new_value_nested(thing,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            for _,force in ipairs(&amp;quot;IMPACT&amp;quot;,&amp;quot;COMPRESSIVE&amp;quot;,&amp;quot;TENSILE&amp;quot;,&amp;quot;TORSION&amp;quot;,&amp;quot;SHEAR&amp;quot;,&amp;quot;BENDING&amp;quot;) do&lt;br /&gt;
                local modulus = v.yield[force] / v.elasticity[force]&lt;br /&gt;
                local average_modulus = (adamantine_modulus*wafers + modulus*bars*3)*avg_denom&lt;br /&gt;
                local strain_at_yield = math.floor(new_value_nested(&amp;quot;yield&amp;quot;,force) / average_modulus + 0.5) -- usually zero, but can be 1 or 2 sometimes&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_YIELD:&amp;quot;..new_value_nested(&amp;quot;yield&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_FRACTURE:&amp;quot;..new_value_nested(&amp;quot;fracture&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_STRAIN_AT_YIELD:&amp;quot;..strain_at_yield..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MAX_EDGE:&amp;quot;..new_value(&amp;quot;max_edge&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            local reaction_token=token..&amp;quot;_MAKING&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REACTION:&amp;quot;..reaction_token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(reaction_lines)&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[NAME:make adamantine &amp;quot;..v.material.name.SOLID..&amp;quot; (use bars)]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[BUILDING:SMELTER:NONE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:A:&amp;quot;..tostring(150*wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:B:&amp;quot;..tostring(150*bars)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..v.token..&amp;quot;]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[PRODUCT:100:&amp;quot;..tostring(bars+wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..token..&amp;quot;][PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FORTRESS_MODE_ENABLED]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY:ADAMANTINE_ALLOYS]&amp;quot;&lt;br /&gt;
            if not done_category then&lt;br /&gt;
                done_category=true&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_NAME:Adamantine alloys]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_DESCRIPTION:Debase adamantine with other metals to get extremely strong alloys.]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_KEY:CUSTOM_SHIFT_A]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FUEL]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[SKILL:SMELT]&amp;quot;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    local entity_lines={}&lt;br /&gt;
    raws.register_inorganics(lines)&lt;br /&gt;
    -- not used in vanilla right now, due to lack of instruments, but you CAN do this&lt;br /&gt;
    raws.register_reactions(reaction_lines)&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Modding Examples]]&lt;br /&gt;
[[Category:Lua|S]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_weapons&amp;diff=311667</id>
		<title>Template:V50 weapons</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_weapons&amp;diff=311667"/>
		<updated>2025-11-17T21:53:46Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Added great picks and digging group&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = v50 weapons&lt;br /&gt;
| title = [[Weapon]]s&lt;br /&gt;
| state = {{{state|}}}&lt;br /&gt;
| basestyle = background-color: #d0cbc2;&lt;br /&gt;
&lt;br /&gt;
| group1 = [[Archery|Ranged]] and [[ammunition]]&lt;br /&gt;
| list1  = [[Blowgun]] and [[blowdart]]{{*}} [[Bow]] and [[arrow]]{{*}} [[Crossbow]] and [[bolt]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Blunt&lt;br /&gt;
| list2  = [[Flail]]{{*}} [[Mace]]{{*}} [[Maul]]{{*}} [[Training weapon]]s{{*}} [[War hammer]]{{*}} [[Whip]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Edged (slashing)&lt;br /&gt;
| list3  = [[Battle axe]]{{*}} [[Great axe]]{{*}} [[Halberd]]{{*}} [[Long sword]]{{*}} [[Scimitar]]{{*}} [[Scourge]]{{*}} [[Short sword]]{{*}} [[Two-handed sword]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Edged (piercing)&lt;br /&gt;
| list4  = [[Dagger]]{{*}} [[Morningstar]]{{*}} [[Pike (weapon)|Pike]]{{*}} [[Spear]]&lt;br /&gt;
&lt;br /&gt;
| group5 = Digging&lt;br /&gt;
| list5  = [[Pick]]{{*}} [[Great pick]]&lt;br /&gt;
&lt;br /&gt;
| below = See also: [[Attack types]]{{*}} [[Tool]]{{*}} [[Material science]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;[[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&amp;lt;includeonly&amp;gt;{{Category|Weapons}}[[ru:{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=List_of_creatures_by_adult_size&amp;diff=311666</id>
		<title>List of creatures by adult size</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=List_of_creatures_by_adult_size&amp;diff=311666"/>
		<updated>2025-11-17T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Great pick sizing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
To arrange the list, click on any column header.  Click again on that column to arrange in reverse.&lt;br /&gt;
&lt;br /&gt;
[[#end of list|Jump to bottom ↓]]&lt;br /&gt;
&amp;lt;span id=&amp;quot;top of list&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Creature&lt;br /&gt;
! Sprite&lt;br /&gt;
! Adult size&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Adolescent size&lt;br /&gt;
! data-sort-type=&amp;quot;number&amp;quot; | Child size&lt;br /&gt;
|-&lt;br /&gt;
| [[Ant]]&lt;br /&gt;
| [[File:Ant sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Beetle]]&lt;br /&gt;
| [[File:Beetle sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood gnat]]&lt;br /&gt;
| [[File:Blood gnat sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown recluse spider]]&lt;br /&gt;
| [[File:Brown recluse spider sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bumblebee]]&lt;br /&gt;
| [[File:Bumblebee sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Damselfly]]&lt;br /&gt;
| [[File:Damselfly sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragonfly]]&lt;br /&gt;
| [[File:Dragonfly sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Firefly]]&lt;br /&gt;
| [[File:Firefly sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly]]&lt;br /&gt;
| [[File:Fly sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Grasshopper]]&lt;br /&gt;
| [[File:Grasshopper sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey bee]]&lt;br /&gt;
| [[File:Honey bee sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Jumping spider]]&lt;br /&gt;
| [[File:Jumping spider sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Large roach]]&lt;br /&gt;
| [[File:Large roach sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Louse]]&lt;br /&gt;
| [[File:Louse sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantis]]&lt;br /&gt;
| [[File:Mantis sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Monarch butterfly]]&lt;br /&gt;
| [[File:Monarch butterfly sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mosquito]]&lt;br /&gt;
| [[File:Mosquito sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Moth]]&lt;br /&gt;
| [[File:Moth sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pixie]] &amp;lt;small&amp;gt;'''(smallest sentient being)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Pixie sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Slug]]&lt;br /&gt;
| [[File:Slug sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Snail]]&lt;br /&gt;
| [[File:Snail sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Termite]]&lt;br /&gt;
| [[File:Termite sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrips]]&lt;br /&gt;
| [[File:Thrips sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Tick]]&lt;br /&gt;
| [[File:Tick sprite.png|center]]&lt;br /&gt;
| 1&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bark scorpion]]&lt;br /&gt;
| [[File:Bark scorpion sprite.png|center]]&lt;br /&gt;
| 3&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bushtit]]&lt;br /&gt;
| [[File:Bushtit sprite.png|center]]&lt;br /&gt;
| 5&lt;br /&gt;
| n/a&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Acorn fly]]&lt;br /&gt;
| [[File:Acorn fly sprite.png|center]]&lt;br /&gt;
| 20&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparrow]]&lt;br /&gt;
| [[File:Sparrow sprite.png|center]]&lt;br /&gt;
| 30&lt;br /&gt;
| n/a&lt;br /&gt;
| 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Oriole]]&lt;br /&gt;
| [[File:Oriole sprite.png|center]]&lt;br /&gt;
| 40&lt;br /&gt;
| n/a&lt;br /&gt;
| 7&lt;br /&gt;
|-&lt;br /&gt;
| [[Wren]]&lt;br /&gt;
| [[File:Wren sprite.png|center]]&lt;br /&gt;
| 40&lt;br /&gt;
| n/a&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Cardinal]]&lt;br /&gt;
| [[File:Cardinal sprite.png|center]]&lt;br /&gt;
| 50&lt;br /&gt;
| n/a&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave spider]]&lt;br /&gt;
| [[File:Cave spider sprite.png|center]]&lt;br /&gt;
| 50&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Leopard gecko]]&lt;br /&gt;
| [[File:Leopard gecko sprite.png|center]]&lt;br /&gt;
| 50&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Red-winged blackbird]]&lt;br /&gt;
| [[File:Red-winged blackbird sprite.png|center]]&lt;br /&gt;
| 50&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach-faced lovebird]]&lt;br /&gt;
| [[File:Peach faced lovebird sprite.png|center]]&lt;br /&gt;
| 60&lt;br /&gt;
| n/a&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Anole]]&lt;br /&gt;
| [[File:Anole sprite.png|center]]&lt;br /&gt;
| 90&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatiel]]&lt;br /&gt;
| [[File:Cockatiel sprite.png|center]]&lt;br /&gt;
| 90&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Masked lovebird]]&lt;br /&gt;
| [[File:Masked lovebird sprite.png|center]]&lt;br /&gt;
| 90&lt;br /&gt;
| n/a&lt;br /&gt;
| 8&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat]]&lt;br /&gt;
| [[File:Bat sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue jay]]&lt;br /&gt;
| [[File:Blue jay sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave swallow]]&lt;br /&gt;
| [[File:Cave swallow sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Fairy]]&lt;br /&gt;
| [[File:Fairy sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| 50&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Green tree frog]]&lt;br /&gt;
| [[File:Green tree frog sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Leech]]&lt;br /&gt;
| [[File:Leech sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Worm]]&lt;br /&gt;
| [[File:Worm sprite.png|center]]&lt;br /&gt;
| 100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Grackle]]&lt;br /&gt;
| [[File:Grackle sprite.png|center]]&lt;br /&gt;
| 120&lt;br /&gt;
| n/a&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Parakeet]]&lt;br /&gt;
| [[File:Parakeet sprite.png|center]]&lt;br /&gt;
| 120&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Adder]] &amp;lt;small&amp;gt;'''(smallest non-vermin)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Adder sprite.png|center]]&lt;br /&gt;
| 150&lt;br /&gt;
| 75&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Chameleon]]&lt;br /&gt;
| [[File:Chameleon sprite.png|center]]&lt;br /&gt;
| 150&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamster]]&lt;br /&gt;
| [[File:Hamster sprite.png|center]]&lt;br /&gt;
| 150&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Anchovy]]&lt;br /&gt;
| [[File:Anchovy sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Axolotl]]&lt;br /&gt;
| [[File:Axolotl sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Banded knifefish]]&lt;br /&gt;
| [[File:Banded knifefish sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat ray]]&lt;br /&gt;
| [[File:Bat ray sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Black bullhead]]&lt;br /&gt;
| [[File:Black bullhead sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Brook lamprey]]&lt;br /&gt;
| [[File:Brook lamprey sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown bullhead]]&lt;br /&gt;
| [[File:Brown bullhead sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cap hopper]]&lt;br /&gt;
| [[File:Cap hopper sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Char]]&lt;br /&gt;
| [[File:Char sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Clown loach]]&lt;br /&gt;
| [[File:Clown loach sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Clownfish]]&lt;br /&gt;
| [[File:Clownfish sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Flounder]]&lt;br /&gt;
| [[File:Flounder sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Flying squirrel]]&lt;br /&gt;
| [[File:Flying squirrel sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Glasseye]]&lt;br /&gt;
| [[File:Glasseye sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Guppy]]&lt;br /&gt;
| [[File:Guppy sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Hagfish]]&lt;br /&gt;
| [[File:Hagfish sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Hake]]&lt;br /&gt;
| [[File:Hake sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Herring]]&lt;br /&gt;
| [[File:Herring sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard]]&lt;br /&gt;
| [[File:Lizard sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Lorikeet]]&lt;br /&gt;
| [[File:Lorikeet sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Lungfish]]&lt;br /&gt;
| [[File:Lungfish sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mackerel]]&lt;br /&gt;
| [[File:Mackerel sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Magpie]]&lt;br /&gt;
| [[File:Magpie sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Moon snail]]&lt;br /&gt;
| [[File:Moon snail sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mussel]]&lt;br /&gt;
| [[File:Mussel sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Olm]]&lt;br /&gt;
| [[File:Olm sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Oyster]]&lt;br /&gt;
| [[File:Oyster sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Perch]]&lt;br /&gt;
| [[File:Perch sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Rainbow trout]]&lt;br /&gt;
| [[File:Rainbow trout sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Sailfin molly]]&lt;br /&gt;
| [[File:Sailfin molly sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Salmon]]&lt;br /&gt;
| [[File:Salmon sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Sea nettle jellyfish]]&lt;br /&gt;
| [[File:Sea nettle jellyfish sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Seahorse]]&lt;br /&gt;
| [[File:Seahorse sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Shad]]&lt;br /&gt;
| [[File:Shad sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Sole]]&lt;br /&gt;
| [[File:Sole sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Spotted ratfish]]&lt;br /&gt;
| [[File:Spotted_ratfish_sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Squid]]&lt;br /&gt;
| [[File:Squid sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Steelhead trout]]&lt;br /&gt;
| [[File:Steelhead trout sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Thornback ray]]&lt;br /&gt;
| [[File:Thornback ray sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Toad]]&lt;br /&gt;
| [[File:Toad sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Weasel]]&lt;br /&gt;
| [[File:Weasel sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| 100&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[White-spotted puffer]]&lt;br /&gt;
| [[File:White spotted puffer sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Yellow bullhead]]&lt;br /&gt;
| [[File:Yellow bullhead sprite.png|center]]&lt;br /&gt;
| 200&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Kestrel]]&lt;br /&gt;
| [[File:Kestrel sprite.png|center]]&lt;br /&gt;
| 250&lt;br /&gt;
| 125&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Chipmunk]]&lt;br /&gt;
| [[File:Chipmunk sprite.png|center]]&lt;br /&gt;
| 300&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Demon rat]]&lt;br /&gt;
| [[File:Demon rat sprite.png|center]]&lt;br /&gt;
| 300&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray squirrel]]&lt;br /&gt;
| [[File:Gray squirrel sprite.png|center]]&lt;br /&gt;
| 300&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Moghopper]]&lt;br /&gt;
| [[File:Moghopper sprite.png|center]]&lt;br /&gt;
| 300&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat]]&lt;br /&gt;
| [[File:Rat sprite.png|center]]&lt;br /&gt;
| 300&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Red squirrel]]&lt;br /&gt;
| [[File:Red squirrel sprite.png|center]]&lt;br /&gt;
| 300&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Stoat]]&lt;br /&gt;
| [[File:Stoat sprite.png|center]]&lt;br /&gt;
| 350&lt;br /&gt;
| 175&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| [[Grey parrot]]&lt;br /&gt;
| [[File:Grey parrot sprite.png|center]]&lt;br /&gt;
| 400&lt;br /&gt;
| 200&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Barn owl]]&lt;br /&gt;
| [[File:Barn owl sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| 250&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla]]&lt;br /&gt;
| [[File:Chinchilla sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| 250&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Copperhead snake]]&lt;br /&gt;
| [[File:Copperhead snake sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| 300&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Crow]]&lt;br /&gt;
| [[File:Crow sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| n/a&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Nautilus]]&lt;br /&gt;
| [[File:Nautilus sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Phantom spider]]&lt;br /&gt;
| [[File:Phantom spider sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pond turtle]]&lt;br /&gt;
| [[File:Pond turtle sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| n/a&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| [[Rabbit]]&lt;br /&gt;
| [[File:Rabbit sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| 250&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Skink]]&lt;br /&gt;
| [[File:Skink sprite.png|center]]&lt;br /&gt;
| 500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave lobster]]&lt;br /&gt;
| [[File:Cave lobster sprite.png|center]]&lt;br /&gt;
| 600&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Lion tamarin]]&lt;br /&gt;
| [[File:Lion tamarin sprite.png|center]]&lt;br /&gt;
| 620&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Puffin]]&lt;br /&gt;
| [[File:Puffin sprite.png|center]]&lt;br /&gt;
| 750&lt;br /&gt;
| 375&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Cavy]]&lt;br /&gt;
| [[File:Cavy sprite.png|center]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Hedgehog]]&lt;br /&gt;
| [[File:Hedgehog sprite.png|center]]&lt;br /&gt;
| 800&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mink]]&lt;br /&gt;
| [[File:Mink sprite.png|center]]&lt;br /&gt;
| 800&lt;br /&gt;
| 400&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| '''Butchering produces skull only'''&lt;br /&gt;
|&lt;br /&gt;
| 999&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave fish]]&lt;br /&gt;
| [[File:Cave fish sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Creepy crawler]]&lt;br /&gt;
| [[File:Creepy crawler sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cuttlefish]]&lt;br /&gt;
| [[File:Cuttlefish sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Duck]]&lt;br /&gt;
| [[File:Ducks sprite anim.gif|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| 500&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire snake]]&lt;br /&gt;
| [[File:Fire snake sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Kea]]&lt;br /&gt;
| [[File:Kea sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| 500&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Knuckle worm]]&lt;br /&gt;
| [[File:Knuckle worm sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Purring maggot]]&lt;br /&gt;
| [[File:Purring maggot sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Two-legged rhino lizard]]&lt;br /&gt;
| [[File:Two legged rhino lizard sprite.png|center]]&lt;br /&gt;
| 1,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Peregrine falcon]]&lt;br /&gt;
| [[File:Peregrine falcon sprite.png|center]]&lt;br /&gt;
| 1,100&lt;br /&gt;
| 550&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
| [[Raven]]&lt;br /&gt;
| [[File:Raven sprite.png|center]]&lt;br /&gt;
| 1,200&lt;br /&gt;
| n/a&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Buzzard]]&lt;br /&gt;
| [[File:Buzzard sprite.png|center]]&lt;br /&gt;
| 1,400&lt;br /&gt;
| 700&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Guineafowl]]&lt;br /&gt;
| [[File:Guineafowl sprite.png|center]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| 750&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Kingsnake]]&lt;br /&gt;
| [[File:Kingsnake sprite.png|center]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| 750&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Little penguin]]&lt;br /&gt;
| [[File:Little penguin sprite.png|center]]&lt;br /&gt;
| 1,500&lt;br /&gt;
| 750&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Fluffy wambler]] &amp;lt;small&amp;gt;'''(largest vermin)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Fluffy wambler sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Fox squirrel]] &amp;lt;small&amp;gt;'''(largest vermin)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Fox squirrel sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Gila monster]]&lt;br /&gt;
| [[File:Gila monster sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 30&lt;br /&gt;
|-&lt;br /&gt;
| [[Great horned owl]]&lt;br /&gt;
| [[File:Great horned owl sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Horseshoe crab]]&lt;br /&gt;
| [[File:Horseshoe crab sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Osprey]]&lt;br /&gt;
| [[File:Osprey sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 55&lt;br /&gt;
|-&lt;br /&gt;
| [[Platypus]]&lt;br /&gt;
| [[File:Platypus sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 10&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowy owl]]&lt;br /&gt;
| [[File:Snowy owl sprite.png|center]]&lt;br /&gt;
| 2,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Aye-aye]]&lt;br /&gt;
| [[File:Aye aye sprite.png|center]]&lt;br /&gt;
| 2,500&lt;br /&gt;
| 1,250&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornbill]]&lt;br /&gt;
| [[File:Hornbill sprite.png|center]]&lt;br /&gt;
| 2,500&lt;br /&gt;
| 1,250&lt;br /&gt;
| 48&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiwi]]&lt;br /&gt;
| [[File:Kiwi sprite.png|center]]&lt;br /&gt;
| 2,500&lt;br /&gt;
| 1,250&lt;br /&gt;
| 430&lt;br /&gt;
|-&lt;br /&gt;
| [[Chicken]]&lt;br /&gt;
| [[File:Chickens sprite anim.gif|center]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,500&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Groundhog]]&lt;br /&gt;
| [[File:Groundhog sprite.png|center]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,500&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Kakapo]]&lt;br /&gt;
| [[File:Kakapo sprite.png|center]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,500&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Mongoose]]&lt;br /&gt;
| [[File:Mongoose sprite.png|center]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,500&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Opossum]]&lt;br /&gt;
| [[File:Opossum sprite.png|center]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,500&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[White stork]]&lt;br /&gt;
| [[File:White stork sprite.png|center]]&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,500&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Capuchin]]&lt;br /&gt;
| [[File:Capuchin sprite.png|center]]&lt;br /&gt;
| 3,500&lt;br /&gt;
| 1,750&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare]]&lt;br /&gt;
| [[File:Hare sprite.png|center]]&lt;br /&gt;
| 3,500&lt;br /&gt;
| 1,750&lt;br /&gt;
| 350&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue peafowl]]&lt;br /&gt;
| [[File:Peafowls sprite anim.gif|center]]&lt;br /&gt;
| 4,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Eagle]]&lt;br /&gt;
| [[File:Eagle sprite.png|center]]&lt;br /&gt;
| 4,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 140&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana]]&lt;br /&gt;
| [[File:Iguana sprite.png|center]]&lt;br /&gt;
| 4,000&lt;br /&gt;
| 500&lt;br /&gt;
| 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin]]&lt;br /&gt;
| [[File:Penguin sprite.png|center]]&lt;br /&gt;
| 4,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 120&lt;br /&gt;
|-&lt;br /&gt;
| [[Skunk]]&lt;br /&gt;
| [[File:Skunk sprite.png|center]]&lt;br /&gt;
| 4,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 400&lt;br /&gt;
|-&lt;br /&gt;
| [[Goose]]&lt;br /&gt;
| [[File:Goose sprite.png|center]]&lt;br /&gt;
| 4,500&lt;br /&gt;
| 2,250&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield daggers or spears two-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 4,999&lt;br /&gt;
| 4,999&lt;br /&gt;
| 4,999&lt;br /&gt;
|-&lt;br /&gt;
| [[Black mamba]]&lt;br /&gt;
| [[File:Black mamba sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Cat]]&lt;br /&gt;
| [[File:Cat sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Hungry head]]&lt;br /&gt;
| [[File:Hungry head sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 200&lt;br /&gt;
|-&lt;br /&gt;
| [[Octopus]]&lt;br /&gt;
| [[File:Octopus sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Pangolin]]&lt;br /&gt;
| [[File:Pangolin sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Red panda]]&lt;br /&gt;
| [[File:Red panda sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhesus macaque]]&lt;br /&gt;
| [[File:Rhesus macaque sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Stingray]]&lt;br /&gt;
| [[File:Stingray sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Turkey]]&lt;br /&gt;
| [[File:Turkey sprite.png|center]]&lt;br /&gt;
| 5,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert tortoise]]&lt;br /&gt;
| [[File:Desert tortoise sprite.png|center]]&lt;br /&gt;
| 5,500&lt;br /&gt;
| 2,750&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Bilou]]&lt;br /&gt;
| [[File:Bilou sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-crested gibbon]]&lt;br /&gt;
| [[File:Black crested gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Black-handed gibbon]]&lt;br /&gt;
| [[File:Black handed gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Coati]]&lt;br /&gt;
| [[File:Coati sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire imp]]&lt;br /&gt;
| [[File:Fire imp sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Fox]]&lt;br /&gt;
| [[File:Fox sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray gibbon]]&lt;br /&gt;
| [[File:Gray gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[King cobra]]&lt;br /&gt;
| [[File:king cobra sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Loon]]&lt;br /&gt;
| [[File:Loon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| [[Pileated gibbon]]&lt;br /&gt;
| [[File:Pileated gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Silvery gibbon]]&lt;br /&gt;
| [[File:Silvery gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Sloth]]&lt;br /&gt;
| [[File:Sloth sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[White-browed gibbon]]&lt;br /&gt;
| [[File:White browed gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[White-handed gibbon]]&lt;br /&gt;
| [[File:White handed gibbon sprite.png|center]]&lt;br /&gt;
| 6,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Raccoon]]&lt;br /&gt;
| [[File:Raccoon sprite.png|center]]&lt;br /&gt;
| 7,000&lt;br /&gt;
| 3,500&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| [[Rattlesnake]]&lt;br /&gt;
| [[File:Rattlesnake sprite.png|center]]&lt;br /&gt;
| 7,000&lt;br /&gt;
| 3,500&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Armadillo]]&lt;br /&gt;
| [[File:Armadillo sprite.png|center]]&lt;br /&gt;
| 7,500&lt;br /&gt;
| 3,750&lt;br /&gt;
| 750&lt;br /&gt;
|-&lt;br /&gt;
| [[Albatross]]&lt;br /&gt;
| [[File:Albatross sprite.png|center]]&lt;br /&gt;
| 8,000&lt;br /&gt;
| 4,000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Bobcat]]&lt;br /&gt;
| [[File:Bobcat sprite.png|center]]&lt;br /&gt;
| 8,000&lt;br /&gt;
| 4,000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| [[Crab]]&lt;br /&gt;
| [[File:Crab sprite.png|center]]&lt;br /&gt;
| 8,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Bushmaster]]&lt;br /&gt;
| [[File:Bushmaster sprite.png|center]]&lt;br /&gt;
| 8,500&lt;br /&gt;
| 4,250&lt;br /&gt;
| 20&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider monkey]]&lt;br /&gt;
| [[File:Spider monkey sprite.png|center]]&lt;br /&gt;
| 8,500&lt;br /&gt;
| 4,250&lt;br /&gt;
| 850&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey badger]] &amp;lt;small&amp;gt;(female)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:honey badger sprite.png|center]]&lt;br /&gt;
| 9,000&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| [[Porcupine]]&lt;br /&gt;
| [[File:Porcupine sprite.png|center]]&lt;br /&gt;
| 9,000&lt;br /&gt;
| 4,500&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulture]]&lt;br /&gt;
| [[File:Vulture sprite.png|center]]&lt;br /&gt;
| 9,000&lt;br /&gt;
| 4,500&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small for [[pressure plate]]s'''&lt;br /&gt;
|&lt;br /&gt;
| 9,999&lt;br /&gt;
| 9,999&lt;br /&gt;
| 9,999&lt;br /&gt;
|-&lt;br /&gt;
| [[Bugbat]]&lt;br /&gt;
| [[File:Bugbat sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Crundle]]&lt;br /&gt;
| [[File:Crundle sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 1,000&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Echidna]]&lt;br /&gt;
| [[File:Echidna sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Gremlin]] &amp;lt;small&amp;gt;'''(smallest non-vermin sapient being)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Gremlin sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,500&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoary marmot]]&lt;br /&gt;
| [[File:Hoary marmot sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Koala]]&lt;br /&gt;
| [[File:Koala sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Milkfish]]&lt;br /&gt;
| [[File:Milkfish sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 4,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[River otter]]&lt;br /&gt;
| [[File:River otter sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan]]&lt;br /&gt;
| [[File:Swan sprite.png|center]]&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Siamang]]&lt;br /&gt;
| [[File:Siamang sprite.png|center]]&lt;br /&gt;
| 12,000&lt;br /&gt;
| 6,000&lt;br /&gt;
| 1,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Wagon]]&lt;br /&gt;
| [[File:Wagon sprite.png|center|35px]]&lt;br /&gt;
| 12,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey badger]] &amp;lt;small&amp;gt;(male)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Honey badger sprite.png|center]]&lt;br /&gt;
| 14,000&lt;br /&gt;
| 7,000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield crossbow, bow or blowgun'''&lt;br /&gt;
|&lt;br /&gt;
| 14,999&lt;br /&gt;
| 14,999&lt;br /&gt;
| 14,999&lt;br /&gt;
|-&lt;br /&gt;
| [[Angelshark]]&lt;br /&gt;
| [[File:Angelshark sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 3,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Badger]]&lt;br /&gt;
| [[File:Badger sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 7,500&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Blacktip reef shark]]&lt;br /&gt;
| [[File:Blacktip reef shark sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 6,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefish]]&lt;br /&gt;
| [[File:Bluefish sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Coyote]]&lt;br /&gt;
| [[File:Coyote sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 7,500&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Dark gnome]]&lt;br /&gt;
| [[File:Dark gnome sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 7500&lt;br /&gt;
| 1500&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray langur]]&lt;br /&gt;
| [[File:Gray langur sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 7,500&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Jackal]]&lt;br /&gt;
| [[File:Jackal sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 7,500&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain gnome]]&lt;br /&gt;
| [[File:Mountain gnome sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 7,500&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Whitetip reef shark]]&lt;br /&gt;
| [[File:Whitetip reef shark sprite.png|center]]&lt;br /&gt;
| 15,000&lt;br /&gt;
| 6,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Amphibian man]]&lt;br /&gt;
| [[File:Amphibian man sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Antman]] &amp;lt;small&amp;gt;(worker or drone)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Antman sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Beaver]]&lt;br /&gt;
| [[File:Beaver sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave blob]]&lt;br /&gt;
| [[File:Cave blob sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Creeping eye]]&lt;br /&gt;
| [[File:Creeping eye sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Dingo]]&lt;br /&gt;
| [[File:Dingo sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Floating guts]]&lt;br /&gt;
| [[File:Floating guts sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Gazelle]]&lt;br /&gt;
| [[File:Gazelle sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Kobold]] &amp;lt;small&amp;gt;'''(smallest main race in-game)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Kobold sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 5,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Longnose gar]]&lt;br /&gt;
| [[File:Longnose gar sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandrill]]&lt;br /&gt;
| [[File:Mandrill sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sea lamprey]]&lt;br /&gt;
| [[File:Sea lamprey sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 6,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolverine]]&lt;br /&gt;
| [[File:Wolverine sprite.png|center]]&lt;br /&gt;
| 20,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield scourges or whips two-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 22,499&lt;br /&gt;
| 22,499&lt;br /&gt;
| 22,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Large rat]]&lt;br /&gt;
| [[File:Large rat sprite.png|center]]&lt;br /&gt;
| 25,000&lt;br /&gt;
| 12,500&lt;br /&gt;
| 2,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Lynx]]&lt;br /&gt;
| [[File:Lynx sprite.png|center]]&lt;br /&gt;
| 25,000&lt;br /&gt;
| 12,500&lt;br /&gt;
| 2,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocelot]]&lt;br /&gt;
| [[File:Ocelot sprite.png|center]]&lt;br /&gt;
| 25,000&lt;br /&gt;
| 12,500&lt;br /&gt;
| 250&lt;br /&gt;
|-&lt;br /&gt;
| [[Wombat]]&lt;br /&gt;
| [[File:Wombat sprite.png|center]]&lt;br /&gt;
| 25,000&lt;br /&gt;
| 12,500&lt;br /&gt;
| 3,500&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield daggers, scourges or whips one-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 27,499&lt;br /&gt;
| 27,499&lt;br /&gt;
| 27,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Common snapping turtle]]&lt;br /&gt;
| [[File:Snapping turtle sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Dog]]&lt;br /&gt;
| [[File:Dog sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| 12,500&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Emperor penguin]]&lt;br /&gt;
| [[File:Emperor penguin sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 450&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma crab]]&lt;br /&gt;
| [[File:Magma crab sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Pond grabber]]&lt;br /&gt;
| [[File:Pond grabber sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sea otter]]&lt;br /&gt;
| [[File:Sea otter sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiny dogfish]]&lt;br /&gt;
| [[File:Spiny dogfish sprite.png|center]]&lt;br /&gt;
| 30,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield maces, short swords, war hammers,&amp;lt;br&amp;gt;morning stars or scimitars two-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 32,499&lt;br /&gt;
| 32,499&lt;br /&gt;
| 32,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Beetle man]]&lt;br /&gt;
| [[File:Beetle man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Brown recluse spider man]]&lt;br /&gt;
| [[File:Brown recluse spider man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Damselfly man]]&lt;br /&gt;
| [[File:Damselfly man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragonfly man]]&lt;br /&gt;
| [[File:Dragonfly man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Emu]]&lt;br /&gt;
| [[File:Emu sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| 17,500&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| [[Firefly man]]&lt;br /&gt;
| [[File:Firefly man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Fly man]]&lt;br /&gt;
| [[File:Fly man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Grasshopper man]]&lt;br /&gt;
| [[File:Grasshopper man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Jumping spider man]]&lt;br /&gt;
| [[File:Jumping spider man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Louse man]]&lt;br /&gt;
| [[File:Louse man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mantis man]]&lt;br /&gt;
| [[File:Mantis man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Monarch butterfly man]]&lt;br /&gt;
| [[File:Monarch butterfly man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mosquito man]]&lt;br /&gt;
| [[File:Mosquito man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Moth man]]&lt;br /&gt;
| [[File:Moth man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike]]&lt;br /&gt;
| [[File:Pike sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 3,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Roach man]]&lt;br /&gt;
| [[File:Roach man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Slug man]]&lt;br /&gt;
| [[File:Slug man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Snail man]]&lt;br /&gt;
| [[File:Snail man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrips man]]&lt;br /&gt;
| [[File:Thrips man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Tick man]]&lt;br /&gt;
| [[File:Tick man sprite.png|center]]&lt;br /&gt;
| 35,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bark scorpion man]]&lt;br /&gt;
| [[File:Bark scorpion man sprite.png|center]]&lt;br /&gt;
| 35,001&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bushtit man]]&lt;br /&gt;
| [[File:Bushtit man sprite.png|center]]&lt;br /&gt;
| 35,002&lt;br /&gt;
| n/a&lt;br /&gt;
| 7,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sparrow man]]&lt;br /&gt;
| [[File:Sparrow man sprite.png|center]]&lt;br /&gt;
| 35,015&lt;br /&gt;
| n/a&lt;br /&gt;
| 2,334&lt;br /&gt;
|-&lt;br /&gt;
| [[Oriole man]]&lt;br /&gt;
| [[File:Oriole man sprite.png|center]]&lt;br /&gt;
| 35,020&lt;br /&gt;
| n/a&lt;br /&gt;
| 6,128&lt;br /&gt;
|-&lt;br /&gt;
| [[Wren man]]&lt;br /&gt;
| [[File:Wren man sprite.png|center]]&lt;br /&gt;
| 35,020&lt;br /&gt;
| n/a&lt;br /&gt;
| 4,377&lt;br /&gt;
|-&lt;br /&gt;
| [[Cardinal man]]&lt;br /&gt;
| [[File:Cardinal man sprite.png|center]]&lt;br /&gt;
| 35,025&lt;br /&gt;
| n/a&lt;br /&gt;
| 5,604&lt;br /&gt;
|-&lt;br /&gt;
| [[Leopard gecko man]]&lt;br /&gt;
| [[File:Leopard gecko man sprite.png|center]]&lt;br /&gt;
| 35,025&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Red-winged blackbird man]]&lt;br /&gt;
| [[File:Red winged blackbird man sprite.png|center]]&lt;br /&gt;
| 35,025&lt;br /&gt;
| n/a&lt;br /&gt;
| 7,005&lt;br /&gt;
|-&lt;br /&gt;
| [[Peach-faced lovebird man]]&lt;br /&gt;
| [[File:Peach faced lovebird man sprite.png|center]]&lt;br /&gt;
| 35,030&lt;br /&gt;
| n/a&lt;br /&gt;
| 4,670&lt;br /&gt;
|-&lt;br /&gt;
| [[Anole man]]&lt;br /&gt;
| [[File:Anole man sprite.png|center]]&lt;br /&gt;
| 35,045&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cockatiel man]]&lt;br /&gt;
| [[File:Cockatiel man sprite.png|center]]&lt;br /&gt;
| 35,045&lt;br /&gt;
| n/a&lt;br /&gt;
| 3,893&lt;br /&gt;
|-&lt;br /&gt;
| [[Masked lovebird man]]&lt;br /&gt;
| [[File:Masked lovebird man sprite.png|center]]&lt;br /&gt;
| 35,045&lt;br /&gt;
| n/a&lt;br /&gt;
| 3,115&lt;br /&gt;
|-&lt;br /&gt;
| [[Bat man]]&lt;br /&gt;
| [[File:Bat man sprite.png|center]]&lt;br /&gt;
| 35,050&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluejay man]]&lt;br /&gt;
| [[File:Bluejay man sprite.png|center]]&lt;br /&gt;
| 35,050&lt;br /&gt;
| n/a&lt;br /&gt;
| 3,505&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave swallow man]]&lt;br /&gt;
| [[File:Cave swallow man sprite.png|center]]&lt;br /&gt;
| 35,050&lt;br /&gt;
| n/a&lt;br /&gt;
| 3,505&lt;br /&gt;
|-&lt;br /&gt;
| [[Green tree frog man]]&lt;br /&gt;
| [[File:Green tree frog man sprite.png|center]]&lt;br /&gt;
| 35,050&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Leech man]]&lt;br /&gt;
| [[File:Leech man sprite.png|center]]&lt;br /&gt;
| 35,050&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Worm man]]&lt;br /&gt;
| [[File:Worm man sprite.png|center]]&lt;br /&gt;
| 35,050&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Grackle man]]&lt;br /&gt;
| [[File:Grackle man sprite.png|center]]&lt;br /&gt;
| 35,060&lt;br /&gt;
| n/a&lt;br /&gt;
| 3,213&lt;br /&gt;
|-&lt;br /&gt;
| [[Parakeet man]]&lt;br /&gt;
| [[File:Parakeet man sprite.png|center]]&lt;br /&gt;
| 35,060&lt;br /&gt;
| n/a&lt;br /&gt;
| 2,921&lt;br /&gt;
|-&lt;br /&gt;
| [[Adder man]]&lt;br /&gt;
| [[File:Adder man sprite.png|center]]&lt;br /&gt;
| 35,075&lt;br /&gt;
| 17,537&lt;br /&gt;
| 3,507&lt;br /&gt;
|-&lt;br /&gt;
| [[Chameleon man]]&lt;br /&gt;
| [[File:Chameleon man sprite.png|center]]&lt;br /&gt;
| 35,075&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Hamster man]]&lt;br /&gt;
| [[File:Hamster man sprite.png|center]]&lt;br /&gt;
| 35,075&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Axolotl man]]&lt;br /&gt;
| [[File:Axolotl man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Flying squirrel man]]&lt;br /&gt;
| [[File:Flying squirrel man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Lizard man]]&lt;br /&gt;
| [[File:Lizard man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Lorikeet man]]&lt;br /&gt;
| [[File:Lorikeet man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| 1,755&lt;br /&gt;
|-&lt;br /&gt;
| [[Magpie man]]&lt;br /&gt;
| [[File:Magpie man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| 1,755&lt;br /&gt;
|-&lt;br /&gt;
| [[Moon snail man]]&lt;br /&gt;
| [[File:Moon snail man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Olm man]]&lt;br /&gt;
| [[File:Olm man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Squid man]]&lt;br /&gt;
| [[File:Squid man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Toad man]]&lt;br /&gt;
| [[File:Toad man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Weasel man]]&lt;br /&gt;
| [[File:Weasel man sprite.png|center]]&lt;br /&gt;
| 35,100&lt;br /&gt;
| 17,550&lt;br /&gt;
| 3,510&lt;br /&gt;
|-&lt;br /&gt;
| [[Kestrel man]]&lt;br /&gt;
| [[File:Kestrel man sprite.png|center]]&lt;br /&gt;
| 35,125&lt;br /&gt;
| 17,562&lt;br /&gt;
| 4,215&lt;br /&gt;
|-&lt;br /&gt;
| [[Chipmunk man]]&lt;br /&gt;
| [[File:Chipmunk man sprite.png|center]]&lt;br /&gt;
| 35,150&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray squirrel man]]&lt;br /&gt;
| [[File:Gray squirrel man sprite.png|center]]&lt;br /&gt;
| 35,150&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Rat man]]&lt;br /&gt;
| [[File:Rat man sprite.png|center]]&lt;br /&gt;
| 35,150&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Red squirrel man]]&lt;br /&gt;
| [[File:Red squirrel man sprite.png|center]]&lt;br /&gt;
| 35,150&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Stoat man]]&lt;br /&gt;
| [[File:Stoat man sprite.png|center]]&lt;br /&gt;
| 35,175&lt;br /&gt;
| 17,587&lt;br /&gt;
| 3,517&lt;br /&gt;
|-&lt;br /&gt;
| [[Grey parrot man]]&lt;br /&gt;
| [[File:Grey parrot man sprite.png|center]]&lt;br /&gt;
| 35,200&lt;br /&gt;
| 17,600&lt;br /&gt;
| 3,520&lt;br /&gt;
|-&lt;br /&gt;
| [[Barn owl man]]&lt;br /&gt;
| [[File:Barn owl man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| 17,625&lt;br /&gt;
| 2,115&lt;br /&gt;
|-&lt;br /&gt;
| [[Chinchilla man]]&lt;br /&gt;
| [[File:Chinchilla man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| 17,625&lt;br /&gt;
| 3,525&lt;br /&gt;
|-&lt;br /&gt;
| [[Copperhead snake man]]&lt;br /&gt;
| [[File:Copperhead snake man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| 21,150&lt;br /&gt;
| 3,525&lt;br /&gt;
|-&lt;br /&gt;
| [[Crow man]]&lt;br /&gt;
| [[File:Crow man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| n/a&lt;br /&gt;
| 1,410&lt;br /&gt;
|-&lt;br /&gt;
| [[Nautilus man]]&lt;br /&gt;
| [[File:Nautilus man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Pond turtle man]]&lt;br /&gt;
| [[File:Pond turtle man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| n/a&lt;br /&gt;
| 352&lt;br /&gt;
|-&lt;br /&gt;
| [[Skink man]]&lt;br /&gt;
| [[File:Skink man sprite.png|center]]&lt;br /&gt;
| 35,250&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Lion tamarin man]]&lt;br /&gt;
| [[File:Lion tamarin man sprite.png|center]]&lt;br /&gt;
| 35,310&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Puffin man]]&lt;br /&gt;
| [[File:Puffin man sprite.png|center]]&lt;br /&gt;
| 35,375&lt;br /&gt;
| 17,687&lt;br /&gt;
| 1,415&lt;br /&gt;
|-&lt;br /&gt;
| [[Hedgehog man]]&lt;br /&gt;
| [[File:Hedgehog man sprite.png|center]]&lt;br /&gt;
| 35,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Mink man]]&lt;br /&gt;
| [[File:Mink man sprite.png|center]]&lt;br /&gt;
| 35,400&lt;br /&gt;
| 17,700&lt;br /&gt;
| 3,540&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave fish man]]&lt;br /&gt;
| [[File:Cave fish man sprite.png|center]]&lt;br /&gt;
| 35,500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Cuttlefish man]]&lt;br /&gt;
| [[File:Cuttlefish man sprite.png|center]]&lt;br /&gt;
| 35,500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Kea man]]&lt;br /&gt;
| [[File:Kea man sprite.png|center]]&lt;br /&gt;
| 35,500&lt;br /&gt;
| 17,750&lt;br /&gt;
| 2,130&lt;br /&gt;
|-&lt;br /&gt;
| [[Peregrine falcon man]]&lt;br /&gt;
| [[File:Peregrine falcon man sprite.png|center]]&lt;br /&gt;
| 35,550&lt;br /&gt;
| 17,775&lt;br /&gt;
| 1,422&lt;br /&gt;
|-&lt;br /&gt;
| [[Raven man]]&lt;br /&gt;
| [[File:Raven man sprite.png|center]]&lt;br /&gt;
| 35,600&lt;br /&gt;
| n/a&lt;br /&gt;
| 1,483&lt;br /&gt;
|-&lt;br /&gt;
| [[Buzzard man]]&lt;br /&gt;
| [[File:Buzzard man sprite.png|center]]&lt;br /&gt;
| 35,700&lt;br /&gt;
| 17,850&lt;br /&gt;
| 1,275&lt;br /&gt;
|-&lt;br /&gt;
| [[Kingsnake man]]&lt;br /&gt;
| [[File:Kingsnake man sprite.png|center]]&lt;br /&gt;
| 35,750&lt;br /&gt;
| 17,875&lt;br /&gt;
| 476&lt;br /&gt;
|-&lt;br /&gt;
| [[Gila monster man]]&lt;br /&gt;
| [[File:Gila monster man sprite.png|center]]&lt;br /&gt;
| 36,000&lt;br /&gt;
| 18,000&lt;br /&gt;
| 540&lt;br /&gt;
|-&lt;br /&gt;
| [[Great horned owl man]]&lt;br /&gt;
| [[File:Great horned owl man sprite.png|center]]&lt;br /&gt;
| 36,000&lt;br /&gt;
| 18,000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| [[Horseshoe crab man]]&lt;br /&gt;
| [[File:Horseshoe crab man sprite.png|center]]&lt;br /&gt;
| 36,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Osprey man]]&lt;br /&gt;
| [[File:Osprey man sprite.png|center]]&lt;br /&gt;
| 36,000&lt;br /&gt;
| 18,000&lt;br /&gt;
| 990&lt;br /&gt;
|-&lt;br /&gt;
| [[Platypus man]]&lt;br /&gt;
| [[File:Platypus man sprite.png|center]]&lt;br /&gt;
| 36,000&lt;br /&gt;
| 18,000&lt;br /&gt;
| 180&lt;br /&gt;
|-&lt;br /&gt;
| [[Snowy owl man]]&lt;br /&gt;
| [[File:Snowy owl man sprite.png|center]]&lt;br /&gt;
| 36,000&lt;br /&gt;
| 18,000&lt;br /&gt;
| 1,080&lt;br /&gt;
|-&lt;br /&gt;
| [[Aye-aye man]]&lt;br /&gt;
| [[File:Aye aye man sprite.png|center]]&lt;br /&gt;
| 36,250&lt;br /&gt;
| 18,125&lt;br /&gt;
| 3,625&lt;br /&gt;
|-&lt;br /&gt;
| [[Hornbill man]]&lt;br /&gt;
| [[File:Hornbill man sprite.png|center]]&lt;br /&gt;
| 36,250&lt;br /&gt;
| 18,125&lt;br /&gt;
| 696&lt;br /&gt;
|-&lt;br /&gt;
| [[Kiwi man]]&lt;br /&gt;
| [[File:Kiwi man sprite.png|center]]&lt;br /&gt;
| 36,250&lt;br /&gt;
| 18,125&lt;br /&gt;
| 6,235&lt;br /&gt;
|-&lt;br /&gt;
| [[Groundhog man]]&lt;br /&gt;
| [[File:Groundhog man sprite.png|center]]&lt;br /&gt;
| 36,500&lt;br /&gt;
| 18,250&lt;br /&gt;
| 3,650&lt;br /&gt;
|-&lt;br /&gt;
| [[Kakapo man]]&lt;br /&gt;
| [[File:Kakapo man sprite.png|center]]&lt;br /&gt;
| 36,500&lt;br /&gt;
| 18,250&lt;br /&gt;
| 608&lt;br /&gt;
|-&lt;br /&gt;
| [[Mongoose man]]&lt;br /&gt;
| [[File:Mongoose man sprite.png|center]]&lt;br /&gt;
| 36,500&lt;br /&gt;
| 18,250&lt;br /&gt;
| 3,650&lt;br /&gt;
|-&lt;br /&gt;
| [[Opossum man]]&lt;br /&gt;
| [[File:Opossum man sprite.png|center]]&lt;br /&gt;
| 36,500&lt;br /&gt;
| 18,250&lt;br /&gt;
| 3,650&lt;br /&gt;
|-&lt;br /&gt;
| [[White stork man]]&lt;br /&gt;
| [[File:White stork man sprite.png|center]]&lt;br /&gt;
| 36,500&lt;br /&gt;
| 18,250&lt;br /&gt;
| 1,216&lt;br /&gt;
|-&lt;br /&gt;
| [[Capuchin man]]&lt;br /&gt;
| [[File:Capuchin man sprite.png|center]]&lt;br /&gt;
| 36,750&lt;br /&gt;
| 18,375&lt;br /&gt;
| 3,675&lt;br /&gt;
|-&lt;br /&gt;
| [[Hare man]]&lt;br /&gt;
| [[File:Hare man sprite.png|center]]&lt;br /&gt;
| 36,750&lt;br /&gt;
| 18,375&lt;br /&gt;
| 3,675&lt;br /&gt;
|-&lt;br /&gt;
| [[Eagle man]]&lt;br /&gt;
| [[File:Eagle man sprite.png|center]]&lt;br /&gt;
| 37,000&lt;br /&gt;
| 18,500&lt;br /&gt;
| 1,295&lt;br /&gt;
|-&lt;br /&gt;
| [[Iguana man]]&lt;br /&gt;
| [[File:Iguana man sprite.png|center]]&lt;br /&gt;
| 37,000&lt;br /&gt;
| 4,625&lt;br /&gt;
| 138&lt;br /&gt;
|-&lt;br /&gt;
| [[Penguin man]]&lt;br /&gt;
| [[File:Penguin man sprite.png|center]]&lt;br /&gt;
| 37,000&lt;br /&gt;
| 18,500&lt;br /&gt;
| 1,110&lt;br /&gt;
|-&lt;br /&gt;
| [[Skunk man]]&lt;br /&gt;
| [[File:Skunk man sprite.png|center]]&lt;br /&gt;
| 37,000&lt;br /&gt;
| 18,500&lt;br /&gt;
| 3,700&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield maces, short swords, war hammers,&amp;lt;br&amp;gt;morningstars or scimitars one-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 37,499&lt;br /&gt;
| 37,499&lt;br /&gt;
| 37,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Black mamba man]]&lt;br /&gt;
| [[File:Black mamba man sprite.png|center]]&lt;br /&gt;
| 37,500&lt;br /&gt;
| 18,750&lt;br /&gt;
| 300&lt;br /&gt;
|-&lt;br /&gt;
| [[Octopus man]]&lt;br /&gt;
| [[File:Octopus man sprite.png|center]]&lt;br /&gt;
| 37,500&lt;br /&gt;
| n/a&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| [[Pangolin man]]&lt;br /&gt;
| [[File:Pangolin man sprite.png|center]]&lt;br /&gt;
| 37,500&lt;br /&gt;
| 18,750&lt;br /&gt;
| 3,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Red panda man]]&lt;br /&gt;
| [[File:Red panda man sprite.png|center]]&lt;br /&gt;
| 37,500&lt;br /&gt;
| 18,750&lt;br /&gt;
| 3,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhesus macaque man]]&lt;br /&gt;
| [[File:Rhesus macaque man sprite.png|center]]&lt;br /&gt;
| 37,500&lt;br /&gt;
| 18,750&lt;br /&gt;
| 3,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Desert tortoise man]]&lt;br /&gt;
| [[File:Desert tortoise man sprite.png|center]]&lt;br /&gt;
| 37,750&lt;br /&gt;
| 18,875&lt;br /&gt;
| 274&lt;br /&gt;
|-&lt;br /&gt;
| [[Coati man]]&lt;br /&gt;
| [[File:Coati man sprite.png|center]]&lt;br /&gt;
| 38,000&lt;br /&gt;
| 19,000&lt;br /&gt;
| 3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Fox man]]&lt;br /&gt;
| [[File:Fox man sprite.png|center]]&lt;br /&gt;
| 38,000&lt;br /&gt;
| 19,000&lt;br /&gt;
| 3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[King cobra man]]&lt;br /&gt;
| [[File:King cobra man sprite.png|center]]&lt;br /&gt;
| 38,000&lt;br /&gt;
| 19,000&lt;br /&gt;
| 25&lt;br /&gt;
|-&lt;br /&gt;
| [[Loon man]]&lt;br /&gt;
| [[File:Loon man sprite.png|center]]&lt;br /&gt;
| 38,000&lt;br /&gt;
| 19,000&lt;br /&gt;
| 950&lt;br /&gt;
|-&lt;br /&gt;
| [[Sloth man]]&lt;br /&gt;
| [[File:Sloth man sprite.png|center]]&lt;br /&gt;
| 38,000&lt;br /&gt;
| 19,000&lt;br /&gt;
| 3,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Raccoon man]]&lt;br /&gt;
| [[File:Raccoon man sprite.png|center]]&lt;br /&gt;
| 38,500&lt;br /&gt;
| 19,250&lt;br /&gt;
| 3,850&lt;br /&gt;
|-&lt;br /&gt;
| [[Rattlesnake man]]&lt;br /&gt;
| [[File:Rattlesnake man sprite.png|center]]&lt;br /&gt;
| 38,500&lt;br /&gt;
| 19,250&lt;br /&gt;
| 220&lt;br /&gt;
|-&lt;br /&gt;
| [[Armadillo man]]&lt;br /&gt;
| [[File:Armadillo man sprite.png|center]]&lt;br /&gt;
| 38,750&lt;br /&gt;
| 19,375&lt;br /&gt;
| 3,875&lt;br /&gt;
|-&lt;br /&gt;
| [[Albatross man]]&lt;br /&gt;
| [[File:Albatross man sprite.png|center]]&lt;br /&gt;
| 39,000&lt;br /&gt;
| 19,500&lt;br /&gt;
| 1,462&lt;br /&gt;
|-&lt;br /&gt;
| [[Bobcat man]]&lt;br /&gt;
| [[File:Bobcat man sprite.png|center]]&lt;br /&gt;
| 39,000&lt;br /&gt;
| 19,500&lt;br /&gt;
| 3,900&lt;br /&gt;
|-&lt;br /&gt;
| [[Crab man]]&lt;br /&gt;
| [[File:Crab man sprite.png|center]]&lt;br /&gt;
| 39,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Bushmaster man]]&lt;br /&gt;
| [[File:Bushmaster man sprite.png|center]]&lt;br /&gt;
| 39,250&lt;br /&gt;
| 19,625&lt;br /&gt;
| 92&lt;br /&gt;
|-&lt;br /&gt;
| [[Spider monkey man]]&lt;br /&gt;
| [[File:Spider monkey man sprite.png|center]]&lt;br /&gt;
| 39,250&lt;br /&gt;
| 19,625&lt;br /&gt;
| 3,925&lt;br /&gt;
|-&lt;br /&gt;
| [[Honey badger man]]&lt;br /&gt;
| [[File:Honey badger man sprite.png|center]]&lt;br /&gt;
| 39,500&lt;br /&gt;
| 19,750&lt;br /&gt;
| 3,950&lt;br /&gt;
|-&lt;br /&gt;
| [[Porcupine man]]&lt;br /&gt;
| [[File:Porcupine man sprite.png|center]]&lt;br /&gt;
| 39,500&lt;br /&gt;
| 19,750&lt;br /&gt;
| 3,950&lt;br /&gt;
|-&lt;br /&gt;
| [[Vulture man]]&lt;br /&gt;
| [[File:Vulture man sprite.png|center]]&lt;br /&gt;
| 39,500&lt;br /&gt;
| 19,750&lt;br /&gt;
| 219&lt;br /&gt;
|-&lt;br /&gt;
| [[Carp]]&lt;br /&gt;
| [[File:Carp sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave floater]]&lt;br /&gt;
| [[File:Cave floater sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Echidna man]]&lt;br /&gt;
| [[File:Echidna man sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4&lt;br /&gt;
|-&lt;br /&gt;
| [[Hoary marmot man]]&lt;br /&gt;
| [[File:Hoary marmot man sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Koala man]]&lt;br /&gt;
| [[File:Koala man sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Rodent man]]&lt;br /&gt;
| [[File:Rodent man sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 8,000&lt;br /&gt;
| 1,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Strangler]]&lt;br /&gt;
| [[File:Strangler sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Swan man]]&lt;br /&gt;
| [[File:Swan man sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 1,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolf]]&lt;br /&gt;
| [[File:Wolf sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield picks, battle axes or flails two-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 42,499&lt;br /&gt;
| 42,499&lt;br /&gt;
| 42,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Badger man]]&lt;br /&gt;
| [[File:Badger man sprite.png|center]]&lt;br /&gt;
| 42,500&lt;br /&gt;
| 21,250&lt;br /&gt;
| 4,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Coyote man]]&lt;br /&gt;
| [[File:Coyote man sprite.png|center]]&lt;br /&gt;
| 42,500&lt;br /&gt;
| 21,250&lt;br /&gt;
| 4,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Gray langur man]]&lt;br /&gt;
| [[File:Gray langur man sprite.png|center]]&lt;br /&gt;
| 42,500&lt;br /&gt;
| 21,250&lt;br /&gt;
| 4,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Jackal man]]&lt;br /&gt;
| [[File:Jackal man sprite.png|center]]&lt;br /&gt;
| 42,500&lt;br /&gt;
| 21,250&lt;br /&gt;
| 4,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Beaver man]]&lt;br /&gt;
| [[File:Beaver man sprite.png|center]]&lt;br /&gt;
| 45,000&lt;br /&gt;
| 22,500&lt;br /&gt;
| 4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara]]&lt;br /&gt;
| [[File:Capybara sprite.png|center]]&lt;br /&gt;
| 45,000&lt;br /&gt;
| 22,500&lt;br /&gt;
| 4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Dingo man]]&lt;br /&gt;
| [[File:Dingo man sprite.png|center]]&lt;br /&gt;
| 45,000&lt;br /&gt;
| 22,500&lt;br /&gt;
| 4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Gazelle man]]&lt;br /&gt;
| [[File:Gazelle man sprite.png|center]]&lt;br /&gt;
| 45,000&lt;br /&gt;
| 22,500&lt;br /&gt;
| 4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Mandrill man]]&lt;br /&gt;
| [[File:Mandrill man sprite.png|center]]&lt;br /&gt;
| 45,000&lt;br /&gt;
| 22,500&lt;br /&gt;
| 4,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolverine man]]&lt;br /&gt;
| [[File:Wolverine man sprite.png|center]]&lt;br /&gt;
| 45,000&lt;br /&gt;
| 22,500&lt;br /&gt;
| 4,500&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield picks, battle axes, flails or spears one-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 47,499&lt;br /&gt;
| 47,499&lt;br /&gt;
| 47,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Lynx man]]&lt;br /&gt;
| [[File:Lynx man sprite.png|center]]&lt;br /&gt;
| 47,500&lt;br /&gt;
| 23,750&lt;br /&gt;
| 4,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocelot man]]&lt;br /&gt;
| [[File:Ocelot man sprite.png|center]]&lt;br /&gt;
| 47,500&lt;br /&gt;
| 23,750&lt;br /&gt;
| 475&lt;br /&gt;
|-&lt;br /&gt;
| [[Wombat man]]&lt;br /&gt;
| [[File:Wombat man sprite.png|center]]&lt;br /&gt;
| 47,500&lt;br /&gt;
| 23,750&lt;br /&gt;
| 6,650&lt;br /&gt;
|-&lt;br /&gt;
| [[Aardvark]]&lt;br /&gt;
| [[File:Aardvark sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Antman]] &amp;lt;small&amp;gt;(soldier)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Antman sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Bonobo]]&lt;br /&gt;
| [[File:Bonobo sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassowary]]&lt;br /&gt;
| [[File:Cassowary sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 500&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheetah]]&lt;br /&gt;
| [[File:Cheetah sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Chimpanzee]]&lt;br /&gt;
| [[File:Chimpanzee sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cod]]&lt;br /&gt;
| [[File:Cod sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Conger eel]]&lt;br /&gt;
| [[File:Conger eel sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Drunian]]&lt;br /&gt;
| [[File:Drunian sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Goat]]&lt;br /&gt;
| [[File:Goat sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorlak]]&lt;br /&gt;
| [[File:Gorlak sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Helmet snake]]&lt;br /&gt;
| [[File:Helmet snake sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 2,000&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Ibex]]&lt;br /&gt;
| [[File:Ibex sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ice wolf]]&lt;br /&gt;
| [[File:Ice wolf sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Impala]]&lt;br /&gt;
| [[File:Impala sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Leopard]]&lt;br /&gt;
| [[File:Leopard sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain goat]]&lt;br /&gt;
| [[File:Mountain goat sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Otter man]]&lt;br /&gt;
| [[File:Otter man sprite.png|center]]&lt;br /&gt;
| 40,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Plump helmet man]]&lt;br /&gt;
| [[File:Plump helmet man sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Reptile man]]&lt;br /&gt;
| [[File:Reptile man sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Serpent man]]&lt;br /&gt;
| [[File:Serpent man sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Sheep]]&lt;br /&gt;
| [[File:Sheep sprite anim.gif|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Snapping turtle man]]&lt;br /&gt;
| [[File:Snapping turtle man sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 66&lt;br /&gt;
|-&lt;br /&gt;
| [[Sponge]]&lt;br /&gt;
| [[File:Sponge sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Tigerfish]]&lt;br /&gt;
| [[File:Tigerfish sprite.png|center]]&lt;br /&gt;
| 50,000&lt;br /&gt;
| 25,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small for dwarf-sized armor and clothes'''&lt;br /&gt;
|&lt;br /&gt;
| 51,428&lt;br /&gt;
| 51,428&lt;br /&gt;
| 51,428&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield long-swords two-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 52,499&lt;br /&gt;
| 52,499&lt;br /&gt;
| 52,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Emu man]]&lt;br /&gt;
| [[File:Emu man sprite.png|center]]&lt;br /&gt;
| 52,500&lt;br /&gt;
| 26,250&lt;br /&gt;
| 1,200&lt;br /&gt;
|-&lt;br /&gt;
| [[Wolf man]]&lt;br /&gt;
| [[File:Wolf man sprite.png|center]]&lt;br /&gt;
| 55,000&lt;br /&gt;
| 27,500&lt;br /&gt;
| 5,500&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield long-swords one-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 57,499&lt;br /&gt;
| 57,499&lt;br /&gt;
| 57,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Capybara man]]&lt;br /&gt;
| [[File:Capybara man sprite.png|center]]&lt;br /&gt;
| 57,500&lt;br /&gt;
| 28,750&lt;br /&gt;
| 5,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Aardvark man]]&lt;br /&gt;
| [[File:Aardvark man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Cassowary man]]&lt;br /&gt;
| [[File:Cassowary man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheetah man]]&lt;br /&gt;
| [[File:Cheetah man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cougar]]&lt;br /&gt;
| [[File:Cougar sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Dwarf]]'''&lt;br /&gt;
| [[File:Dwarf sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Elf]]'''&lt;br /&gt;
| [[File:Elf sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Foul blendec]]&lt;br /&gt;
| [[File:Foul blendec sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Frill shark]]&lt;br /&gt;
| [[File:Frill shark sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Goblin]]'''&lt;br /&gt;
| [[File:Goblin sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 3,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Great barracuda]]&lt;br /&gt;
| [[File:Great barracuda sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Harpy]]&lt;br /&gt;
| [[File:Harpy sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyena]]&lt;br /&gt;
| [[File:Hyena sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ibex man]]&lt;br /&gt;
| [[File:Ibex man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 12,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Impala man]]&lt;br /&gt;
| [[File:Impala man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Leopard man]]&lt;br /&gt;
| [[File:Leopard man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Manera]]&lt;br /&gt;
| [[File:Manera sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mountain goat man]]&lt;br /&gt;
| [[File:Mountain goat man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 12,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Naked mole dog]]&lt;br /&gt;
| [[File:Naked mole dog sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Pig]]&lt;br /&gt;
| [[File:Pig sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Satyr]]&lt;br /&gt;
| [[File:Satyr sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sponge man]]&lt;br /&gt;
| [[File:Sponge man sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Troglodyte]]&lt;br /&gt;
| [[File:Troglodyte sprite.png|center]]&lt;br /&gt;
| 60,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small for human-sized armor and clothes'''&lt;br /&gt;
|&lt;br /&gt;
| 60,001&lt;br /&gt;
| 60,001&lt;br /&gt;
| 60,001&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield two-handed swords, great axes,&amp;lt;br&amp;gt;halberds, mauls or pikes two-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 62,499&lt;br /&gt;
| 62,499&lt;br /&gt;
| 62,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Cougar man]]&lt;br /&gt;
| [[File:Cougar man sprite.png|center]]&lt;br /&gt;
| 65,000&lt;br /&gt;
| 32,500&lt;br /&gt;
| 6,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Hyena man]]&lt;br /&gt;
| [[File:Hyena man sprite.png|center]]&lt;br /&gt;
| 65,000&lt;br /&gt;
| 32,500&lt;br /&gt;
| 6,500&lt;br /&gt;
|-&lt;br /&gt;
| '''Too big for dwarf-sized armor and clothes'''&lt;br /&gt;
|&lt;br /&gt;
| 68,571&lt;br /&gt;
| 68,571&lt;br /&gt;
| 68,571&lt;br /&gt;
|-&lt;br /&gt;
| [[Alpaca]]&lt;br /&gt;
| [[File:Alpaca sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| 35,000&lt;br /&gt;
| 7,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Amethyst man]]&lt;br /&gt;
| [[File:Amethyst man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Blood man]]&lt;br /&gt;
| [[File:Blood man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Fire man]]&lt;br /&gt;
| [[File:Fire man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Flesh ball]]&lt;br /&gt;
| [[File:Flesh ball sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Gabbro man]]&lt;br /&gt;
| [[File:Gabbro man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Green devourer]]&lt;br /&gt;
| [[File:Green devourer sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Grimeling]]&lt;br /&gt;
| [[File:Grimeling sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Human]]'''&lt;br /&gt;
| [[File:Human sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| 17,500&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Iron man]]&lt;br /&gt;
| [[File:Iron man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Magma man]]&lt;br /&gt;
| [[File:Magma man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Merperson]]&lt;br /&gt;
| [[File:Merperson sprite anim.gif|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| 20,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mud man]]&lt;br /&gt;
| [[File:Mud man sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Reacher]]&lt;br /&gt;
| [[File:Reacher sprite.png|center]]&lt;br /&gt;
| 70,000&lt;br /&gt;
| 15,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield two-handed swords, great axes,&amp;lt;br&amp;gt;halberds, mauls or pikes one-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 77,499&lt;br /&gt;
| 77,499&lt;br /&gt;
| 77,499&lt;br /&gt;
|-&lt;br /&gt;
| [[Jaguar man]]&lt;br /&gt;
| [[File:Jaguar man sprite.png|center]]&lt;br /&gt;
| 72,500&lt;br /&gt;
| 38,666&lt;br /&gt;
| 7,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Jaguar]]&lt;br /&gt;
| [[File:Jaguar sprite.png|center]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 40,000&lt;br /&gt;
| 7,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild boar man]]&lt;br /&gt;
| [[File:Wild boar man sprite.png|center]]&lt;br /&gt;
| 75,000&lt;br /&gt;
| 37,500&lt;br /&gt;
| 7,500&lt;br /&gt;
|-&lt;br /&gt;
| '''Too big for human-sized armor and clothes'''&lt;br /&gt;
|&lt;br /&gt;
| 79,999&lt;br /&gt;
| 79,999&lt;br /&gt;
| 79,999&lt;br /&gt;
|-&lt;br /&gt;
| [[Alligator snapping turtle]]&lt;br /&gt;
| [[File:Alligator snapping turtle sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 40,000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Coelacanth]]&lt;br /&gt;
| [[File:Coelacanth sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Kangaroo man]]&lt;br /&gt;
| [[File:Kangaroo man sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 40,000&lt;br /&gt;
| 8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Longfin mako shark]]&lt;br /&gt;
| [[File:Longfin mako shark sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Orangutan]]&lt;br /&gt;
| [[File:Orangutan sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 40,000&lt;br /&gt;
| 8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ostrich man]]&lt;br /&gt;
| [[File:Ostrich man sprite anim.gif|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 40,000&lt;br /&gt;
| 1,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Shortfin mako shark]]&lt;br /&gt;
| [[File:Shortfin mako shark sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 4,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Spotted wobbegong]]&lt;br /&gt;
| [[File:Spotted wobbegong sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Wild boar]]&lt;br /&gt;
| [[File:Wild boar sprite.png|center]]&lt;br /&gt;
| 80,000&lt;br /&gt;
| 40,000&lt;br /&gt;
| 8,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda man]]&lt;br /&gt;
| [[File:Anaconda man sprite.png|center]]&lt;br /&gt;
| 85,000&lt;br /&gt;
| 42,500&lt;br /&gt;
| 85&lt;br /&gt;
|-&lt;br /&gt;
| [[Monitor lizard man]]&lt;br /&gt;
| [[File:Monitor lizard man sprite.png|center]]&lt;br /&gt;
| 85,000&lt;br /&gt;
| 42,500&lt;br /&gt;
| 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Sloth bear man]]&lt;br /&gt;
| [[File:Sloth bear man sprite.png|center]]&lt;br /&gt;
| 85,000&lt;br /&gt;
| 42,500&lt;br /&gt;
| 8,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Warthog man]]&lt;br /&gt;
| [[File:Warthog man sprite.png|center]]&lt;br /&gt;
| 85,000&lt;br /&gt;
| 42,500&lt;br /&gt;
| 8,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Kangaroo]]&lt;br /&gt;
| [[File:Kangaroo sprite.png|center]]&lt;br /&gt;
| 90,000&lt;br /&gt;
| 45,000&lt;br /&gt;
| 9,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Molemarian]]&lt;br /&gt;
| [[File:Molemarian sprite.png|center]]&lt;br /&gt;
| 90,000&lt;br /&gt;
| 12,000&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ostrich]]&lt;br /&gt;
| [[File:Ostrich sprite anim.gif|center]]&lt;br /&gt;
| 90,000&lt;br /&gt;
| 45,000&lt;br /&gt;
| 1,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Black bear man]]&lt;br /&gt;
| [[File:Black bear man sprite.png|center]]&lt;br /&gt;
| 95,000&lt;br /&gt;
| 47,500&lt;br /&gt;
| 9,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Anaconda]]&lt;br /&gt;
| [[File:Anaconda sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 100&lt;br /&gt;
|-&lt;br /&gt;
| [[Common skate]]&lt;br /&gt;
| [[File:Common skate sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 30,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elk bird]]&lt;br /&gt;
| [[File:Elk bird sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 50&lt;br /&gt;
|-&lt;br /&gt;
| [[Monitor lizard]]&lt;br /&gt;
| [[File:Monitor lizard sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Panda man]]&lt;br /&gt;
| [[File:Panda man sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 115&lt;br /&gt;
|-&lt;br /&gt;
| [[Sloth bear]]&lt;br /&gt;
| [[File:Sloth bear sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Warthog]]&lt;br /&gt;
| [[File:Warthog man sprite.png|center]]&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Deer man]]&lt;br /&gt;
| [[File:Deer man sprites anim.gif|center]]&lt;br /&gt;
| 105,000&lt;br /&gt;
| 52,500&lt;br /&gt;
| 10,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tortoise man|Giant tortoise woman]]&lt;br /&gt;
| [[File:Giant tortoise man sprite.png|center]]&lt;br /&gt;
| 110,000&lt;br /&gt;
| 55,000&lt;br /&gt;
| 58&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant peregrine falcon|Giant tiercel peregrine]] &amp;lt;small&amp;gt;'''(smallest giant animal)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant peregrine falcon sprite.png|center]]&lt;br /&gt;
| 113,292&lt;br /&gt;
| 56,646&lt;br /&gt;
| 8,308&lt;br /&gt;
|-&lt;br /&gt;
| [[Harp seal man]]&lt;br /&gt;
| [[File:Harp seal man sprite.png|center]]&lt;br /&gt;
| 117,500&lt;br /&gt;
| 58,750&lt;br /&gt;
| 1,175&lt;br /&gt;
|-&lt;br /&gt;
| [[Black bear]]&lt;br /&gt;
| [[File:Black bear sprite.png|center]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| 60,000&lt;br /&gt;
| 12,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Nightwing]]&lt;br /&gt;
| [[File:Nightwing sprite.png|center]]&lt;br /&gt;
| 120,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Panda]]&lt;br /&gt;
| [[File:Panda sprite.png|center]]&lt;br /&gt;
| 130,000&lt;br /&gt;
| 65,000&lt;br /&gt;
| 150&lt;br /&gt;
|-&lt;br /&gt;
| [[Reindeer]]&lt;br /&gt;
| [[File:Reindeer sprite.png|center]]&lt;br /&gt;
| 130,000&lt;br /&gt;
| 65,000&lt;br /&gt;
| 13,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Grizzly bear man]]&lt;br /&gt;
| [[File:Grizzly bear man sprite.png|center]]&lt;br /&gt;
| 135,000&lt;br /&gt;
| 67,500&lt;br /&gt;
| 13,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Lion man]]&lt;br /&gt;
| [[File:Lion man sprite anim.gif|center]]&lt;br /&gt;
| 135,000&lt;br /&gt;
| 67,500&lt;br /&gt;
| 13,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Python man]]&lt;br /&gt;
| [[File:Python man sprite.png|center]]&lt;br /&gt;
| 135,000&lt;br /&gt;
| 33,750&lt;br /&gt;
| 27&lt;br /&gt;
|-&lt;br /&gt;
| [[Tapir man]]&lt;br /&gt;
| [[File:Tapir man sprite.png|center]]&lt;br /&gt;
| 135,000&lt;br /&gt;
| 67,500&lt;br /&gt;
| 13,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Deer]]&lt;br /&gt;
| [[File:Deer sprites anim.gif|center]]&lt;br /&gt;
| 140,000&lt;br /&gt;
| 70,000&lt;br /&gt;
| 14,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiger man]]&lt;br /&gt;
| [[File:Tiger man sprite.png|center]]&lt;br /&gt;
| 147,500&lt;br /&gt;
| 65,555&lt;br /&gt;
| 14,750&lt;br /&gt;
|-&lt;br /&gt;
| [[Beak dog]]&lt;br /&gt;
| [[File:Beak dog sprite.png|center]]&lt;br /&gt;
| 150,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 1,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Bull shark]]&lt;br /&gt;
| [[File:Bull shark sprite.png|center]]&lt;br /&gt;
| 150,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tortoise]] &amp;lt;small&amp;gt;(female)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant tortoise sprite.png|center]]&lt;br /&gt;
| 150,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Gorilla]]&lt;br /&gt;
| [[File:Gorilla sprite.png|center]]&lt;br /&gt;
| 150,000&lt;br /&gt;
| 75,000&lt;br /&gt;
| 15,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Nurse shark]]&lt;br /&gt;
| [[File:Nurse shark sprite.png|center]]&lt;br /&gt;
| 150,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Harp seal]]&lt;br /&gt;
| [[File:Harp seal sprite.png|center]]&lt;br /&gt;
| 165,000&lt;br /&gt;
| 82,500&lt;br /&gt;
| 1,650&lt;br /&gt;
|-&lt;br /&gt;
| [[Muskox man]]&lt;br /&gt;
| [[File:Muskox man sprite.png|center]]&lt;br /&gt;
| 177,500&lt;br /&gt;
| 74,736&lt;br /&gt;
| 18,684&lt;br /&gt;
|-&lt;br /&gt;
| [[Llama]]&lt;br /&gt;
| [[File:Llama sprite.png|center]]&lt;br /&gt;
| 180,000&lt;br /&gt;
| 90,000&lt;br /&gt;
| 18,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elk man]]&lt;br /&gt;
| [[File:Elk man sprites anim.gif|center]]&lt;br /&gt;
| 185,000&lt;br /&gt;
| 92,500&lt;br /&gt;
| 18,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tortoise man]]&lt;br /&gt;
| [[File:Giant tortoise man sprite.png|center]]&lt;br /&gt;
| 185,000&lt;br /&gt;
| 92,500&lt;br /&gt;
| 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant honey badger]]&lt;br /&gt;
| [[File:Giant honey badger sprite.png|center]]&lt;br /&gt;
| 192,150&lt;br /&gt;
| 96,075&lt;br /&gt;
| 19,215&lt;br /&gt;
|-&lt;br /&gt;
| [[Moose man|Moose woman]]&lt;br /&gt;
| [[File:Moose man sprite anim.gif|center]]&lt;br /&gt;
| 192,500&lt;br /&gt;
| 96,250&lt;br /&gt;
| 19,250&lt;br /&gt;
|-&lt;br /&gt;
| [[Antman]] &amp;lt;small&amp;gt;(queen)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Antman sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind cave bear]]&lt;br /&gt;
| [[File:Blind cave bear sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant bat]]&lt;br /&gt;
| [[File:Giant bat sprite anim2.gif|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cave spider]]&lt;br /&gt;
| [[File:Giant cave spider sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cave swallow]]&lt;br /&gt;
| [[File:Giant cave swallow sprite anim.gif|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 2,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cave toad]]&lt;br /&gt;
| [[File:Giant cave toad sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant earthworm]]&lt;br /&gt;
| [[File:Giant earthworm sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mole]]&lt;br /&gt;
| [[File:Giant mole sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant olm]]&lt;br /&gt;
| [[File:Giant olm sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant rat]]&lt;br /&gt;
| [[File:Giant rat sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Grizzly bear]]&lt;br /&gt;
| [[File:Grizzly bear sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Halibut]]&lt;br /&gt;
| [[File:Halibut sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 80,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Lion]]&lt;br /&gt;
| [[File:Lion sprite anim.gif|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Opah]]&lt;br /&gt;
| [[File:Opah sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Python]]&lt;br /&gt;
| [[File:Python sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 40&lt;br /&gt;
|-&lt;br /&gt;
| [[Tapir]]&lt;br /&gt;
| [[File:Tapir sprite.png|center]]&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant beetle]]&lt;br /&gt;
| [[File:Giant beetle sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant brown recluse spider]]&lt;br /&gt;
| [[File:Giant brown recluse spider sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant damselfly]]&lt;br /&gt;
| [[File:Giant damselfly sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant dragonfly]]&lt;br /&gt;
| [[File:Giant dragonfly sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant firefly]]&lt;br /&gt;
| [[File:Giant firefly sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant fly]]&lt;br /&gt;
| [[File:Giant fly sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant grasshopper]]&lt;br /&gt;
| [[File:Giant grasshopper sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant jumping spider]]&lt;br /&gt;
| [[File:Giant jumping spider sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant louse]]&lt;br /&gt;
| [[File:Giant louse sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mantis]]&lt;br /&gt;
| [[File:Giant mantis sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant monarch butterfly]]&lt;br /&gt;
| [[File:Giant monarch butterfly sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mosquito]]&lt;br /&gt;
| [[File:Giant mosquito sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant moth]]&lt;br /&gt;
| [[File:Giant moth sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant roach]]&lt;br /&gt;
| [[File:Giant roach sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant slug]]&lt;br /&gt;
| [[File:Giant slug sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant snail]]&lt;br /&gt;
| [[File:Giant snail sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant thrips]]&lt;br /&gt;
| [[File:Giant thrips sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tick]]&lt;br /&gt;
| [[File:Giant tick sprite.png|center]]&lt;br /&gt;
| 200,007&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant bark scorpion]]&lt;br /&gt;
| [[File:Giant bark scorpion sprite.png|center]]&lt;br /&gt;
| 200,021&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant bushtit]]&lt;br /&gt;
| [[File:Giant bushtit sprite.png|center]]&lt;br /&gt;
| 200,035&lt;br /&gt;
| n/a&lt;br /&gt;
| 40,007&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant sparrow]]&lt;br /&gt;
| [[File:Giant sparrow sprite.png|center]]&lt;br /&gt;
| 200,210&lt;br /&gt;
| n/a&lt;br /&gt;
| 13,347&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant oriole]]&lt;br /&gt;
| [[File:Giant oriole sprite.png|center]]&lt;br /&gt;
| 200,280&lt;br /&gt;
| n/a&lt;br /&gt;
| 35,049&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant wren]]&lt;br /&gt;
| [[File:Giant wren sprite.png|center]]&lt;br /&gt;
| 200,280&lt;br /&gt;
| n/a&lt;br /&gt;
| 25,035&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cardinal]]&lt;br /&gt;
| [[File:Giant cardinal sprite.png|center]]&lt;br /&gt;
| 200,350&lt;br /&gt;
| n/a&lt;br /&gt;
| 32,056&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant leopard gecko]]&lt;br /&gt;
| [[File:Giant leopard gecko sprite.png|center]]&lt;br /&gt;
| 200,350&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant red-winged blackbird]]&lt;br /&gt;
| [[File:Giant red-winged blackbird sprite.png|center]]&lt;br /&gt;
| 200,350&lt;br /&gt;
| n/a&lt;br /&gt;
| 40,070&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant peach-faced lovebird]]&lt;br /&gt;
| [[File:Giant peach faced lovebird sprite.png|center]]&lt;br /&gt;
| 200,419&lt;br /&gt;
| n/a&lt;br /&gt;
| 26,722&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant anole]]&lt;br /&gt;
| [[File:Giant anole sprite.png|center]]&lt;br /&gt;
| 200,629&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cockatiel]]&lt;br /&gt;
| [[File:Giant cockatiel sprite.png|center]]&lt;br /&gt;
| 200,629&lt;br /&gt;
| n/a&lt;br /&gt;
| 22,292&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant masked lovebird]]&lt;br /&gt;
| [[File:Giant masked lovebird sprite.png|center]]&lt;br /&gt;
| 200,629&lt;br /&gt;
| n/a&lt;br /&gt;
| 17,833&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant bluejay]]&lt;br /&gt;
| [[File:Giant bluejay sprite.png|center]]&lt;br /&gt;
| 200,700&lt;br /&gt;
| n/a&lt;br /&gt;
| 20,070&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant green tree frog]]&lt;br /&gt;
| [[File:Giant green tree frog sprite.png|center]]&lt;br /&gt;
| 200,700&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant leech]]&lt;br /&gt;
| [[File:Giant leech sprite.png|center]]&lt;br /&gt;
| 200,700&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant grackle]]&lt;br /&gt;
| [[File:Giant grackle sprite.png|center]]&lt;br /&gt;
| 200,840&lt;br /&gt;
| n/a&lt;br /&gt;
| 18,410&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant parakeet]]&lt;br /&gt;
| [[File:Giant parakeet sprite.png|center]]&lt;br /&gt;
| 200,840&lt;br /&gt;
| n/a&lt;br /&gt;
| 16,736&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant adder]]&lt;br /&gt;
| [[File:Giant adder sprite.png|center]]&lt;br /&gt;
| 201,049&lt;br /&gt;
| 100,524&lt;br /&gt;
| 20,104&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant chameleon]]&lt;br /&gt;
| [[File:Giant chameleon sprite.png|center]]&lt;br /&gt;
| 201,049&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hamster]]&lt;br /&gt;
| [[File:Giant hamster sprite.png|center]]&lt;br /&gt;
| 201,049&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axolotl]]&lt;br /&gt;
| [[File:Giant axolotl sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant flying squirrel]]&lt;br /&gt;
| [[File:Giant flying squirrel sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant lizard]]&lt;br /&gt;
| [[File:Giant lizard sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant lorikeet]]&lt;br /&gt;
| [[File:Giant lorikeet sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| 10,070&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant magpie]]&lt;br /&gt;
| [[File:Giant magpie sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| 10,070&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant moon snail]]&lt;br /&gt;
| [[File:Giant moon snail sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant toad]]&lt;br /&gt;
| [[File:Giant toad sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant weasel]]&lt;br /&gt;
| [[File:Giant weasel sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| 100,700&lt;br /&gt;
| 20,140&lt;br /&gt;
|-&lt;br /&gt;
| [[Gigantic squid]]&lt;br /&gt;
| [[File:Gigantic squid sprite.png|center]]&lt;br /&gt;
| 201,400&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant kestrel]]&lt;br /&gt;
| [[File:Giant kestrel sprite.png|center]]&lt;br /&gt;
| 201,750&lt;br /&gt;
| 100,875&lt;br /&gt;
| 24,210&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant chipmunk]]&lt;br /&gt;
| [[File:Giant chipmunk sprite.png|center]]&lt;br /&gt;
| 202,101&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant gray squirrel]]&lt;br /&gt;
| [[File:Giant gray squirrel sprite.png|center]]&lt;br /&gt;
| 202,101&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant red squirrel]]&lt;br /&gt;
| [[File:Giant red squirrel sprite.png|center]]&lt;br /&gt;
| 202,101&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant stoat]]&lt;br /&gt;
| [[File:Giant stoat sprite.png|center]]&lt;br /&gt;
| 202,450&lt;br /&gt;
| 101,225&lt;br /&gt;
| 20,245&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant grey parrot]]&lt;br /&gt;
| [[File:Giant grey parrot sprite.png|center]]&lt;br /&gt;
| 202,800&lt;br /&gt;
| 101,400&lt;br /&gt;
| 20,280&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant barn owl]]&lt;br /&gt;
| [[File:Giant barn owl sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| 101,750&lt;br /&gt;
| 12,210&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant chinchilla]]&lt;br /&gt;
| [[File:Giant chinchilla sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| 101,750&lt;br /&gt;
| 20,350&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant copperhead snake]]&lt;br /&gt;
| [[File:Giant copperhead snake sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| 122,100&lt;br /&gt;
| 20,350&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant crow]]&lt;br /&gt;
| [[File:Giant crow sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| n/a&lt;br /&gt;
| 8,140&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant nautilus]]&lt;br /&gt;
| [[File:Giant nautilus sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant pond turtle]]&lt;br /&gt;
| [[File:Giant pond turtle sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| n/a&lt;br /&gt;
| 2,035&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant skink]]&lt;br /&gt;
| [[File:Giant skink sprite.png|center]]&lt;br /&gt;
| 203,500&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant lion tamarin]]&lt;br /&gt;
| [[File:Giant lion tamarin sprite.png|center]]&lt;br /&gt;
| 204,302&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant puffin]]&lt;br /&gt;
| [[File:Giant puffin sprite.png|center]]&lt;br /&gt;
| 205,252&lt;br /&gt;
| 102,626&lt;br /&gt;
| 8,210&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hedgehog]]&lt;br /&gt;
| [[File:Giant hedgehog sprite.png|center]]&lt;br /&gt;
| 205,600&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mink]]&lt;br /&gt;
| [[File:Giant mink sprite.png|center]]&lt;br /&gt;
| 205,600&lt;br /&gt;
| 102,800&lt;br /&gt;
| 20,560&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cuttlefish]]&lt;br /&gt;
| [[File:Giant cuttlefish sprite.png|center]]&lt;br /&gt;
| 207,010&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant kea]]&lt;br /&gt;
| [[File:Giant kea sprite.png|center]]&lt;br /&gt;
| 207,010&lt;br /&gt;
| 103,505&lt;br /&gt;
| 12,420&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant peregrine falcon]]&lt;br /&gt;
| [[File:Giant peregrine falcon sprite.png|center]]&lt;br /&gt;
| 207,702&lt;br /&gt;
| 103,851&lt;br /&gt;
| 8,308&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant raven]]&lt;br /&gt;
| [[File:Giant raven sprite.png|center]]&lt;br /&gt;
| 208,404&lt;br /&gt;
| n/a&lt;br /&gt;
| 8,683&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant buzzard]]&lt;br /&gt;
| [[File:Giant buzzard sprite.png|center]]&lt;br /&gt;
| 209,804&lt;br /&gt;
| 104,902&lt;br /&gt;
| 7,493&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant kingsnake]]&lt;br /&gt;
| [[File:Giant kingsnake sprite.png|center]]&lt;br /&gt;
| 210,510&lt;br /&gt;
| 105,255&lt;br /&gt;
| 2,806&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant gila monster]]&lt;br /&gt;
| [[File:Giant gila monster sprite.png|center]]&lt;br /&gt;
| 214,020&lt;br /&gt;
| 107,010&lt;br /&gt;
| 3,210&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant great horned owl]]&lt;br /&gt;
| [[File:Giant great horned owl sprite.png|center]]&lt;br /&gt;
| 214,020&lt;br /&gt;
| 107,010&lt;br /&gt;
| 5,350&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant horseshoe crab]]&lt;br /&gt;
| [[File:Giant horseshoe crab sprite.png|center]]&lt;br /&gt;
| 214,020&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant osprey]]&lt;br /&gt;
| [[File:Giant osprey sprite.png|center]]&lt;br /&gt;
| 214,020&lt;br /&gt;
| 107,010&lt;br /&gt;
| 5,885&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant platypus]]&lt;br /&gt;
| [[File:Giant platypus sprite.png|center]]&lt;br /&gt;
| 214,020&lt;br /&gt;
| 107,010&lt;br /&gt;
| 1,070&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant snowy owl]]&lt;br /&gt;
| [[File:Giant snowy owl sprite.png|center]]&lt;br /&gt;
| 214,020&lt;br /&gt;
| 107,010&lt;br /&gt;
| 6,420&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant aye-aye]]&lt;br /&gt;
| [[File:Giant aye aye sprite.png|center]]&lt;br /&gt;
| 217,525&lt;br /&gt;
| 108,762&lt;br /&gt;
| 21,752&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hornbill]]&lt;br /&gt;
| [[File:Giant hornbill sprite.png|center]]&lt;br /&gt;
| 217,525&lt;br /&gt;
| 108,762&lt;br /&gt;
| 4,176&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant kiwi]]&lt;br /&gt;
| [[File:Giant kiwi sprite.png|center]]&lt;br /&gt;
| 217,525&lt;br /&gt;
| 108,762&lt;br /&gt;
| 37,414&lt;br /&gt;
|-&lt;br /&gt;
| [[Minotaur]] &amp;lt;small&amp;gt;'''(smallest [[semi-megabeast]])'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Minotaur sprite.png|center]]&lt;br /&gt;
| 220,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant groundhog]]&lt;br /&gt;
| [[File:Giant groundhog sprite.png|center]]&lt;br /&gt;
| 221,040&lt;br /&gt;
| 110,520&lt;br /&gt;
| 22,104&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant kakapo]]&lt;br /&gt;
| [[File:Giant kakapo sprite.png|center]]&lt;br /&gt;
| 221,040&lt;br /&gt;
| 110,520&lt;br /&gt;
| 3,684&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mongoose]]&lt;br /&gt;
| [[File:Giant mongoose sprite.png|center]]&lt;br /&gt;
| 221,040&lt;br /&gt;
| 110,520&lt;br /&gt;
| 22,104&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant opossum]]&lt;br /&gt;
| [[File:Giant opossum sprite.png|center]]&lt;br /&gt;
| 221,040&lt;br /&gt;
| 110,520&lt;br /&gt;
| 22,104&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant white stork]]&lt;br /&gt;
| [[File:Giant white stork sprite.png|center]]&lt;br /&gt;
| 221,040&lt;br /&gt;
| 110,520&lt;br /&gt;
| 7,368&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant capuchin]]&lt;br /&gt;
| [[File:Giant capuchin sprite.png|center]]&lt;br /&gt;
| 224,560&lt;br /&gt;
| 112,280&lt;br /&gt;
| 22,456&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hare]]&lt;br /&gt;
| [[File:Giant hare sprite.png|center]]&lt;br /&gt;
| 224,560&lt;br /&gt;
| 112,280&lt;br /&gt;
| 22,456&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield great picks'''&lt;br /&gt;
|&lt;br /&gt;
| 225,000&lt;br /&gt;
| 225,000&lt;br /&gt;
| 225,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiger]]&lt;br /&gt;
| [[File:Tiger sprite.png|center]]&lt;br /&gt;
| 225,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 22,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant eagle]]&lt;br /&gt;
| [[File:Giant eagle sprite.png|center]]&lt;br /&gt;
| 228,040&lt;br /&gt;
| 114,020&lt;br /&gt;
| 7,981&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant iguana]]&lt;br /&gt;
| [[File:Giant iguana sprite.png|center]]&lt;br /&gt;
| 228,040&lt;br /&gt;
| 28,505&lt;br /&gt;
| 855&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant skunk]]&lt;br /&gt;
| [[File:Giant skunk sprite.png|center]]&lt;br /&gt;
| 228,040&lt;br /&gt;
| 114,020&lt;br /&gt;
| 22,804&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant penguin]]&lt;br /&gt;
| [[File:Giant penguin sprite.png|center]]&lt;br /&gt;
| 228,080&lt;br /&gt;
| 114,040&lt;br /&gt;
| 6,842&lt;br /&gt;
|-&lt;br /&gt;
| [[Alligator man]]&lt;br /&gt;
| [[File:Alligator man sprite.png|center]]&lt;br /&gt;
| 235,000&lt;br /&gt;
| 117,500&lt;br /&gt;
| 35&lt;br /&gt;
|-&lt;br /&gt;
| [[Leopard seal man]]&lt;br /&gt;
| [[File:Leopard seal man sprite.png|center]]&lt;br /&gt;
| 235,000&lt;br /&gt;
| 117,500&lt;br /&gt;
| 23,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Polar bear man]]&lt;br /&gt;
| [[File:Polar bear man sprite.png|center]]&lt;br /&gt;
| 235,000&lt;br /&gt;
| 117,500&lt;br /&gt;
| 23,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant black mamba]]&lt;br /&gt;
| [[File:Giant black mamba sprite.png|center]]&lt;br /&gt;
| 235,100&lt;br /&gt;
| 117,550&lt;br /&gt;
| 1,880&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant octopus]]&lt;br /&gt;
| [[File:Giant octopus sprite.png|center]]&lt;br /&gt;
| 235,100&lt;br /&gt;
| n/a&lt;br /&gt;
| 940&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant pangolin]]&lt;br /&gt;
| [[File:Giant pangolin sprite.png|center]]&lt;br /&gt;
| 235,100&lt;br /&gt;
| 117,550&lt;br /&gt;
| 23,510&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant red panda]]&lt;br /&gt;
| [[File:Giant red panda sprite.png|center]]&lt;br /&gt;
| 235,100&lt;br /&gt;
| 117,550&lt;br /&gt;
| 23,510&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant rhesus macaque]]&lt;br /&gt;
| [[File:Giant rhesus macaque sprite.png|center]]&lt;br /&gt;
| 235,100&lt;br /&gt;
| 117,550&lt;br /&gt;
| 23,510&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant desert tortoise]]&lt;br /&gt;
| [[File:Giant desert tortoise sprite.png|center]]&lt;br /&gt;
| 238,645&lt;br /&gt;
| 119,322&lt;br /&gt;
| 1,735&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant coati]]&lt;br /&gt;
| [[File:Giant coati sprite.png|center]]&lt;br /&gt;
| 242,160&lt;br /&gt;
| 121,080&lt;br /&gt;
| 24,216&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant fox]]&lt;br /&gt;
| [[File:Giant fox sprite.png|center]]&lt;br /&gt;
| 242,160&lt;br /&gt;
| 121,080&lt;br /&gt;
| 24,216&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant king cobra]]&lt;br /&gt;
| [[File:Giant king cobra sprite.png|center]]&lt;br /&gt;
| 242,160&lt;br /&gt;
| 121,080&lt;br /&gt;
| 161&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant loon]]&lt;br /&gt;
| [[File:Giant loon sprite.png|center]]&lt;br /&gt;
| 242,160&lt;br /&gt;
| 121,080&lt;br /&gt;
| 6,054&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant sloth]]&lt;br /&gt;
| [[File:Giant sloth sprite.png|center]]&lt;br /&gt;
| 242,160&lt;br /&gt;
| 121,080&lt;br /&gt;
| 24,216&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant raccoon]]&lt;br /&gt;
| [[File:Giant raccoon sprite.png|center]]&lt;br /&gt;
| 249,270&lt;br /&gt;
| 124,635&lt;br /&gt;
| 24,927&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant rattlesnake]]&lt;br /&gt;
| [[File:Giant rattlesnake sprite.png|center]]&lt;br /&gt;
| 249,270&lt;br /&gt;
| 124,635&lt;br /&gt;
| 1,424&lt;br /&gt;
|-&lt;br /&gt;
| [[Troll]]&lt;br /&gt;
| [[File:Troll sprite.png|center]]&lt;br /&gt;
| 250,000&lt;br /&gt;
| 50,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant armadillo]]&lt;br /&gt;
| [[File:Giant armadillo sprite.png|center]]&lt;br /&gt;
| 252,750&lt;br /&gt;
| 126,375&lt;br /&gt;
| 25,275&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant albatross]]&lt;br /&gt;
| [[File:Giant albatross sprite.png|center]]&lt;br /&gt;
| 256,320&lt;br /&gt;
| 128,160&lt;br /&gt;
| 9,612&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant bobcat]]&lt;br /&gt;
| [[File:Giant bobcat sprite.png|center]]&lt;br /&gt;
| 256,320&lt;br /&gt;
| 128,160&lt;br /&gt;
| 25,632&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant crab]]&lt;br /&gt;
| [[File:Giant crab sprite.png|center]]&lt;br /&gt;
| 256,320&lt;br /&gt;
| n/a&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant bushmaster]]&lt;br /&gt;
| [[File:Giant bushmaster sprite.png|center]]&lt;br /&gt;
| 259,845&lt;br /&gt;
| 129,922&lt;br /&gt;
| 611&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant spider monkey]]&lt;br /&gt;
| [[File:Giant spider monkey sprite.png|center]]&lt;br /&gt;
| 259,845&lt;br /&gt;
| 129,922&lt;br /&gt;
| 25,984&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant porcupine]]&lt;br /&gt;
| [[File:Giant porcupine sprite.png|center]]&lt;br /&gt;
| 263,430&lt;br /&gt;
| 131,715&lt;br /&gt;
| 26,343&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant vulture]]&lt;br /&gt;
| [[File:Giant vulture sprite.png|center]]&lt;br /&gt;
| 263,430&lt;br /&gt;
| 131,715&lt;br /&gt;
| 1,463&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant echidna]]&lt;br /&gt;
| [[File:Giant echidna sprite.png|center]]&lt;br /&gt;
| 270,500&lt;br /&gt;
| 135,250&lt;br /&gt;
| 27&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hoary marmot]]&lt;br /&gt;
| [[File:Giant hoary marmot sprite.png|center]]&lt;br /&gt;
| 270,500&lt;br /&gt;
| 135,250&lt;br /&gt;
| 27,050&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant koala]]&lt;br /&gt;
| [[File:Giant koala sprite.png|center]]&lt;br /&gt;
| 270,500&lt;br /&gt;
| 135,250&lt;br /&gt;
| 27,050&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant swan]]&lt;br /&gt;
| [[File:Giant swan sprite.png|center]]&lt;br /&gt;
| 270,500&lt;br /&gt;
| 135,250&lt;br /&gt;
| 8,115&lt;br /&gt;
|-&lt;br /&gt;
| '''Too small to wield great picks one-handed'''&lt;br /&gt;
|&lt;br /&gt;
| 275,000&lt;br /&gt;
| 275,000&lt;br /&gt;
| 275,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Muskox]]&lt;br /&gt;
| [[File:Giant muskox sprite.png|center]]&lt;br /&gt;
| 285,000&lt;br /&gt;
| 120,000&lt;br /&gt;
| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[One-humped camel man]]&lt;br /&gt;
| [[File:One humped camel man sprite.png|center]]&lt;br /&gt;
| 285,000&lt;br /&gt;
| 142,500&lt;br /&gt;
| 28,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Two-humped camel man]]&lt;br /&gt;
| [[File:Two humped camel man sprite.png|center]]&lt;br /&gt;
| 285,000&lt;br /&gt;
| 142,500&lt;br /&gt;
| 28,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Moose man]]&lt;br /&gt;
| [[File:Moose man sprite anim.gif|center]]&lt;br /&gt;
| 297,500&lt;br /&gt;
| 148,750&lt;br /&gt;
| 17,850&lt;br /&gt;
|-&lt;br /&gt;
| [[Blizzard man]]&lt;br /&gt;
| [[File:Blizzard man sprite.png|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue shark]]&lt;br /&gt;
| [[File:Blue shark sprite.png|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Donkey]]&lt;br /&gt;
| [[File:Donkey sprite.png|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 40,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elk]]&lt;br /&gt;
| [[File:Elk sprites anim.gif|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| 150,000&lt;br /&gt;
| 30,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tortoise]] &amp;lt;small&amp;gt;(male)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant tortoise sprite.png|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| 150,000&lt;br /&gt;
| 80&lt;br /&gt;
|-&lt;br /&gt;
| [[Sasquatch]]&lt;br /&gt;
| [[File:Sasquatch sprite.png|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Yeti]]&lt;br /&gt;
| [[File:Yeti sprite.png|center]]&lt;br /&gt;
| 300,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant badger]]&lt;br /&gt;
| [[File:Giant badger sprite.png|center]]&lt;br /&gt;
| 306,000&lt;br /&gt;
| 153,000&lt;br /&gt;
| 30,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant coyote]]&lt;br /&gt;
| [[File:Giant coyote sprite.png|center]]&lt;br /&gt;
| 306,000&lt;br /&gt;
| 153,000&lt;br /&gt;
| 30,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant gray langur]]&lt;br /&gt;
| [[File:Giant gray langur sprite.png|center]]&lt;br /&gt;
| 306,000&lt;br /&gt;
| 153,000&lt;br /&gt;
| 30,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant jackal]]&lt;br /&gt;
| [[File:Giant jackal sprite.png|center]]&lt;br /&gt;
| 306,000&lt;br /&gt;
| 153,000&lt;br /&gt;
| 30,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Moose|Moose cow]]&lt;br /&gt;
| [[File:Moose sprite anim.gif|center]]&lt;br /&gt;
| 315,000&lt;br /&gt;
| 157,500&lt;br /&gt;
| 31,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant beaver]]&lt;br /&gt;
| [[File:Giant beaver sprite.png|center]]&lt;br /&gt;
| 341,800&lt;br /&gt;
| 170,900&lt;br /&gt;
| 34,180&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant dingo]]&lt;br /&gt;
| [[File:Giant dingo sprite.png|center]]&lt;br /&gt;
| 341,800&lt;br /&gt;
| 170,900&lt;br /&gt;
| 34,180&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant gazelle]]&lt;br /&gt;
| [[File:Giant gazelle sprite.png|center]]&lt;br /&gt;
| 341,800&lt;br /&gt;
| 170,900&lt;br /&gt;
| 34,180&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mandrill]]&lt;br /&gt;
| [[File:Giant mandrill sprite.png|center]]&lt;br /&gt;
| 341,800&lt;br /&gt;
| 170,900&lt;br /&gt;
| 34,180&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant wolverine]]&lt;br /&gt;
| [[File:Giant wolverine sprite.png|center]]&lt;br /&gt;
| 341,800&lt;br /&gt;
| 170,900&lt;br /&gt;
| 34,180&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant lynx]]&lt;br /&gt;
| [[File:Giant lynx sprite.png|center]]&lt;br /&gt;
| 377,750&lt;br /&gt;
| 188,875&lt;br /&gt;
| 37,775&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant ocelot]]&lt;br /&gt;
| [[File:Giant ocelot sprite.png|center]]&lt;br /&gt;
| 377,750&lt;br /&gt;
| 188,875&lt;br /&gt;
| 3,777&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant wombat]]&lt;br /&gt;
| [[File:Giant wombat sprite.png|center]]&lt;br /&gt;
| 377,750&lt;br /&gt;
| 188,875&lt;br /&gt;
| 52,885&lt;br /&gt;
|-&lt;br /&gt;
| [[Alligator]]&lt;br /&gt;
| [[File:Alligator sprite.png|center]]&lt;br /&gt;
| 400,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Leopard seal]]&lt;br /&gt;
| [[File:Leopard seal sprite.png|center]]&lt;br /&gt;
| 400,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 40,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Mule]]&lt;br /&gt;
| [[File:Mule sprite.png|center]]&lt;br /&gt;
| 400,000&lt;br /&gt;
| 150,000&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Polar bear]]&lt;br /&gt;
| [[File:Polar bear sprite.png|center]]&lt;br /&gt;
| 400,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 40,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltwater crocodile man]]&lt;br /&gt;
| [[File:Saltwater crocodile man sprite.png|center]]&lt;br /&gt;
| 435,000&lt;br /&gt;
| 217,500&lt;br /&gt;
| 32&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant emu]]&lt;br /&gt;
| [[File:Giant emu sprite.png|center]]&lt;br /&gt;
| 450,100&lt;br /&gt;
| 225,050&lt;br /&gt;
| 10,288&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant wolf]]&lt;br /&gt;
| [[File:Giant wolf sprite.png|center]]&lt;br /&gt;
| 486,800&lt;br /&gt;
| 243,400&lt;br /&gt;
| 48,680&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant seal man|Elephant seal woman]]&lt;br /&gt;
| [[File:Elephant seal man sprite.png|center]]&lt;br /&gt;
| 490,000&lt;br /&gt;
| 245,000&lt;br /&gt;
| 49,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Hammerhead shark]]&lt;br /&gt;
| [[File:Hammerhead shark sprite.png|center]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Horse]]&lt;br /&gt;
| [[File:Horse sprite.png|center]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[One-humped camel]]&lt;br /&gt;
| [[File:One humped camel sprite.png|center]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 250,000&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Tiger shark]]&lt;br /&gt;
| [[File:Tiger shark sprite.png|center]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Two-humped camel]]&lt;br /&gt;
| [[File:Two humped camel sprite.png|center]]&lt;br /&gt;
| 500,000&lt;br /&gt;
| 250,000&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant capybara]]&lt;br /&gt;
| [[File:Giant capybara sprite.png|center]]&lt;br /&gt;
| 523,350&lt;br /&gt;
| 261,675&lt;br /&gt;
| 52,335&lt;br /&gt;
|-&lt;br /&gt;
| [[Moose|Moose bull]]&lt;br /&gt;
| [[File:Moose sprite anim.gif|center]]&lt;br /&gt;
| 525,000&lt;br /&gt;
| 262,500&lt;br /&gt;
| 31,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giraffe man]]&lt;br /&gt;
| [[File:Giraffe man sprite.png|center]]&lt;br /&gt;
| 535,000&lt;br /&gt;
| 267,500&lt;br /&gt;
| 53,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant aardvark]]&lt;br /&gt;
| [[File:Giant aardvark sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 280,000&lt;br /&gt;
| 5,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cassowary]]&lt;br /&gt;
| [[File:Giant cassowary sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 280,000&lt;br /&gt;
| 5,600&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cheetah]]&lt;br /&gt;
| [[File:Giant cheetah sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 280,000&lt;br /&gt;
| 56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant ibex]]&lt;br /&gt;
| [[File:Giant ibex sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 112,000&lt;br /&gt;
| 56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant impala]]&lt;br /&gt;
| [[File:Giant impala sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 280,000&lt;br /&gt;
| 56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant leopard]]&lt;br /&gt;
| [[File:Giant leopard sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 280,000&lt;br /&gt;
| 56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant mountain goat]]&lt;br /&gt;
| [[File:Giant mountain goat sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| 112,000&lt;br /&gt;
| 56,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant sponge]]&lt;br /&gt;
| [[File:Giant sponge sprite.png|center]]&lt;br /&gt;
| 560,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Bluefin tuna]]&lt;br /&gt;
| [[File:Bluefin tuna sprite.png|center]]&lt;br /&gt;
| 600,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 60,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave crocodile]]&lt;br /&gt;
| [[File:Cave crocodile sprite.png|center]]&lt;br /&gt;
| 600,000&lt;br /&gt;
| 300,000&lt;br /&gt;
| 70&lt;br /&gt;
|-&lt;br /&gt;
| [[Cow]]&lt;br /&gt;
| [[File:Cow sprite.png|center]]&lt;br /&gt;
| 600,000&lt;br /&gt;
| 250,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant grouper]]&lt;br /&gt;
| [[File:Giant grouper sprite.png|center]]&lt;br /&gt;
| 600,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 60,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Unicorn]]&lt;br /&gt;
| [[File:Unicorn sprite.png|center]]&lt;br /&gt;
| 600,000&lt;br /&gt;
| 300,000&lt;br /&gt;
| 60,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant cougar]]&lt;br /&gt;
| [[File:Giant cougar sprite.png|center]]&lt;br /&gt;
| 633,600&lt;br /&gt;
| 316,800&lt;br /&gt;
| 63,360&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hyena]]&lt;br /&gt;
| [[File:Giant hyena sprite.png|center]]&lt;br /&gt;
| 633,600&lt;br /&gt;
| 316,800&lt;br /&gt;
| 63,360&lt;br /&gt;
|-&lt;br /&gt;
| [[Narwhal man]]&lt;br /&gt;
| [[File:Narwhal man sprite.png|center]]&lt;br /&gt;
| 635,000&lt;br /&gt;
| 317,500&lt;br /&gt;
| 63,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordfish]]&lt;br /&gt;
| [[File:Swordfish sprite.png|center]]&lt;br /&gt;
| 650,000&lt;br /&gt;
| 200,000&lt;br /&gt;
| 65,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Yak]]&lt;br /&gt;
| [[File:Yak sprite.png|center]]&lt;br /&gt;
| 700,000&lt;br /&gt;
| 350,000&lt;br /&gt;
| 70,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant jaguar]]&lt;br /&gt;
| [[File:Giant jaguar sprite.png|center]]&lt;br /&gt;
| 745,500&lt;br /&gt;
| 397,600&lt;br /&gt;
| 74,550&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant wild boar]]&lt;br /&gt;
| [[File:Giant wild boar sprite.png|center]]&lt;br /&gt;
| 783,200&lt;br /&gt;
| 391,600&lt;br /&gt;
| 78,320&lt;br /&gt;
|-&lt;br /&gt;
| [[Hippo man]]&lt;br /&gt;
| [[File:Hippo man sprite.png|center]]&lt;br /&gt;
| 785,000&lt;br /&gt;
| 392,500&lt;br /&gt;
| 26,166&lt;br /&gt;
|-&lt;br /&gt;
| [[Walrus man]]&lt;br /&gt;
| [[File:Walrus man sprite.png|center]]&lt;br /&gt;
| 785,000&lt;br /&gt;
| 392,500&lt;br /&gt;
| 78,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Marlin]]&lt;br /&gt;
| [[File:Marlin sprite.png|center]]&lt;br /&gt;
| 800,000&lt;br /&gt;
| 300,000&lt;br /&gt;
| 80,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Saltwater crocodile]]&lt;br /&gt;
| [[File:Saltwater crocodile sprite.png|center]]&lt;br /&gt;
| 800,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 60&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant otter]]&lt;br /&gt;
| [[File:Giant otter sprite.png|center]]&lt;br /&gt;
| 811,500&lt;br /&gt;
| 405,750&lt;br /&gt;
| 81,150&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant kangaroo]]&lt;br /&gt;
| [[File:Giant kangaroo sprite.png|center]]&lt;br /&gt;
| 857,700&lt;br /&gt;
| 428,850&lt;br /&gt;
| 85,770&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant ostrich]]&lt;br /&gt;
| [[File:Giant ostrich sprite.png|center]]&lt;br /&gt;
| 857,700&lt;br /&gt;
| 428,850&lt;br /&gt;
| 17,154&lt;br /&gt;
|-&lt;br /&gt;
| [[Voracious cave crawler]]&lt;br /&gt;
| [[File:Voracious cave crawler sprite.png|center]]&lt;br /&gt;
| 900,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 20,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant seal]] &amp;lt;small&amp;gt;(female)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Elephant seal sprite.png|center]]&lt;br /&gt;
| 910,000&lt;br /&gt;
| 455,000&lt;br /&gt;
| 91,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant anaconda]]&lt;br /&gt;
| [[File:Giant anaconda sprite.png|center]]&lt;br /&gt;
| 933,000&lt;br /&gt;
| 466,500&lt;br /&gt;
| 933&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant monitor lizard]]&lt;br /&gt;
| [[File:Giant monitor lizard sprite.png|center]]&lt;br /&gt;
| 933,000&lt;br /&gt;
| 466,500&lt;br /&gt;
| 559&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant sloth bear]]&lt;br /&gt;
| [[File:Giant sloth bear sprite.png|center]]&lt;br /&gt;
| 933,000&lt;br /&gt;
| 466,500&lt;br /&gt;
| 93,300&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant warthog]]&lt;br /&gt;
| [[File:Giant warthog sprite.png|center]]&lt;br /&gt;
| 933,000&lt;br /&gt;
| 466,500&lt;br /&gt;
| 93,300&lt;br /&gt;
|-&lt;br /&gt;
| [[Giraffe]]&lt;br /&gt;
| [[File:Giraffe sprite.png|center]]&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| 500,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ocean sunfish]]&lt;br /&gt;
| [[File:Ocean sunfish sprite.png|center]]&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| 400,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Water buffalo]]&lt;br /&gt;
| [[File:Water buffalo sprite.png|center]]&lt;br /&gt;
| 1,000,000&lt;br /&gt;
| 500,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant black bear]]&lt;br /&gt;
| [[File:Giant black bear sprite.png|center]]&lt;br /&gt;
| 1,084,800&lt;br /&gt;
| 542,400&lt;br /&gt;
| 108,480&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant snapping turtle]]&lt;br /&gt;
| [[File:Giant snapping turtle sprite.png|center]]&lt;br /&gt;
| 1,104,000&lt;br /&gt;
| 552,000&lt;br /&gt;
| 828&lt;br /&gt;
|-&lt;br /&gt;
| [[Gigantic panda]]&lt;br /&gt;
| [[File:Gigantic panda sprite.png|center]]&lt;br /&gt;
| 1,160,900&lt;br /&gt;
| 580,450&lt;br /&gt;
| 1,339&lt;br /&gt;
|-&lt;br /&gt;
| [[Narwhal]]&lt;br /&gt;
| [[File:Narwhal sprite.png|center]]&lt;br /&gt;
| 1,200,000&lt;br /&gt;
| 600,000&lt;br /&gt;
| 120,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too big for &amp;lt;span id=&amp;quot;bridge&amp;quot;&amp;gt;[[bridge]]s&amp;lt;/span&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| 1,200,001&lt;br /&gt;
| 1,200,001&lt;br /&gt;
| 1,200,001&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant deer]]&lt;br /&gt;
| [[File:Giant deer sprite.png|center]]&lt;br /&gt;
| 1,237,600&lt;br /&gt;
| 618,800&lt;br /&gt;
| 123,760&lt;br /&gt;
|-&lt;br /&gt;
| [[Gigantic tortoise]] &amp;lt;small&amp;gt;(female)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Gigantic tortoise sprite.png|center]]&lt;br /&gt;
| 1,239,000&lt;br /&gt;
| 619,500&lt;br /&gt;
| 660&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant harp seal]]&lt;br /&gt;
| [[File:Giant harp seal sprite.png|center]]&lt;br /&gt;
| 1,428,900&lt;br /&gt;
| 714,450&lt;br /&gt;
| 14,289&lt;br /&gt;
|-&lt;br /&gt;
| [[Hippo]]&lt;br /&gt;
| [[File:Hippo sprite.png|center]]&lt;br /&gt;
| 1,500,000&lt;br /&gt;
| 750,000&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sturgeon]]&lt;br /&gt;
| [[File:Sturgeon sprite.png|center]]&lt;br /&gt;
| 1,500,000&lt;br /&gt;
| 300,000&lt;br /&gt;
| 10,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Walrus]]&lt;br /&gt;
| [[File:Walrus sprite.png|center]]&lt;br /&gt;
| 1,500,000&lt;br /&gt;
| 750,000&lt;br /&gt;
| 150,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant seal man]]&lt;br /&gt;
| [[File:Elephant seal man sprite.png|center]]&lt;br /&gt;
| 1,535,000&lt;br /&gt;
| 767,500&lt;br /&gt;
| 153,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhinoceros man]]&lt;br /&gt;
| [[File:Rhinoceros man sprite.png|center]]&lt;br /&gt;
| 1,535,000&lt;br /&gt;
| 767,500&lt;br /&gt;
| 153,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant grizzly bear]]&lt;br /&gt;
| [[File:Giant grizzly bear sprite.png|center]]&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| 850,000&lt;br /&gt;
| 170,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant lion]]&lt;br /&gt;
| [[File:Giant lion sprite_anim.gif|center]]&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| 850,000&lt;br /&gt;
| 170,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant python]]&lt;br /&gt;
| [[File:Giant python sprite.png|center]]&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| 425,000&lt;br /&gt;
| 340&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tapir]]&lt;br /&gt;
| [[File:Giant tapir sprite.png|center]]&lt;br /&gt;
| 1,700,000&lt;br /&gt;
| 850,000&lt;br /&gt;
| 170,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant tiger]]&lt;br /&gt;
| [[File:Giant tiger sprite.png|center]]&lt;br /&gt;
| 1,894,500&lt;br /&gt;
| 842,000&lt;br /&gt;
| 189,450&lt;br /&gt;
|-&lt;br /&gt;
| [[Great white shark]]&lt;br /&gt;
| [[File:Great white shark sprite.png|center]]&lt;br /&gt;
| 2,000,000&lt;br /&gt;
| 500,000&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Manta ray]]&lt;br /&gt;
| [[File:Manta ray sprite.png|center]]&lt;br /&gt;
| 2,300,000&lt;br /&gt;
| 500,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant muskox]]&lt;br /&gt;
| [[File:Giant muskox sprite.png|center]]&lt;br /&gt;
| 2,362,650&lt;br /&gt;
| 994,800&lt;br /&gt;
| 248,700&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant elk]]&lt;br /&gt;
| [[File:Giant elk sprite.png|center]]&lt;br /&gt;
| 2,478,000&lt;br /&gt;
| 1,239,000&lt;br /&gt;
| 247,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Gigantic tortoise]] &amp;lt;small&amp;gt;(male)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Gigantic tortoise sprite.png|center]]&lt;br /&gt;
| 2,478,000&lt;br /&gt;
| 1,239,000&lt;br /&gt;
| 660&lt;br /&gt;
|-&lt;br /&gt;
| [[Draltha]]&lt;br /&gt;
| [[File:Draltha sprite.png|center]]&lt;br /&gt;
| 2,500,000&lt;br /&gt;
| 100,000&lt;br /&gt;
| 50,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant man]] &amp;lt;small&amp;gt;'''(largest land-dwelling animal people)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Elephant man sprite.png|center]]&lt;br /&gt;
| 2,535,000&lt;br /&gt;
| 1,267,500&lt;br /&gt;
| 253,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Orca man]]&lt;br /&gt;
| [[File:Orca man sprite.png|center]]&lt;br /&gt;
| 2,535,000&lt;br /&gt;
| 1,267,500&lt;br /&gt;
| 91,260&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant moose|Giant moose cow]]&lt;br /&gt;
| [[File:Giant moose sprite.png|center]]&lt;br /&gt;
| 2,554,650&lt;br /&gt;
| 1,277,325&lt;br /&gt;
| 255,465&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant seal]] &amp;lt;small&amp;gt;(male)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Elephant seal sprite.png|center]]&lt;br /&gt;
| 3,000,000&lt;br /&gt;
| 1,500,000&lt;br /&gt;
| 300,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Rhinoceros]]&lt;br /&gt;
| [[File:Rhinoceros sprite.png|center]]&lt;br /&gt;
| 3,000,000&lt;br /&gt;
| 1,500,000&lt;br /&gt;
| 300,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Rutherer]]&lt;br /&gt;
| [[File:Rutherer sprite.png|center]]&lt;br /&gt;
| 3,000,000&lt;br /&gt;
| 1,500,000&lt;br /&gt;
| 300,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant alligator]]&lt;br /&gt;
| [[File:Giant alligator sprite.png|center]]&lt;br /&gt;
| 3,268,000&lt;br /&gt;
| 1,634,000&lt;br /&gt;
| 490&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant leopard seal]]&lt;br /&gt;
| [[File:Giant leopard seal sprite.png|center]]&lt;br /&gt;
| 3,268,000&lt;br /&gt;
| 1,634,000&lt;br /&gt;
| 326,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant polar bear]]&lt;br /&gt;
| [[File:Giant polar bear sprite.png|center]]&lt;br /&gt;
| 3,268,000&lt;br /&gt;
| 1,634,000&lt;br /&gt;
| 326,800&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant one-humped camel]]&lt;br /&gt;
| [[File:Giant one humped camel sprite.png|center]]&lt;br /&gt;
| 4,055,000&lt;br /&gt;
| 2,027,500&lt;br /&gt;
| 405,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant two-humped camel]]&lt;br /&gt;
| [[File:Giant two humped camel sprite.png|center]]&lt;br /&gt;
| 4,055,000&lt;br /&gt;
| 2,027,500&lt;br /&gt;
| 405,500&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant moose|Giant moose bull]]&lt;br /&gt;
| [[File:Giant moose sprite.png|center]]&lt;br /&gt;
| 4,257,750&lt;br /&gt;
| 2,128,875&lt;br /&gt;
| 255,465&lt;br /&gt;
|-&lt;br /&gt;
| [[Jabberer]]&lt;br /&gt;
| [[File:Jabberer sprite anim.gif|center]]&lt;br /&gt;
| 4,500,000&lt;br /&gt;
| 2,000,000&lt;br /&gt;
| 5,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Elephant]] &amp;lt;small&amp;gt;'''(biggest mundane land animal)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Elephant sprite.png|center]]&lt;br /&gt;
| 5,000,000&lt;br /&gt;
| 2,500,000&lt;br /&gt;
| 500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Orca]]&lt;br /&gt;
| [[File:Orca sprite.png|center]]&lt;br /&gt;
| 5,000,000&lt;br /&gt;
| 2,500,000&lt;br /&gt;
| 180,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ogre]]&lt;br /&gt;
| [[File:Ogre sprite.png|center]]&lt;br /&gt;
| 6,000,000&lt;br /&gt;
| 2,000,000&lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant saltwater crocodile]]&lt;br /&gt;
| [[File:Giant saltwater crocodile sprite.png|center]]&lt;br /&gt;
| 6,440,000&lt;br /&gt;
| 3,220,000&lt;br /&gt;
| 483&lt;br /&gt;
|-&lt;br /&gt;
| [[Blind cave ogre]]&lt;br /&gt;
| [[File:Blind cave ogre sprite.png|center]]&lt;br /&gt;
| 7,000,000&lt;br /&gt;
| 2,500,000&lt;br /&gt;
| 250,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant elephant seal]] &amp;lt;small&amp;gt;(female)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant elephant seal sprite.png|center]]&lt;br /&gt;
| 7,316,400&lt;br /&gt;
| 3,658,200&lt;br /&gt;
| 731,640&lt;br /&gt;
|-&lt;br /&gt;
| [[Cyclops]]&lt;br /&gt;
| [[File:Cyclops sprite.png|center]]&lt;br /&gt;
| 8,000,000&lt;br /&gt;
| 2,000,000&lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Ettin]]&lt;br /&gt;
| [[File:Ettin sprite.png|center]]&lt;br /&gt;
| 8,000,000&lt;br /&gt;
| 2,000,000&lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Hydra]] &amp;lt;small&amp;gt;'''(smallest [[megabeast]])'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Hydra sprite.png|center]]&lt;br /&gt;
| 8,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sea monster]]&lt;br /&gt;
| [[File:Sea monster sprite.png|center]]&lt;br /&gt;
| 8,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant giraffe]]&lt;br /&gt;
| [[File:Giant giraffe sprite.png|center]]&lt;br /&gt;
| 8,030,000&lt;br /&gt;
| 4,015,000&lt;br /&gt;
| 803,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant]] &amp;lt;small&amp;gt;'''(biggest semi-megabeast, biggest land sapient)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant sprite.png|center]]&lt;br /&gt;
| 9,000,000&lt;br /&gt;
| 3,000,000&lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sea serpent]]&lt;br /&gt;
| [[File:Sea serpent sprite.png|center]]&lt;br /&gt;
| 9,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant narwhal]]&lt;br /&gt;
| [[File:Giant narwhal sprite.png|center]]&lt;br /&gt;
| 9,624,000&lt;br /&gt;
| 4,812,000&lt;br /&gt;
| 962,400&lt;br /&gt;
|-&lt;br /&gt;
| [[Demon]]&lt;br /&gt;
| [[File:Demon sprite.png|center]]&lt;br /&gt;
| 10,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Forgotten beast]]&lt;br /&gt;
| [[File:Beast example2 sprite.png|center]]&lt;br /&gt;
| 10,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Titan]]&lt;br /&gt;
| [[File:Beast example1 sprite.png|center]]&lt;br /&gt;
| 10,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant hippo]]&lt;br /&gt;
| [[File:Giant hippo sprite.png|center]]&lt;br /&gt;
| 12,030,000&lt;br /&gt;
| 6,015,000&lt;br /&gt;
| 401,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant walrus]]&lt;br /&gt;
| [[File:Giant walrus sprite.png|center]]&lt;br /&gt;
| 12,030,000&lt;br /&gt;
| 6,015,000&lt;br /&gt;
| 1,203,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sperm whale man]] &amp;lt;small&amp;gt;'''(biggest sapient being in-game)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Sperm whale man sprite.png|center]]&lt;br /&gt;
| 12,535,000&lt;br /&gt;
| 6,267,500&lt;br /&gt;
| 250,700&lt;br /&gt;
|-&lt;br /&gt;
| [[Basking shark]]&lt;br /&gt;
| [[File:Basking shark sprite.png|center]]&lt;br /&gt;
| 15,000,000&lt;br /&gt;
| 5,000,000&lt;br /&gt;
| 100,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Cave dragon]]&lt;br /&gt;
| [[File:Cave dragon sprite anim.gif|center]]&lt;br /&gt;
| 15,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Bronze colossus]]&lt;br /&gt;
| [[File:Bronze colossus sprite.png|center]]&lt;br /&gt;
| 20,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| n/a&lt;br /&gt;
|-&lt;br /&gt;
| [[Roc]] &amp;lt;small&amp;gt;'''(biggest flying creature)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Roc sprite.png|center]]&lt;br /&gt;
| 20,000,000&lt;br /&gt;
| 5,000,000&lt;br /&gt;
| 200,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Whale shark]]&lt;br /&gt;
| [[File:Whale shark sprite.png|center]]&lt;br /&gt;
| 20,000,000&lt;br /&gt;
| 5,000,000&lt;br /&gt;
| 1,000,000&lt;br /&gt;
|-&lt;br /&gt;
| '''Too big for &amp;lt;span id=&amp;quot;pressure plate&amp;quot;&amp;gt;[[pressure plate]]s&amp;lt;/span&amp;gt;'''&lt;br /&gt;
|&lt;br /&gt;
| 20,000,001&lt;br /&gt;
| 20,000,001&lt;br /&gt;
| 20,000,001&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant rhinoceros]]&lt;br /&gt;
| [[File:Giant rhinoceros sprite.png|center]]&lt;br /&gt;
| 24,000,000&lt;br /&gt;
| 12,000,000&lt;br /&gt;
| 2,400,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant elephant seal]] &amp;lt;small&amp;gt;(male)&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant elephant seal sprite.png|center]]&lt;br /&gt;
| 24,120,000&lt;br /&gt;
| 12,060,000&lt;br /&gt;
| 2,412,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Dragon]] &amp;lt;small&amp;gt;'''(biggest megabeast)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Dragon sprite.png|center]]&lt;br /&gt;
| 25,000,000&lt;br /&gt;
| n/a&lt;br /&gt;
| 6,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Sperm whale]] &amp;lt;small&amp;gt;'''biggest mundane animal'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Sperm whale sprite.png|center]]&lt;br /&gt;
| 25,000,000&lt;br /&gt;
| 12,500,000&lt;br /&gt;
| 500,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant elephant]] &amp;lt;small&amp;gt;'''(biggest land creature in-game)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant elephant sprite.png|center]]&lt;br /&gt;
| 40,000,000&lt;br /&gt;
| 20,000,000&lt;br /&gt;
| 4,000,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant orca]]&lt;br /&gt;
| [[File:Giant orca sprite.png|center]]&lt;br /&gt;
| 40,000,000&lt;br /&gt;
| 20,000,000&lt;br /&gt;
| 1,440,000&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant sperm whale]] &amp;lt;small&amp;gt;'''(biggest creature in-game)'''&amp;lt;/small&amp;gt;&lt;br /&gt;
| [[File:Giant sperm whale sprite.png|center]]&lt;br /&gt;
| 200,000,000&lt;br /&gt;
| 100,000,000&lt;br /&gt;
| 4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;span id=&amp;quot;end of list&amp;quot;&amp;gt; &amp;lt;/span&amp;gt;&lt;br /&gt;
[[#top of list|Jump to top ↑]]&lt;br /&gt;
[[ru:List of creatures by adult size]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Great_pick&amp;diff=311665</id>
		<title>Great pick</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Great_pick&amp;diff=311665"/>
		<updated>2025-11-17T21:43:32Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Created page with &amp;quot;{{Quality|Unrated}} {{av}} A '''great pick''' is an alternative to picks sized for large creatures. Troll, ogre, and blind cave ogre miners from dark gob...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
A '''great pick''' is an alternative to [[pick]]s sized for large creatures. [[Troll]], [[ogre]], and [[blind cave ogre]] [[miner]]s from dark [[goblin]] [[Dark pits|pits]] can arrive in [[siege]]s wielding this [[weapon]].&lt;br /&gt;
&lt;br /&gt;
A great pick is eight times the [[Weapon#size|size]] of a standard pick. It has the same internal [[Attack types|attack properties]], but hits with more force due to its size. A creature must be at least 225,000 cm³ to wield it, with [[List of creatures by adult size|some large species]] of [[animal people]] being the smallest creatures that can equip it in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
When [[Melt item|melted]] down, great picks produce roughly four bars of metal.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = saràm tekkud&lt;br /&gt;
| elvish  = apaca mubara&lt;br /&gt;
| goblin  = snuz otez&lt;br /&gt;
| human   = umon tekud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Blind_cave_ogre_sprite.png&amp;diff=311664</id>
		<title>File:Blind cave ogre sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Blind_cave_ogre_sprite.png&amp;diff=311664"/>
		<updated>2025-11-17T21:10:44Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: DPhKraken uploaded a new version of File:Blind cave ogre sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ogre_sprite.png&amp;diff=311663</id>
		<title>File:Ogre sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ogre_sprite.png&amp;diff=311663"/>
		<updated>2025-11-17T21:10:16Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: DPhKraken uploaded a new version of File:Ogre sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Blind_cave_ogre_sprites.png&amp;diff=311662</id>
		<title>File:Blind cave ogre sprites.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Blind_cave_ogre_sprites.png&amp;diff=311662"/>
		<updated>2025-11-17T21:08:23Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: DPhKraken uploaded a new version of File:Blind cave ogre sprites.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Ogre_sprites.png&amp;diff=311661</id>
		<title>File:Ogre sprites.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Ogre_sprites.png&amp;diff=311661"/>
		<updated>2025-11-17T21:06:58Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: DPhKraken uploaded a new version of File:Ogre sprites.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Nest.png&amp;diff=311660</id>
		<title>File:Nest.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Nest.png&amp;diff=311660"/>
		<updated>2025-11-17T20:44:10Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Category:Interface images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
[[Category:Interface images]]&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=311659</id>
		<title>Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Health_care&amp;diff=311659"/>
		<updated>2025-11-17T18:42:33Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: /* Gypsum plaster */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
[[File:hospital_preview.png|right]]A '''hospital''' [[location]] allows [[wound]]ed dwarves to rest and receive care and treatment. Hospitals use any [[bed]]s, [[Table]]s, [[traction bench]]es, and [[chest]]s that have been built within the zone. The hospital will requisition [[thread]], [[cloth]], [[splint]]s, [[crutch]]es, [[Gypsum plaster|plaster powder]] (for casts), [[bucket]]s, and [[soap]] for medical use. These will be stored within the hospital's containers; you may adjust the desired quantities.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the four doctoring occupations: [[diagnostician|diagnosis]], [[surgeon|surgery]], [[bone doctor|setting bones]], and doctor, which does all of the above. All doctors in the fortress operate under the instruction of the [[chief medical dwarf]], an appointed [[noble]]. Doctors perform their medical procedures on a dwarf only after treatment has been prescribed by a diagnostician. Doctors do not (yet; one must use [[DFHack]] in the interim) perform any healthcare on animals. Suturing and wound dressing are done by orderlies, but their quality is not impacted by any skills, so having all dwarves assigned to it has no negative effect.&lt;br /&gt;
&lt;br /&gt;
Dwarves assigned roles via the hospital zone will only begin doing them once the labors for all dwarves have been updated. To quickly achieve this, go to the labor menu and set 'only selected dwarves mine' to 'no dwarves mine' and then set back to 'only selected dwarves mine', or do anything else in work details.&lt;br /&gt;
&lt;br /&gt;
All beds within a hospital location are automatically hospital beds, where injured dwarves will go (or be brought) to recuperate. Tired, healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Setting up a hospital==&lt;br /&gt;
Hospitals are designated as [[locations]]. Designate a Meeting Area zone in the usual way, then select the Add Location button (plus sign) and select Hospital. Any amount of zones can be added to the hospital in the same way, selecting the existing hospital name instead of clicking &amp;quot;new hospital&amp;quot; at the top of the menu. Select the view location button (magnifying glass) allows you to check the equipment and medical supplies missing/available to your hospital.&lt;br /&gt;
* Place enough [[bed]]s in that zone to ensure you can keep all wounded dwarves in the hospital. Dwarves can lie on the ground instead of in beds if none are available, but this is not ideal.&lt;br /&gt;
* Place at least one [[table]] ({{Menu icon|b|f|t|sep=-}}) for surgeons to perform surgery on. Adjacency to beds makes it easier to move a patient for surgery. You may perform surgery without tables; it will be messier.&lt;br /&gt;
** Multiple dwarves may undergo simultaneous surgeries on the same table.&lt;br /&gt;
* Place one or more [[traction bench]]es ({{Menu icon|b|f|T|sep=-}}) to handle compound fractures when the dwarf requires &amp;quot;immobilization.&amp;quot;&lt;br /&gt;
** Each traction bench can only accommodate one dwarf at a time, and the dwarf may be there for quite some time, so plan accordingly.&lt;br /&gt;
* Place [[chest]]s ({{Menu icon|b|f|h|sep=-}}) to store medical supplies reserved for hospital use. Once placed, dwarves will start stocking the hospital with medical supplies, you can track their progress and change storage limits in the zone's 'Set Hospital Information' menu. A small hospital can manage with two containers, while a fully-fledged fortress with an adventurous military may need as many as eight. (Containers are not strictly necessary; doctors can and will use supplies from anywhere, but dedicated hospital containers allow you to earmark some supplies for medical use - for example, to prevent the auto-looming of ''every'' last thread.)&lt;br /&gt;
&lt;br /&gt;
Medical Staff: &lt;br /&gt;
* Assign dwarves to one of the doctoring occupations and they will do them once work details have been updated. You might want to set several dwarves to be dedicated doctors, with diagnosis labor well-covered - without a diagnosis, patients cannot be treated, if they cannot be treated, they will occupy the hospital area until they die, performing no function. Any dwarf who is assigned as a doctor or diagnoser can diagnose dwarves.  Once a patient is diagnosed, you can see on the individual health screen what procedures are needed, for example, washing or suturing. Low-skilled diagnosers may miss syndromes, so if you're having an epidemic of [[forgotten beast|flesh melting extract]], it may be best to only have your best diagnosers on duty.&lt;br /&gt;
* If you use a [[burrow]] to keep doctors near the hospital zone, ensure that this burrow covers all needed materials or you could get job cancellations because of a lack of material.  Thread/cloth stockpiles, and items bought from caravans (e.g. plaster early in the game) are often the most troubling.&lt;br /&gt;
&lt;br /&gt;
== Skills and injuries==&lt;br /&gt;
There are four skilled [[doctor]]ing labors and two unskilled supporting hauling labors involved in healthcare.&lt;br /&gt;
&lt;br /&gt;
{| Class=wikitable&lt;br /&gt;
! Labor&lt;br /&gt;
! Use&lt;br /&gt;
|-&lt;br /&gt;
| [[Diagnostician]]&lt;br /&gt;
| Determines what procedures (of the other four) are necessary. Bad diagnosers might miss [[syndrome|syndromes]] others won't.&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]]&lt;br /&gt;
| Repair internal organ damage, excise necrotic tissue or serious injuries to muscle, bones. Good surgeons cause less bleeding in their operations.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone doctor]]&lt;br /&gt;
| Sets simple breaks for healing&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]]&lt;br /&gt;
| Stops serious bleeding. Part of the default '''orderly''' work detail.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]]&lt;br /&gt;
| Finalizes closed wounds for healing. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| [[Labor|Recovering wounded]]&lt;br /&gt;
| Hauls wounded units to the hospital. Part of the default '''orderly''' work detail.&lt;br /&gt;
|- style=&amp;quot;background-color:#eaeaea;&amp;quot;&lt;br /&gt;
| Feed patients/prisoners&lt;br /&gt;
| Gives food/water to patients/prisoners. Part of the default '''orderly''' work detail.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Those with the '''recover wounded''' labor will attempt to carry an injured dwarf to a hospital zone, or, lacking one, to the nearest unoccupied bed. Dwarves are not light, especially ones in full armor, so these laborers should not have low strength [[attribute]]s. Note that recovering wounded appears to be an extremely low priority task, and since immobile patients will need to be carried to a hospital before diagnosis, it may be necessary to temporarily disable all other labors on dwarves with this labor to get the wounded moved quickly.&lt;br /&gt;
&lt;br /&gt;
Once in the hospital, a '''diagnoser''' will then evaluate the patient and prescribe a treatment, which any doctor who have the appropriate medical labors enabled (including themselves) may carry out – dwarves cannot be treated without a diagnosis. Depending on the injury, a treatment job will occur. Diagnosis is often required between procedures as well.&lt;br /&gt;
&lt;br /&gt;
After diagnosis, [[Wound|injuries]] to various body parts will be revealed. The color of the text will indicate the severity of the wound, from least to most serious, as follows:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;background:black; width:840px; border-radius:3px&amp;quot;&amp;gt;&lt;br /&gt;
:{{DFtext|NONE: No recorded active wounds on the part.|#fff}}&lt;br /&gt;
:{{DFtext|MINOR: Any damage that doesn't have functional/structural consequences (might be heavy bleeding, though).|#808000}}&lt;br /&gt;
:{{DFtext|INHIBITED: Any muscular, structural, or functional damage, without total loss.|#ffff00}}&lt;br /&gt;
:{{DFtext|FUNCTION LOSS: An important function of the part is completely lost, but the part is structurally sound (or at least partially intact).|#00ffff}}&lt;br /&gt;
:{{DFtext|BROKEN: The part has lost all structural integrity or muscular ability.|#ff0000}}&lt;br /&gt;
:{{DFtext|MISSING: The part is completely gone.|#808080}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
With a chief medical dwarf appointed, you can view your dwarves' health using {{k|w}} for wounds section. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Internal Organs''' can be treated or removed by a surgeon using tables and traction benches, and are typically caused by [[attack_types#Piercing_weapons|piercing]] injuries.&lt;br /&gt;
&lt;br /&gt;
: Surgery also covers the repair of [[Health care#Infection|infected]] or rotten wounds, which are typically caused by lack of [[soap]], poor [[water]] access for cleaning, delayed medical care, or just bad luck.&lt;br /&gt;
&lt;br /&gt;
* '''Bones''' can be set and treated by bone doctors using thread and cloth (for minor fractures), splints and casts, or traction benches, depending on severity. [[Body_token#GRASP|Grasping]] is often impaired during healing. The {{DFtext|Immobilization Request}} status tag is an indication that a splint or plaster cast is required. Multiple overlapping and compound fractures require a surgeon. Typically caused by [[attack_types#Blunt_weapons|blunt]] trauma.&lt;br /&gt;
&lt;br /&gt;
*'''Skin and muscle''' can be treated by a suturer using thread and cloth. The wound will continue to bleed until sutured. Severe wounds to the hands can impair grasping during healing. Typically caused by [[attack_types#Edged_weapons|slashing]] injuries.&lt;br /&gt;
&lt;br /&gt;
* Closed wounds will be dressed by a wound dresser.&lt;br /&gt;
&lt;br /&gt;
Any dwarves with the feed patients/prisoners labor will attempt to give food or a bucket of water to a hungry or thirsty patient. By default, all dwarves start with the non-doctoring, supporting labors enabled; these have no corresponding [[skill]]s, do not cause experience gain, and merely are activities that can be performed by any dwarf, but can be disabled for those with more important labors.&lt;br /&gt;
&lt;br /&gt;
==Infection==&lt;br /&gt;
Every open wound can become infected. Infections may heal over time; however, many dwarves will die due to infection, often months after the actual wounding. The creature that caused the infection will be credited for the kill.&lt;br /&gt;
&lt;br /&gt;
Causes of infection include:&lt;br /&gt;
* No cleaning of the wounds.&lt;br /&gt;
* Cleaning with water from a [[Water#Stagnant_Water|stagnant water]] source, or cleaning with [[Water#Water_laced_with_mud|water laced with mud]]. {{Verify}}&lt;br /&gt;
* Cleaning without [[soap]].&lt;br /&gt;
* Bad luck&lt;br /&gt;
&lt;br /&gt;
An infection effectively causes constant internal bleeding, and if the infected dwarf is healthy enough, they can naturally replenish their blood quickly enough to outpace the infection.&lt;br /&gt;
&lt;br /&gt;
It's worth noting however that [[Necromancer|necromancy]] effectively cures infections, as the [[intelligent undead|intelligent undead]] it can create cannot die of bleeding.&lt;br /&gt;
&lt;br /&gt;
== Equipment and medical supplies ==&lt;br /&gt;
[[File:Hospital information v50.03.png|thumb|In-game hospital information summary]]&lt;br /&gt;
=== Traction benches ===&lt;br /&gt;
A traction bench is used by a [[bone doctor]] in a [[Hospital|hospital zone]] to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the [[mechanic's workshop]], and requires a [[table]], a [[mechanism]], and a [[rope]] or a [[chain]] to construct. The [[quality]] of each component is not reflected in the quality of the traction bench, and only the [[material]] of the table is used as the material for the bench. &amp;quot;Recycling&amp;quot; low-quality, low-value components into high-quality traction benches can provide a modest increase in [[value]]. Note that if any [[Stockpile|stockpiles]] have been linked to &amp;quot;Give&amp;quot; to the workshop, all of the resources needed to construct the traction bench must be found in the linked piles (e.g., linking only a stone stockpile may prevent access to the necessary tables/ropes/chains).&lt;br /&gt;
&lt;br /&gt;
=== Gypsum plaster ===&lt;br /&gt;
&lt;br /&gt;
Orthopedic casts are made out of [[Gypsum plaster|plaster powder]] and are used to keep bones in their proper place until healed. To store them in a hospital, place a chest or other container inside the hospital zone. Applying a cast also requires a bucket, cloth, and a water source.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a [[kiln]] or [[magma kiln]] from [[gypsum]], [[alabaster]], [[selenite]], or [[satinspar]] and an empty [[bag]] by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3 points per unit; each unit comes with a free bag.&lt;br /&gt;
&lt;br /&gt;
Gypsum powder is superior to a splint in that it allows the dwarf to leave the hospital and resume their duties, which is not possible with a splint. If(!) gypsum powder is available, use that rather than splints.&lt;br /&gt;
&lt;br /&gt;
=== Splints ===&lt;br /&gt;
Splints, applied by a bone doctor, immobilize limbs that have sustained bone fractures, allowing them to heal. Dwarves will '''not''' be able to leave the hospital and resume their normal duties until the broken limb is fully healed. {{verify}} &lt;br /&gt;
&lt;br /&gt;
They can be made out of one [[wood]] at the [[carpenter's workshop]] or one metal [[bar]] at the [[metalsmith's forge]] or the [[magma forge]]. Splints are categorized as [[finished goods]].&lt;br /&gt;
&lt;br /&gt;
Splints are inferior to plaster casts, as while they are easier to obtain and prepare, they do not allow movement while healing (which can take months). If plaster powder is available, it is by far the better option vs. splints.&lt;br /&gt;
&lt;br /&gt;
=== Other equipment===&lt;br /&gt;
*[[Table]]s are used to conduct operations on. ''(Bug: One table can hold multiple simultaneous diagnostic/surgical patients.)''&lt;br /&gt;
*[[Bed]]s are used by patients to rest. Placing beds at the corners of a hospital will help ensure the wounded are brought to a tile that has a bed.&lt;br /&gt;
*[[Soap]] is used to clean wounds, sterilizing and preventing infection.&lt;br /&gt;
*[[Water]] is used to clean wounds, bathe patients and give drink, as patients do not drink alcohol. Make sure a [[Zones#Water_source|designated]] source is safe, nearby and clean, either a [[well]], [[cistern]] or running water.&lt;br /&gt;
*[[Bucket]]s are used to gather and hold water for its uses.&lt;br /&gt;
*[[Thread]] is used to suture closed wounds.&lt;br /&gt;
*[[Cloth]] is used to clean wounds, wash patients and dress wounds.&lt;br /&gt;
*[[Chest]]s are used to store hospital supplies.&lt;br /&gt;
*[[Crutch]]es {{DFtext|┬|6:1}} help a crippled dwarf walk again.&lt;br /&gt;
&lt;br /&gt;
==Tips for an effective hospital==&lt;br /&gt;
* Regularly use ({{k|i}}-{{k|H}}) to examine your hospital stockpile. Ensure your hospital is well-stocked. If you run out of materials regularly, increase the limits.&lt;br /&gt;
** Note that the quantities listed in the &amp;quot;Set Hospital Information&amp;quot; screen are different than those used in stockpiles.&lt;br /&gt;
*** 1 stockpile unit of thread = 15000 in the hospital&lt;br /&gt;
*** 1 cloth = 10000&lt;br /&gt;
*** 1 soap = 150&lt;br /&gt;
*** 1 gypsum powder = 150&lt;br /&gt;
* It is possible to do without soap in the hospital stockpile. Choosing to do so, however, increases the risk of infection, which will most likely kill the patient. Consult the [[soap]] page to understand that industry. Bring 1 lye on embark for one bar of soap, which translates to 150 units.&lt;br /&gt;
* Put a [[well]] inside (or near) the hospital for maximum efficiency. Doctors need to wash patients regularly, and clean water reduces infection.&lt;br /&gt;
* Do not place chairs next to your surgery tables. A chair is an invitation for rat-roast-eating freeloaders to block the medical process.&lt;br /&gt;
* You may wish to consider individual rooms for each bed if you find your doctors are choosing to treat Urist McPaperCut over Urist McBloodFountainTheGushing. A locked door minimizes the mess, and thereby infection and allows you to prioritize. Plus, necrotizing flesh can generate lots of [[miasma]], which a closed door will stop.&lt;br /&gt;
* You can select nurses who enjoy helping people to give them good thoughts. This also prevents dwarves that hate bringing others food from receiving unhappy thoughts.&lt;br /&gt;
* If you use Dwarf Therapist, try to select strong or large-sized dwarves to recover wounded. Weak dwarves slowly inching back to the hospital from a hostile area with a dying patient can result in [[fun]].&lt;br /&gt;
* When a serious injury happens, don't exit (or save) the game until the injured are in the hospital zone, especially if a dwarf is immobile.  &amp;quot;Bring crutch&amp;quot; and &amp;quot;Recover Wounded&amp;quot; jobs will be lost, keeping the patient away from the hospital, and doctors will NOT go to patients, even if burrowed with them, because a diagnose job hasn't been created.  Sometimes a second &amp;quot;crutch required&amp;quot; or &amp;quot;recover wounded&amp;quot; request will be generated, but often too late for the patient's full recovery.  Your best bet is to ensure someone (not burrowed) has &amp;quot;recover wounded&amp;quot; enabled at all times; burrow doctors doing non-medical tasks immediately; hope the patient makes it to the hospital.{{Verify}}&lt;br /&gt;
* Long-term residents will seek medical care if injured.  This includes non-dwarves.  Doctors will treat them the same as dwarves and the different physiology doesn't seem to be an issue. &lt;br /&gt;
* To prevent the usage of adamantine thread, store no thread in hospital settings and instead have a stockpile of non-metal thread in the hospital while additionally having a manager order to make 1 wafer when you have 1 adamantine thread.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth – yes, that includes special &amp;quot;[[raw adamantine|exotic]]&amp;quot; strands, which you may want to forbid during medical emergencies.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Occupations assigned at a hospital will not take immediate effect due to the [[Known bugs and issues#healthcare-labors-bug|healthcare labors bug]].&lt;br /&gt;
* For a variety of reasons, an injured dwarf may leave the hospital and/or refuse to go to the hospital. {{Bug|309}}&lt;br /&gt;
* Wounded dwarves are not always recovered properly. {{bug|94}} Re-injuring the dwarf (with a [[minecart]] collision, dropped item, etc.) may trigger proper recovery.&lt;br /&gt;
* Adamantine thread used for suturing. {{Bug|1346}}&lt;br /&gt;
* The quality and value of a finished traction bench does not account for all of the inputs used to make it. {{verify}}&lt;br /&gt;
* Dwarves resting in bed may be starving/dehydrated and not being taken care of, deconstructing the bed to generate a new Recover Wounded task and force them to rest properly fixes this.&lt;br /&gt;
&lt;br /&gt;
{{d for dwarf}}&lt;br /&gt;
Soap is the only item dwarves will use to sterilize a wound.  While dwarves are of course aware that humans will pour perfectly quaffable alcohol over their bloody wounds and onto the filthy ground to get the same effect, dwarves understand that some things are more precious than a single life, and face oblivion with a bit more dignity.  The application of extreme heat is also well known to prevent infections and seal a wound, but dwarves consider magma the only legitimate heat source, and the non-lethal application of magma is sacrilege.&lt;br /&gt;
[[File:healthcare_preview.png|thumb|370px|center|A [[human]] doctor attempting to help.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Luke Fildes (October 3, 1843 – February 28, 1927)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Category|Healthcare}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
[[ru:Health care]]&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Saltpeter&amp;diff=311598</id>
		<title>Saltpeter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Saltpeter&amp;diff=311598"/>
		<updated>2025-11-14T01:37:06Z</updated>

		<summary type="html">&lt;p&gt;DPhKraken: Added gunpowder sourcing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{stonelookup/0&lt;br /&gt;
|graphic=saltpeter_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Saltpeter''' is a non-economic and low-value yellow [[stone]] found in [[vein|small clusters]] within [[sedimentary layer]]s. With a melting point of {{ct|10601}} and a boiling point of only {{ct|10720}}, it is one of the few stones which will ''boil'' in [[magma]]. Saltpeter is also the second least [[Density|dense]] non-economic stone*, making it better than most stone for objects that must be hauled frequently. &lt;br /&gt;
&lt;br /&gt;
: ''(*  Saltpeter is about 60% heavier than [[jet]], more than 21% lighter than typical stone, but about 350% (3 1/2 times) the weight of typical [[wood]] items.)''&lt;br /&gt;
&lt;br /&gt;
In real life, its best known use is as a primary ingredient of gunpowder, along with [[charcoal]] and [[brimstone|sulfur]]. This process does not exist in ''Dwarf Fortress'' (yet; it seems [[Toady One]] has plans to include gunpowder later, but only for simple uses[https://www.bay12games.com/media/df_talk_8_transcript.html]), and therefore gunpowder is also non-existent. Saltpeter, as a source of both potassium (like [[potash]]) and nitrogen, is also a fertilizer, though it is not possible to use it as such in ''Dwarf Fortress''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: Saltpeter's use in Gunpowder, as described above --&amp;gt;&lt;br /&gt;
It is rumored that if a dwarf ever discovers saltpeter's capabilities, dwarven &amp;quot;civilization&amp;quot; would come to an explosive, but [[Fun]] end.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Referemce: the myth that Potassium Nitrate induces impotence --&amp;gt;&lt;br /&gt;
Despite persistent myths to the contrary, adding saltpeter to your male dwarves' military rations will ''not'' help to control your fortress's population ''or'' reduce incidences of romantic infidelity.&lt;br /&gt;
&lt;br /&gt;
[[File:saltpeter.png|thumb|360px|center|Saltpeter mine.]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>DPhKraken</name></author>
	</entry>
</feed>