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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=126947</id>
		<title>v0.31:Cross-training</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cross-training&amp;diff=126947"/>
		<updated>2010-09-02T15:45:52Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:28, 24 August 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Cross-training''' is the process of training your civilian dwarfs in military pursuits, or vice versa, and can offer several benefits. First and most importantly, it can be a good way of raising attributes, leading to stronger, tougher, faster dwarfs. Secondly, it provides a handy pool of recruits for when your military takes a beating or gives your civilians a halfway chance of defending themselves. Thirdly, it can provide useful replacements for when your legendary mason accidentally blunders into a troll and gets all his limbs broken. Finally, it's a more productive use of time than standing around idling.&lt;br /&gt;
&lt;br /&gt;
There is nothing saying you have to use only one of these ideas; they are all various approaches toward addressing these areas.&lt;br /&gt;
&lt;br /&gt;
==Cross-training (starting a reserves program)==&lt;br /&gt;
The biggest thing to remember with a reserves program is that if you're going to go, you go all the way.  Don't institute something &amp;quot;just for a little while&amp;quot; and come up with a handful of novice reservists; they will not get significant stat increases and you'll only waste time.  Time is not something you have a heck of a lot of in a reserves program, typically.  Remember that after you draft them, most dwarves are going to need about a year of sparring or training before they're ready for heavy combat.  You might not have that much time if you are getting sieges regularly.&lt;br /&gt;
&lt;br /&gt;
===Different Programs:===&lt;br /&gt;
&lt;br /&gt;
====Artillery proving ground ({{L|siege operator}})====&lt;br /&gt;
Mass-produce some catapults, line them up near a quarry, and fire away.  Works well to dispose of stone from a gulag (see below).&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Trains a skill that's reasonably useful, and provides a place to put all the sub-par siege engine components your {{L|siege engineer}} will doubtlessly create if you're going for superior-quality engines.&lt;br /&gt;
*Harasses the wildlife, which is always fun.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Very slow to train (2+ years for legendary).&lt;br /&gt;
*Fairly space-consuming to set up a well-designed and usable proving ground.&lt;br /&gt;
*Can be dangerous depending on the biome (especially when {{L|elephant}}s are present.  If they get winged by a stray boulder, you can bet they're going to be coming straight at you).&lt;br /&gt;
*{{L|Siege operator}}s are civilians, and will run in fear when an enemy approaches them.&lt;br /&gt;
&lt;br /&gt;
====Internship ({{L|bookkeeper}})====&lt;br /&gt;
Turn on highest precision bookkeeping and rotate the appointed noble in and out the second he becomes a legendary bookkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a bookkeeper anyway!&lt;br /&gt;
*Totally safe; a bookkeeper spends basically all his discretionary time snug in his office.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Legendary bookkeepers might leave their successor without work, losing work and experience.&lt;br /&gt;
*Is arguably an {{L|exploit}}; some players may want to avoid it on principle.&lt;br /&gt;
*Trains very slowly, can take many years to gain legendary&lt;br /&gt;
*Produce little to no useful attribute gains.&lt;br /&gt;
&lt;br /&gt;
====Internship MkII ({{L|manager}})====&lt;br /&gt;
Much like bookkeeping, assign a new dwarf to manager, queue several hundred jobs, and rotate a replacement in as soon as he becomes legendary. For bonus points, queue jobs which need to be repeated anyway, like &amp;quot;Prepare Raw Fish&amp;quot; or &amp;quot;Mill Plants&amp;quot;, or jobs for which there is no workshop, like &amp;quot;Make Wooden Bow&amp;quot; or &amp;quot;Make Soap&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Requires no extra infrastructure at all.&lt;br /&gt;
*You need a manager anyway!&lt;br /&gt;
*Mostly safe; a manager spends basically all his discretionary time snug in his office, or doing his other assigned jobs.&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Only employs one dwarf at a time; not useful when you have 15-25 candidates for the reserves. &lt;br /&gt;
*No announcement when the current intern reaches Legendary status means you can lose time on rotation easily.&lt;br /&gt;
*Produces little to no useful attribute gains&lt;br /&gt;
&lt;br /&gt;
====Gulag ({{L|miner}})====&lt;br /&gt;
The gulag is basically a strip mine that is located far away from your main fortress (so you don't have to worry about accidentally screwing up your own building plans; if you are careful in planning, it may be placed closer to your fortress).  Take a big square and start leveling it; it's really no more complicated than that.  Since {{L|pick|picks}} can actually be used as weapons, it's worthwhile to give the reservists who will be working in the gulag picks made out of {{L|iron}}, or, if you are really living large, {{L|bronze}} or even {{L|steel}}.  Note that you will have to turn your usual mining corps (the civilian miners who are already experienced with mining) off for this setup to work properly.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Soldiers can be equipped with picks from the military skill, and use the Miner skill in combat - militia squads of highly-skilled miners can provide a decent defence from early threats&lt;br /&gt;
*Toting a pick for close-quarters support might make a legendary {{L|marksdwarf}} more useful, since the pathetic bludgeon damage of his {{L|wood}} and {{L|bone}} {{L|Weapon#Dwarf-manufactured Weapons|crossbows}} are less important.&lt;br /&gt;
*Can be quite useful for producing stones you might not have access to normally, or uncovering veins of precious metals.&lt;br /&gt;
*Levels quite fast in sand.&lt;br /&gt;
*Relatively little oversight from you.&lt;br /&gt;
*An overland hike to the gulag will fight {{L|cave adaptation}} in your military candidates.&lt;br /&gt;
*Can easily be transformed into a {{L|Caverns#Vegetation|underground tree farm}} on suitable maps, providing a safe and replenishable wood source.&lt;br /&gt;
&lt;br /&gt;
*Mining trains all military attributes, so it's perfect for military training too&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Juggling your real miners and your reservists when there's real work to be done on the fort can be a chore.&lt;br /&gt;
*Hard to keep dwarves in the gulag for too long; they'll inevitably get hungry, thirsty, and tired and start hiking back to the fortress proper.&lt;br /&gt;
*Can be dangerous, depending on the biome.&lt;br /&gt;
*Does require some amount of oversight from you, especially when your reservists start getting better at mining and run out of work more quickly.&lt;br /&gt;
*Low-skill miners may discover---and then partially destroy---valuable gem or mineral deposits.&lt;br /&gt;
&lt;br /&gt;
====Renovation ({{L|stone detailing}})====&lt;br /&gt;
Another convenient way to buff up your dwarves, assigning your reservists to mass {{L|stone detailing}} duty increases your fortress' architectural wealth and makes the place look nicer. While they may clutter the halls somewhat, it doesn't require any special allocation of  {{L|food}}, {{L|Bed|beds}} or {{L|drink}}. Just turn on {{L|stone detailing}} for your reservists and mark up as much of the fortress as you like for renovation.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Even easier to set up; just assign your dwarves and an area and you're good to go.&lt;br /&gt;
*Increases your fortress' value and general happiness.&lt;br /&gt;
*Requires no continuous oversight on your part.&lt;br /&gt;
*Very safe, if you only assign areas inside the fortress.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Wealth overflow may bring too many {{L|immigrants}}.&lt;br /&gt;
*Serious conflict with {{L|engraving}} assignments; trying to engrave with poorly trained engravers wastes a lot of wealth that essentially comes from nothing.  To avoid this, have periods when you only designate stone smoothing, followed by periods where you only designate engraving.&lt;br /&gt;
*Careless designation of smoothing areas may have your dwarves trying to smooth walls too close to {{L|magma}} or a {{L|river}}.&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
*If you smooth and engrave all your bedrooms, many dwarves will not be able to afford them once the {{L|Dwarven economy}} kicks in. This is unlikely to be relevant until the economy starts working again (not working as of v0.31.12)&lt;br /&gt;
See economy article, it won't turn on yet&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Sweatshop ({{L|mason}})====&lt;br /&gt;
Make one or more {{L|mason's workshop}}s in an area with a bunch of junk stone you don't care about, or that you're actively looking to clear.  Change the workshop settings to allow only your reservists to use it, then tell the workshop to churn out crafts, junk furniture, stone blocks, and trade goods that you can trade en-masse.  Alternatively, forbid your reservists from working in your real mason's workshops, order lots of stone constructions built, and pray that your real masons stay too occupied with the workshops to intrude.  Works well in conjunction with a gulag.  Alternate ideas for sweatshops include a {{L|mechanic's workshop}}, {{L|craftsdwarf's workshop}}, or a {{L|Glass furnace|magma glass furnace}} to train {{L|mechanic}}, {{L|Stone crafter|stonecrafter}}, and {{L|glassmaker}} respectively.  ''Note:  Do NOT try this with the {{L|carpenter}} skill unless you have a large supply, or any other resource you don't have in near-limitless abundance.  Sweatshops will consume huge amounts of their associated resources, and if you run out mid-way you have probably wasted your time.  This includes {{L|coke}} or {{L|charcoal}} used in the normal (non-magma) {{L|glass furnace}}.''&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Quantitatively turns a profit.  The inferior trade goods can be dumped on the next caravan for more useful commodities like bags, seeds, and logs. Logs are especially useful, since you'll inevitably stamp out lots of bins to support the trade good output.&lt;br /&gt;
*Mass-producing blocks makes your constructions higher value.&lt;br /&gt;
*Unlike many other training programs, Sweatshops train a skill that is very useful.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Slow to level.&lt;br /&gt;
*Hard to keep the reservists on task, since they'll need to do plenty of hauling to keep their workshop from becoming chokingly cluttered.&lt;br /&gt;
*Can be a logistical nightmare; making bins and organizing hauling for the finished goods can be insane if you're working from a gulag.&lt;br /&gt;
*Can be dangerous depending on the biome and location of your sweatshops.&lt;br /&gt;
*Note also that stone blocks cannot be made into furniture or stone crafts.  This may or may not be an issue depending on where you're putting your gulag.&lt;br /&gt;
&lt;br /&gt;
====Dwarf Powered Mill ({{L|grower}}, {{L|cook}}, {{L|miller}})====&lt;br /&gt;
Start off by creating a surplus of {{L|longland grass}}, {{L|cave wheat}}, and/or {{L|whip vine}} and some bags. Create multiple {{L|quern}} all close to the food stockpile which contains the millable plants. Next to this area make a {{L|kitchen}} assigned to an experienced cook. Enable milling for the dwarves you wish to cross-train and order the cook to make lavish meals. As long as your growers provide a steady supply of millable plants and your cook can empty out bags quick enough, the milling jobs will continue.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pros:''' &lt;br /&gt;
*Produces a lot of wealth as flour is a high value ingredient&lt;br /&gt;
*Produces high amounts of food&lt;br /&gt;
*Sustains the training of non cross-training dwarves such as the cook and growers&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Requires a surplus of millable plants to ensure continuous milling, thus you may need to increase the number of plots/growers&lt;br /&gt;
*If you don't have enough bags and your cook decides to go on break you may end up having job cancellations for the millers&lt;br /&gt;
*Dedicated haulers will be required to keep all workshops clutter free&lt;br /&gt;
&lt;br /&gt;
====Clear Cutting====&lt;br /&gt;
As long as wood hauling is turned off, dwarves will move from one tree to the next without stopping to bring the wood back.  On a heavily forested map, this means that dedicated wood cutters can skill up very quickly.&lt;br /&gt;
&lt;br /&gt;
Of course, this training strategy isn't going endear you with the elves.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Works quickly&lt;br /&gt;
*Trees regrow&lt;br /&gt;
*Provides useful lumber to carpenters, charcoal makers, etc &lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Can cause problems with elves&lt;br /&gt;
*Map dependent&lt;br /&gt;
*Unless care is taken to only designate a small area for cutting, trainees and haulers can be spread out across the map while, making them vulnerable to creatures and ambushes.&lt;br /&gt;
&lt;br /&gt;
====Dorf Scouts ({{L|ambusher}}, {{L|hunter}}, {{L|marksdwarf}})====&lt;br /&gt;
Marksdwarves are an important part of any military. A bum rush of low level marksdwarves is good, but not as effective as an elite backup squad! Here is what you can do:&lt;br /&gt;
Draft a comfortable amount of dwarves to hunting, give them all cheap crossbows. Your dwarves should hunt as usual. But you are really training an elite squad of assassins, that will one day hunt goblins instead of groundhogs.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Easy to start.&lt;br /&gt;
*Lots of meat, bones and leather around.&lt;br /&gt;
*Aforementioned bones can be recycled to make new bolts.&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*Doesn't work on some maps.&lt;br /&gt;
*Hunting is dangerous!&lt;br /&gt;
*Not as economically productive as some other methods.&lt;br /&gt;
&lt;br /&gt;
====Charm School ({{L|Social skill|Social skills}})====&lt;br /&gt;
&amp;lt;i&amp;gt;(Note: Inspired by [http://www.bay12games.com/forum/index.php?topic=47533.0 milaga's Real Wagon experiment], details of this technique are still being investigated.)&amp;lt;/i&amp;gt;&lt;br /&gt;
This approach is less useful in the new version, as social skills will only produce &amp;quot;Soul&amp;quot; attribute gains. However, teaching your dwarfs social skills is useful for training replacement Brokers, and can possibly reduce the chances of tantrums in the fort (more dwarfs with high Consoler and Pacifier skill).&lt;br /&gt;
&lt;br /&gt;
Set up a small space with food, booze, and a few beds/chairs/tables, stashing your new immigrants in it, and locking the door for a few seasons. (Be sure to turn off all of their labors and  designate it as a meeting place.) With no labors enabled and nothing to do, they'll chat and party and quickly buff up their comedian, flatterer, conversationalist, &amp;amp;c. skills.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight &lt;br /&gt;
*easily scales to any size of immigrant wave &lt;br /&gt;
*requires no resources the dwarves would not already be consuming (food, beds, &amp;amp;c) &lt;br /&gt;
*very safe&lt;br /&gt;
*no conflict with existing workshops or skills, unlike gulag or sweatshop&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time, and their existing ones may rust&lt;br /&gt;
*lowers physical attributes due to rust&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces many romances and tight-knit friendships, which {{L|Tantrum#Tantrum Spiral|put you at risk}} of suddenly having lots of {{L|losing#General Unhappiness|Fun}}&lt;br /&gt;
*inter-dwarf personality conflicts can produce early misery and tantrums. This can be prevented with quality furniture and food, and the risk is eliminated once friendships and relationships are formed and producing happy thoughts. &lt;br /&gt;
*unless the entrance and path from the exterior are carefully set up, you will probably have to draft new dwarves and station them in the charm school to move them there; this will produce an unhappy thought that can exacerbate the early period of tension&lt;br /&gt;
&lt;br /&gt;
====National self-defense training====&lt;br /&gt;
''Note: with the new military system, proper self-defense training is somewhat more complicated to set up, but allows much more effective reservist training once it's running. Make sure you're familiar with the {L|Scheduling} system before attempting this.''&lt;br /&gt;
&lt;br /&gt;
This is the process of training all your civilians in a basic military skill - or at least, most of them. Any time a dwarf is activated into the military, and they do not have at least Novice level in some combat skill, they get a bad thought. The easiest way to do this is to assign every new {L|migrant} to dedicated training {{L|squad|squads}}, and assign that squad a barracks. Then, schedule these squads to Train one or more months in the year, and set all other months to &amp;quot;No Scheduled Order&amp;quot;. Then go to the Squads menu and set the squad to &amp;quot;Active/Training&amp;quot;. One month in six or one month in 12 will ensure skills don't get too rusty, as well as ensuring all dwarfs reach a basic level in soldiering. It is worth setting the &amp;quot;Train&amp;quot; order in the schedule to less than 10 minimum; this allows dwarfs to take time out to eat, drink, sleep...&lt;br /&gt;
&lt;br /&gt;
Then, if they ever get caught where they don't want to be (maybe they bump into a thief coming around a corner, or a flying critter jumps them, or you need to urgently order them out of the path of a magma flood, or send them to the {{L|Lever|control room}} - anything), not only can you activate them with no bad thoughts, but every dwarf has a better chance at not-dying - which can only be a good thing. Moreover, idle dwarfs will now go to &amp;quot;Individual Combat Drill&amp;quot; rather than standing around timewasting.&lt;br /&gt;
&lt;br /&gt;
Note: if you're feeling cheap, training squads can be set to &amp;quot;No Uniform&amp;quot;. This will teach wrestling. However, it's probably a better idea to churn out some training weapons, wooden shields, and leather armour - this will ensure minimal sparring injuries, as well as teaching shield user and armour user.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*works on any map&lt;br /&gt;
*easy to set up&lt;br /&gt;
*trains many dwarves at once&lt;br /&gt;
*requires almost zero player oversight once set up&lt;br /&gt;
*provides a ready supply of recruits for the military&lt;br /&gt;
*gives all physical attributes, kinestetic sense, willpower, and spacial sense&lt;br /&gt;
*idle dwarfs no longer get the chance to socialise and make friends, reducing the chance of tantrum spirals&lt;br /&gt;
&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
*dwarves gain no professional skills during this time&lt;br /&gt;
*produces no trade goods or useful items for the fortress&lt;br /&gt;
*produces negative thoughts at the outset (drafting)&lt;br /&gt;
*can take dwarfs out of civilian circulation unexpectedly, interrupting crucial projects&lt;br /&gt;
*headache to set up, especially with large forts&lt;br /&gt;
*requires production of training equipment, using up materials that could be used elsewhere&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
*The charm school can cross-train many dwarves in the many mental attributes, but produces no useful items, trade wealth, or professional skills. The method is also still being refined and potential pitfalls may still be uncovered.&lt;br /&gt;
*Artillery training can give you some siege operators, which will be useful if you have ballistae.&lt;br /&gt;
*The internship only trains up one dwarf at a time. Your stocks could also lag behind if you are unlucky.&lt;br /&gt;
*The gulag requires planning, and your dwarves in the fortress proper may run all the way to the gulag to grab a stone for some crafts, a chair, etc. It does, however, train your dwarves in mining quickly, which is always a useful skill.&lt;br /&gt;
*Renovation is hands-free, but may bloat your fortress wealth too quickly.&lt;br /&gt;
*The sweatshop creates a large amount of goods, which can be traded away to keep traders happy. It also increases your wealth by quite a lot, which can be good or bad depending upon your situation. The goods are also difficult to manage.&lt;br /&gt;
&lt;br /&gt;
Note that the artillery training and internship don't take away {{L|strange mood}} potential (you can give those dwarves dabbling in anything you want and that's how they'll get theirs), while the gulag, renovation, and sweatshop do.&lt;br /&gt;
&lt;br /&gt;
{{Military FAQ}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Military}}&lt;br /&gt;
{{Category|Fortress defense}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=122882</id>
		<title>v0.31:Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Thought&amp;diff=122882"/>
		<updated>2010-07-28T20:00:55Z</updated>

		<summary type="html">&lt;p&gt;Illeist: /* Unhappy Thoughts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Over time dwarves will have different thoughts. In the latest version of DF, the rate at which a dwarf gains certain thoughts is controlled by personality modifiers. Thoughts have effects on the dwarf's happiness. &lt;br /&gt;
&lt;br /&gt;
The change in {{L|Status icon|status}} that triggers bad thoughts about thirst, hunger, and fatigue can also slow the speed at which a dwarf works and moves.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's thoughts, press {{key|k}}, move the cursor to the dwarf, and press {{key|enter}} twice.&lt;br /&gt;
Now you will see a page describing the dwarf's feelings and thoughts, physical description, and a set of phrases describing personality traits.&lt;br /&gt;
&lt;br /&gt;
==Happy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Slept in a (good quality) {{L|bedroom}} recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Dined in a (good quality) {{L|dining room}} lately&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Admired a (good quality) (object) lately&lt;br /&gt;
|Was near &amp;lt;sub&amp;gt;(how near?)&amp;lt;/sub&amp;gt; a constructed piece of {{L|furniture}} and noticed it &amp;lt;sub&amp;gt;(what are the chances of noticing an object?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a spouse lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk with each other?) (Both need to be idle and in the same room. Applies to the one below too.)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Talked with a friend lately&lt;br /&gt;
|&amp;lt;sub&amp;gt;(when do dwarfs talk with each other?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Made a friend recently&lt;br /&gt;
|&amp;lt;sub&amp;gt;(how do dwarfs make friends?) (Idle, same room, dorf that likes socializing)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Had a {{L|soap|nice bath}} recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|-&lt;br /&gt;
|Was comforted by a lovely {{L|waterfall}} lately&lt;br /&gt;
|Saw a waterfall.&lt;br /&gt;
|-&lt;br /&gt;
|Was glad to have {{L|justice|punishment}} delayed recently&lt;br /&gt;
|When the dwarf isn't punished.&lt;br /&gt;
|-&lt;br /&gt;
|Satisfied at work lately&lt;br /&gt;
|When the dwarf works with materials, items or animals he/she likes.&lt;br /&gt;
|-&lt;br /&gt;
|Took someone to {{L|hospital|bed}} recently&lt;br /&gt;
|Moved an unconscious (usually injured) dwarf to a bed.&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed throwing something recently&lt;br /&gt;
|Threw an item during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed smashing a building recently&lt;br /&gt;
|Destroyed a building or piece of furniture during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Enjoyed starting a fist fight recently&lt;br /&gt;
|Attacked another dwarf during a {{L|tantrum}}&lt;br /&gt;
|-&lt;br /&gt;
|Is quite pleased with making an {{L|artifact}}&lt;br /&gt;
|Crafted an artifact&lt;br /&gt;
|-&lt;br /&gt;
|Took joy in slaughter lately&lt;br /&gt;
|Had a fight with an enemy&lt;br /&gt;
|-&lt;br /&gt;
|Adopted a new pet recently&lt;br /&gt;
|self-explaining&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unhappy Thoughts==&lt;br /&gt;
{| border = &amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Thought&lt;br /&gt;
!Triggered by&lt;br /&gt;
|-&lt;br /&gt;
|Dummy|Has complained of (hunger|thirst) lately&lt;br /&gt;
|Got hungry/thirsty and didn't reach food immediately &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Has been starved recently&lt;br /&gt;
|Got hungry and didn't reach food for a long &amp;lt;sub&amp;gt;(how long?)&amp;lt;/sub&amp;gt; time&lt;br /&gt;
|-&lt;br /&gt;
|Has complained of the nasty water lately&lt;br /&gt;
|Got thirsty and had to drink from open water because no alcohol or at least a well was available&lt;br /&gt;
|-&lt;br /&gt;
|Has been tired lately&lt;br /&gt;
|Became sleepy but wasn't able to sleep because a task had to be completed&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of chairs lately&lt;br /&gt;
|Was eating and couldn't find an unoccupied {{L|chair}}&lt;br /&gt;
|-&lt;br /&gt;
|Complained of the lack of dining tables lately&lt;br /&gt;
|Was eating and couldn't find an unused {{L|table}} next to the chair it sat on while eating&lt;br /&gt;
|-&lt;br /&gt;
|Slept uneasily due to noise lately&lt;br /&gt;
|Was sleeping in the zone of influence of a {{L|noise}} source&lt;br /&gt;
|-&lt;br /&gt;
|Slept without a proper room recently&lt;br /&gt;
|Was sleeping and couldn't find a bed designated as a {{L|bedroom}} not assigned to someone else&lt;br /&gt;
|-&lt;br /&gt;
|Slept in the mud recently&lt;br /&gt;
|Could not find any {{L|bed}} for sleeping&lt;br /&gt;
|-&lt;br /&gt;
|Was caught in the rain recently&lt;br /&gt;
|Went outside while it was {{L|weather|raining}}&lt;br /&gt;
|-&lt;br /&gt;
|Was irritated by the sun lately&lt;br /&gt;
|Is suffering from {{L|cave adaptation}} and went outside&lt;br /&gt;
|-&lt;br /&gt;
|Was annoyed by flies&lt;br /&gt;
|Exposed to {{L|vermin}}&lt;br /&gt;
|-&lt;br /&gt;
|Has a miscarriage recently&lt;br /&gt;
|pregnant dwarfs that lose their baby before birth (like female military getting to much into the lower body)&lt;br /&gt;
|-&lt;br /&gt;
|Has witnessed death&lt;br /&gt;
|Present while another dwarf died. &lt;br /&gt;
|-&lt;br /&gt;
|Lost a friend to tragedy recently&lt;br /&gt;
|A dwarf with relationship status &amp;quot;Friend&amp;quot; died&lt;br /&gt;
|-&lt;br /&gt;
|Forced to endure the decay of a friend/pet&lt;br /&gt;
|The body of a dead friend/pet wasn't buried in a {{L|coffin}} before generating miasma&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Negative Thought Modifiers==&lt;br /&gt;
* &amp;quot;is quick to tire&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Positive Thought Modifiers==&lt;br /&gt;
&lt;br /&gt;
==Effects of Thoughts==&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=122603</id>
		<title>v0.31 Talk:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Weapon&amp;diff=122603"/>
		<updated>2010-07-26T15:38:56Z</updated>

		<summary type="html">&lt;p&gt;Illeist: /* Poison on ammonition/weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{L|Weight}} now seems to play a significant factor in determining a weapon's effectiveness. A weapon that is very light ''(made of {{L|adamantine}}, for instance)'' will not be as effective as a heavier one.  This needs more research.&lt;br /&gt;
-Moved discussion material to the discussion page&lt;br /&gt;
[[User:Studoku|Studoku]] 03:03, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Unfortunately it is a great deal more complicated than just the weight of a weapon.  If the weapon an edge(such as a sword or axe) then the shear values of the material used become important.  On the other hand, mass seems to be much more important to blunt type weapons such as mauls and war hammers.  But it isn't know exactly how any of this works.  It is all very unbalanced right now anyway, partly because Toady intends to add item damage to the combat system in the &amp;quot;soon™&amp;quot;.  Some of the counter intuitive quirks that are observed are because of the incomplete physical modeling.  Some are bugs, others are design decisions that seem to stem from compromises in other parts of DF.  Explanations of how the weapon/armor/wound system work from Toady are needed to understand what is going on, though a broad understanding may be possible on the basis of empirical testing.  Regardless, extensive empirical testing is necessary to establish and test balance issues.  It is all very much still a work in progress, especially given the current rapid rate of bug fix roll outs.  It might not be a bad idea to start by creating creature like format pages for each of the weapons and materials, sense they are all in the raws now.  -[[User:PencilinHand|PencilinHand]] 18:27, 13 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I propose a table of weapons on this page.  The list of weapons from the raws follows. --[[User:StrongAxe|StrongAxe]] 16:28, 15 April 2010 (UTC)&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_WHIP]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MACE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PICK]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BOW]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_PIKE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_HALBERD]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MAUL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_FLAIL]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]&lt;br /&gt;
*[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]&lt;br /&gt;
&lt;br /&gt;
== TRAINING WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
The military system is bugged as hell right now, but given that, how are training weapons '''intended''' to work? It seems like dwarves treat training weapons exactly as any other weapon, and will only train with training weapons if manually equipped or part of their uniform.  Is it possible to have dwarves train with wooden weapons and then make a quick switch to real ones in case of an attack without having to wait on the arsenal dwarf to sign off on the changes?  -Slothen&lt;br /&gt;
--[[Special:Contributions/99.96.100.228|99.96.100.228]] 19:54, 18 April 2010 (UTC)&lt;br /&gt;
:As far as I can tell, it's simply incomplete. The only real function you could have for them now is to have separate training squads equipped with them. They seem rather irrelevant considering that the only training I've seen my dwarves do is individual combat drill.[[User:The Architect|The Architect]] 02:26, 19 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== MOODS &amp;amp; FOREIGN WEAPONS ==&lt;br /&gt;
&lt;br /&gt;
I had a dwarf make a blow gun via a mood. Is this expected behaviour or a bug? Either way I think it should be noted that you can create foreign weapons via moods. [[User:EvilGrin|EvilGrin]] 23:28, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Poison on ammunition/weapons ==&lt;br /&gt;
All the underground races wear only spears or blowguns. The blowgun darts poison the attacked creature. How? Cause they are poisoned. And the poison is on the BLOWDARTS! Just Vew them and look at the blowdarts. As far as I saw they have either cave spider venom or GIANT cave spider venom on them. So you can poison you weapons by dropping poison on them, but how? --[[User:Niggy|Niggy]] 18:37, 2 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Dwarves don't have that option. We can extract venom from phantom spiders and cave spiders, but we can't apply it to anything. See [[Extracts]].&lt;br /&gt;
&lt;br /&gt;
== One handed or two-handed? ==&lt;br /&gt;
&lt;br /&gt;
It would be helpful if it showed whether weapons were one-handed or two handed on the wiki. I looked in the raws and on each weapon there seems to be a two-handed tag with an accompanying number. I would assume that number is the minimum size at which a creature can wield the weapon one handed, but I'm not 100% sure about that. Also, I recall some talk in the forums about whether there is a bonus to wielding some weapons two-handed, stemming from a test wherein speardwarves without shields fared better than speardwarves with shields.&lt;br /&gt;
I'm not sure how the weapon's one handed versus two-handed status would be shown, as it appears to vary based on the race you are playing, but if it can be shown without too much confusion, I feel it would be for the better. A section explaining one-handed versus two-handed weapon use would be useful, if only to have it officially unknown what the effects are.&lt;br /&gt;
[[User:Monkeyfetus|Monkeyfetus]] 21:17, 11 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Mace V.S Hammer ==&lt;br /&gt;
&lt;br /&gt;
They are both blunt weapons of same size, so what is the difference between the two?&lt;br /&gt;
&lt;br /&gt;
:Training with a warhammer increases the hammer skill, which is also used by marksdwarves when they run out of ammo and beat their enemies with their crossbows.  If your weaponsmith has a preference for either weapon it makes sense to make that one.  According to {{L|Item value}}, warhammers are worth twice as much as maces.  But whether there's any difference in combat between the two weapons, I don't think anyone can yet say.  If there's a difference it should be discernable by testing in the arena.  [[User:Bognor|Bognor]] 07:36, 22 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=122189</id>
		<title>v0.31 Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=122189"/>
		<updated>2010-07-21T20:21:28Z</updated>

		<summary type="html">&lt;p&gt;Illeist: /* Release Large Animal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to strip prisoners==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked in 40d).&lt;br /&gt;
&lt;br /&gt;
So, really it's a 3-step process:&lt;br /&gt;
&lt;br /&gt;
1) d-b-c, reclaim the cage and everything in it.&lt;br /&gt;
2) d-b-d, dump the cage and everything in it.&lt;br /&gt;
3) k or t, then d, to un-dump the cage.&lt;br /&gt;
&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 22:29, 5 June 2010 (UTC)&lt;br /&gt;
:I've often wondered how to take prisoners' items if my book keeper isn't skilled enough to list all the weapons/armor in the stocks screen. Just to clarify, you're doing [d]esignate-[b]set properties-[c]reclaim on the cage which is inside an animal stockpile?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kill creatures in cages? ==&lt;br /&gt;
&lt;br /&gt;
Say I capture a bonobo in a cage trap. How can I slaughter the bonobo and eat it?&lt;br /&gt;
&lt;br /&gt;
As per 40d, you have to tame it first.--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
&lt;br /&gt;
This article should be copied over from 40d.  I don't see any differences (other than the dungeon master bug)--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's a wiki, you can feel free to do so yourself :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:04, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Release Large Animal ==&lt;br /&gt;
&lt;br /&gt;
When a caged creature gives birth, a dwarf with the Animal Training job may grab another cage and stand place the newborn creature in the new cage. The dwarf's job is listed as &amp;quot;Release Large Animal.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=122188</id>
		<title>v0.31 Talk:Captured creatures</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Captured_creatures&amp;diff=122188"/>
		<updated>2010-07-21T19:56:04Z</updated>

		<summary type="html">&lt;p&gt;Illeist: ReleaseLargeAnimal&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==How to strip prisoners==&lt;br /&gt;
&lt;br /&gt;
I've noticed that if you have prisoners and you want to steal their items...You first have to unforbid the items.  Then you can dump them (as worked in 40d).&lt;br /&gt;
&lt;br /&gt;
So, really it's a 3-step process:&lt;br /&gt;
&lt;br /&gt;
1) d-b-c, reclaim the cage and everything in it.&lt;br /&gt;
2) d-b-d, dump the cage and everything in it.&lt;br /&gt;
3) k or t, then d, to un-dump the cage.&lt;br /&gt;
&lt;br /&gt;
--[[User:JohnEvans|JohnEvans]] 22:29, 5 June 2010 (UTC)&lt;br /&gt;
:I've often wondered how to take prisoners' items if my book keeper isn't skilled enough to list all the weapons/armor in the stocks screen. Just to clarify, you're doing [d]esignate-[b]set properties-[c]reclaim on the cage which is inside an animal stockpile?--[[Special:Contributions/208.81.12.34|208.81.12.34]] 17:12, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Kill creatures in cages? ==&lt;br /&gt;
&lt;br /&gt;
Say I capture a bonobo in a cage trap. How can I slaughter the bonobo and eat it?&lt;br /&gt;
&lt;br /&gt;
As per 40d, you have to tame it first.--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== 40d ==&lt;br /&gt;
&lt;br /&gt;
This article should be copied over from 40d.  I don't see any differences (other than the dungeon master bug)--[[User:Kwieland|Kwieland]] 16:31, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
: It's a wiki, you can feel free to do so yourself :) [[User:Mason11987|Mason]] &amp;lt;sup&amp;gt;([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])&amp;lt;/sup&amp;gt; 17:04, 21 July 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Release Large Animal ==&lt;br /&gt;
&lt;br /&gt;
When a caged creature gives birth, a dwarf with the Animal Care job may grab another cage and stand place the newborn creature in the new cage. The dwarf's job is listed as &amp;quot;Release Large Animal.&amp;quot;&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shell&amp;diff=121091</id>
		<title>v0.31 Talk:Shell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Shell&amp;diff=121091"/>
		<updated>2010-07-11T00:38:17Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Is there a stockpile for shells currently?--[[User:Albedo|Albedo]] 21:16, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I currently have &amp;quot;turtle&amp;quot; in my ingredients list, and am getting error messages if I try to &amp;quot;extract&amp;quot; at a fishery.  I did some poking around the RAWs and the stockpile options, and apparently &amp;quot;shell&amp;quot; is treated much like a special kind of bone now.  It's a type of inedible tissue that turtles have.  You can find it in refuse piles, like bones.  If you wanted a custom shell stockpile, you might make a refuse pile that is set to only accept turtle remains.  I wonder if butcher shops can separate animal materials...  Hope this helps.  [[User:Theothersteve7|Theothersteve7]] 19:25, 10 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: I had 3 turtles, but it was impossible to buthcer them at fishery. Eventually took the savegame raws and added shell to hooves (method 2). Saved my second shell-moody dorf ^^ [[Special:Contributions/90.191.16.52|90.191.16.52]] 18:53, 11 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
All our current rescourses of shells are water animals. We really need an land animal that has a shell. Like a giant cave snail or something like that.--[[User:Niggy|Niggy]] 08:47, 14 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::If you're not averse to modding, there's a couple of custom domestic animals you can use.   If I'm allowed advertise my own creation, there's the Dwarven honey beetles[http://www.bay12forums.com/smf/index.php?topic=59353.0].  There's also the Dwarven pig[http://www.bay12forums.com/smf/index.php?topic=53533.0].  A giant cave snail is a good idea, though.  I might add those, too... [[User:ObliqueFault|ObliqueFault]] 22:40, 16 June 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bugs with shells/bone carvers? ==&lt;br /&gt;
&lt;br /&gt;
I had an odd thing happen with a bone carver.  He went into a strange mood and produced an artifact at a craftsdwarf shop, but it turned out to be an iron item, an &amp;quot;iron figurine.&amp;quot; (decorated with shell) The bone carver became a legendary bone carver.&lt;br /&gt;
&lt;br /&gt;
More importantly, making shell objects seems to result in nothing, only an unchanged shell left behind. Has anyone else had either of these problems, or is it just me?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Crash problem ==&lt;br /&gt;
&lt;br /&gt;
If I try either of the two methods of getting shells for moods listed in the page, my game crashes just after i load the save. Anybody knows why? --[[Special:Contributions/151.49.233.194|151.49.233.194]] 12:32, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Ok, it crashes even if delete every modification... Damn, this is the last time I try to mod anything... --[[Special:Contributions/151.49.233.194|151.49.233.194]] 12:37, 19 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
I tried the same thing, and had the game crash on load (.05). I copied the RAW folder back across from one of my backup saves (to both the DF and save folders) and it continued to crash. However, loading the backup copy did work. Therefore I'm assuming that this is an intentional crash when the modification date of the RAW files in a save are different then expected.&lt;br /&gt;
&lt;br /&gt;
=Shell Side Effect?=&lt;br /&gt;
&lt;br /&gt;
I used these instructions to give my fort's dogs shells. Though I've yet to see if it works, I can say that it made all of their blood turn pink. Loo[k]ing at it, it says &amp;quot;a spattering of dog n/a.&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sea_monster&amp;diff=120943</id>
		<title>v0.31:Sea monster</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sea_monster&amp;diff=120943"/>
		<updated>2010-07-09T03:10:47Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Sea monster|symbol=M|color=0:0:1&lt;br /&gt;
|valm=5&lt;br /&gt;
|biome=* Any {{L|ocean}}}}&lt;br /&gt;
{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
:''A giant creature with many eyes and arms to terrify the sea.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Saltwater_crocodile&amp;diff=120942</id>
		<title>v0.31:Saltwater crocodile</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Saltwater_crocodile&amp;diff=120942"/>
		<updated>2010-07-09T03:04:24Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Saltwater crocodile|symbol=C|color=2:0:0&lt;br /&gt;
|valm=3&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tropical}} fresh- and saltwater {{L|swamp}}&lt;br /&gt;
* Tropical fresh- and saltwater {{L|marsh}}&lt;br /&gt;
* {{L|Mangrove}} swamp&lt;br /&gt;
* Tropical fresh-, brakish- and saltwater {{L|river}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Tattered}}&lt;br /&gt;
&lt;br /&gt;
:''A huge, predatory reptile found in coastal marshes and river deltas.  It ambushes its prey at the shore and uses its great size to drag the victim under and drown them.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_lion&amp;diff=120941</id>
		<title>v0.31:Giant lion</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_lion&amp;diff=120941"/>
		<updated>2010-07-09T03:03:44Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:01, 6 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant lion&lt;br /&gt;
|symbol=L&lt;br /&gt;
|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|valm=4&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Savanna|Tropical savanna}}s&lt;br /&gt;
* {{L|Grassland|Tropical grassland}}s&lt;br /&gt;
* {{L|Shrubland|Tropical shrubland}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=4&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic version of the feline predator.  Its giant prides can be found in the wildest, most savage parts of the world.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cheetah&amp;diff=120940</id>
		<title>v0.31:Giant cheetah</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cheetah&amp;diff=120940"/>
		<updated>2010-07-09T03:03:05Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|20:18, 5 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Giant cheetah&lt;br /&gt;
|symbol=C&lt;br /&gt;
|color=6:0:1&lt;br /&gt;
|align=savage&lt;br /&gt;
|valm=3&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|savanna|Tropical savanna}}s&lt;br /&gt;
* {{L|grassland|Tropical grassland}}s&lt;br /&gt;
* {{L|shrubland|Tropical shrubland}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A gigantic spotted cat.  It is possibly the fastest animal on land and is found in the savage wilds.''&lt;br /&gt;
&lt;br /&gt;
'''Giant cheetahs''' are trainable into war/hunting giant cheetahs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sasquatch&amp;diff=120939</id>
		<title>v0.31:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sasquatch&amp;diff=120939"/>
		<updated>2010-07-09T03:01:54Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Sasquatch|symbol=S|color=6:0:0&lt;br /&gt;
|valm=3&lt;br /&gt;
|bones=39&lt;br /&gt;
|meat=40&lt;br /&gt;
|fat=25&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=Yes&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|nerves=Yes&lt;br /&gt;
|brain=1&lt;br /&gt;
|Nail=1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} {{L|forest}}&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
|wiki=no&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}{{Quality|Fine|09:33, 1 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
:''A large and mysterious ape-like creature found in temperate forests.''&lt;br /&gt;
&lt;br /&gt;
Sasquatches are medium to large animals, weighing 7.5 times as much as the average adult dwarf upon maturity.&lt;br /&gt;
&lt;br /&gt;
They are enabled with the ability to destroy buildings, so watch for out-side {{L|Trading|trading depot}}s not protected by walls.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fire_imp&amp;diff=120938</id>
		<title>v0.31:Fire imp</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fire_imp&amp;diff=120938"/>
		<updated>2010-07-09T02:59:55Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Fire imp|symbol=i|color=6:0:1|wiki=no|biome=* {{l|Subterranean}} {{l|lava}}|valm=3}} &lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A small humanoid surrounded by fire which they can hurl at their enemies.''&lt;br /&gt;
They are one of the creatures that doesn't have red blood.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=120937</id>
		<title>v0.31:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=120937"/>
		<updated>2010-07-09T02:56:13Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:28, 1 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Dog&lt;br /&gt;
|symbol=d|color=6:0:0&lt;br /&gt;
|bones=11&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skulls=1|skin=hide&lt;br /&gt;
|biome= Common domestic&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.''&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are trainable into War/hunting dogs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
A dwarf's best friend, dogs are among many {{L|animal}}s that can be {{L|kennel|trained}} to assist your dwarves in {{L|combat}} or {{L|hunting}} as either war dogs or hunting dogs. Like all tame animals they can serve as an {{L|butchering|emergency food supply}} and provide you with {{L|bones}}, {{L|leather}}, and {{L|skull}}s. &lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
Dogs left to their own devices will wander around, spending most of their time in {{L|Meeting hall|meeting areas}}, and will attack any {{L|invader|hostiles}} they see.&lt;br /&gt;
&lt;br /&gt;
As with any friendly creature, dogs can spot ambushers and thieves. You can assign dogs to {{L|cage}}s or {{L|restraint}}s to act as guard dogs.&amp;lt;br /&amp;gt;&lt;br /&gt;
Guard dogs work particularly well when placed behind a hall of traps or other siege-breaking devices.  The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base.  (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.)&lt;br /&gt;
&lt;br /&gt;
You can assign a war dog or hunting dog to a dwarf via his dogs menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a {{L|pet}}. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Once a dog is assigned to a dwarf it can not be unassigned nor placed in a {{L|cage}}. A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged.''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Unlike in previous versions you can now slaughter War Dogs for food.''&lt;br /&gt;
&lt;br /&gt;
== Hunting Dogs ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010 &amp;lt;!-- still relevant? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War Dogs ==&lt;br /&gt;
War dogs do more damage than dogs.&lt;br /&gt;
&lt;br /&gt;
Against heavily {{L|armor}}ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are &amp;quot;useless.&amp;quot;  Also, although a wardog is not nearly as dangerous against an armored opponent as an Axe Lord, they occasionally get lucky, and a pack of War Dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.&lt;br /&gt;
&lt;br /&gt;
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Groundhog&amp;diff=120936</id>
		<title>v0.31:Groundhog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Groundhog&amp;diff=120936"/>
		<updated>2010-07-09T02:55:47Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:44, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Groundhog&lt;br /&gt;
|symbol=g|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|shrubland|Temperate shrubland}}&lt;br /&gt;
* {{L|savanna|Temperate savanna}}&lt;br /&gt;
* {{L|grassland|Temperate grassland}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bones=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, round, lowland rodent.  It lives in burrows in the ground and ventures out to eat.''&lt;br /&gt;
&lt;br /&gt;
'''Groundhogs''' are small, mostly herbivorous {{L|creatures}}. They often appear in small groups in {{L|temperate}} flat areas.&lt;br /&gt;
&lt;br /&gt;
Groundhogs don't produce much {{L|food|meat}} when butchered. With a very little pet {{L|value}} of 50, they still may be worth more to you dead than alive. A {{L|dungeon master}} must be present in order to {{L|tame}} them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fox&amp;diff=120935</id>
		<title>v0.31:Fox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fox&amp;diff=120935"/>
		<updated>2010-07-09T02:55:19Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:55, 5 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Fox&lt;br /&gt;
|symbol=f|color=4:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
* {{L|Forest|Temperate Forest}}&lt;br /&gt;
|contrib=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A small carnivorous animal found in temperate climates.  It has orange fur and is known for its cleverness.''&lt;br /&gt;
&lt;br /&gt;
Foxes are mildly dangerous and more of a nuisance than anything else.  A woodsdwarf or {{l|miner}} armed with an {{l|axe}} or {{l|pick}} can usually dispatch this animal, but will probably run away first.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bilou&amp;diff=120934</id>
		<title>v0.31:Bilou</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bilou&amp;diff=120934"/>
		<updated>2010-07-09T02:54:41Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:00, 30 June 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Bilou&lt;br /&gt;
|symbol=g&lt;br /&gt;
|color=0:0:1&lt;br /&gt;
|bones=4&lt;br /&gt;
|meat=6-7&lt;br /&gt;
|fat=6-7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|biome= * {{L|Forest|Tropical moist broadleaf forest}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A small ape that swings from the trees, eating fruit.''&lt;br /&gt;
&lt;br /&gt;
'''Bilous''' are one of the many types of gibbon modeled in Dwarf Fortress. Pairs of bilous will occasionally wander into {{L|Forest|jungle}} maps.&lt;br /&gt;
&lt;br /&gt;
Bilous are very small, and don't produce much {{L|food|meat}} when butchered. With a fairly high pet {{L|value}} of 500, they may be worth more to you alive than dead. A {{L|dungeon master}} must be present in order to {{L|tame}} bilous.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Illeist&amp;diff=120933</id>
		<title>User:Illeist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Illeist&amp;diff=120933"/>
		<updated>2010-07-09T02:46:29Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Created page with 'I'm mostly just here for the little things; I've no trouble fixing grammar and mechanics, but I'm not quite experienced enough in the ways of dwarfort to do much more.'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm mostly just here for the little things; I've no trouble fixing grammar and mechanics, but I'm not quite experienced enough in the ways of dwarfort to do much more.&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Bilou&amp;diff=120932</id>
		<title>v0.31:Bilou</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Bilou&amp;diff=120932"/>
		<updated>2010-07-09T02:43:49Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|07:00, 30 June 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Bilou&lt;br /&gt;
|symbol=g&lt;br /&gt;
|color=0:0:1&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=4&lt;br /&gt;
|meat=6-7&lt;br /&gt;
|fat=6-7&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|biome= * {{L|Forest|Tropical moist broadleaf forest}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A small ape that swings from the trees, eating fruit.''&lt;br /&gt;
&lt;br /&gt;
'''Bilous''' are one of the many types of gibbon modeled in Dwarf Fortress. Pairs of bilous will occasionally wander into {{L|Forest|jungle}} maps.&lt;br /&gt;
&lt;br /&gt;
Bilous are very small, and don't produce much {{L|food|meat}} when butchered. With a fairly high pet {{L|value}} of 500, they may be worth more to you alive than dead. A {{L|dungeon master}} must be present in order to {{L|tame}} bilous.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ice_wolf&amp;diff=120931</id>
		<title>v0.31:Ice wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ice_wolf&amp;diff=120931"/>
		<updated>2010-07-09T02:41:33Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|07:29, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Ice wolf&lt;br /&gt;
|symbol=w|color=7:0:1&lt;br /&gt;
|align=evil&lt;br /&gt;
|biome=&lt;br /&gt;
* {{l|Glacier}}s&lt;br /&gt;
* {{l|Tundra}}s&lt;br /&gt;
|wiki=no&lt;br /&gt;
|valm=2&lt;br /&gt;
|bones=11&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|eyes=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A fierce creature from the evil snowy wilds.  It has white fur and a piercing howl.''&lt;br /&gt;
&lt;br /&gt;
Similar to {{l|wolf|wolves}}, found only in cold and evil biomes.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Goblin&amp;diff=120930</id>
		<title>v0.31:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Goblin&amp;diff=120930"/>
		<updated>2010-07-09T02:40:14Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{CreatureInfo v0.31&lt;br /&gt;
|name=Goblin&lt;br /&gt;
|symbol=g&lt;br /&gt;
|color=7:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* Any&lt;br /&gt;
|valm=1&lt;br /&gt;
|butcher=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized humanoid driven to cruelty by its evil nature.''&lt;br /&gt;
&lt;br /&gt;
Goblins are intelligent, mean-spirited humanoid creatures that live in mountains.  They often establish settlements in Dark Fortresses within regions touched by evil, though it may be hard for some to imagine that goblins are capable of building those obsidian monoliths.  They are not playable as adventurers without [[modding]].  They are a constant threat to any fortress.&lt;br /&gt;
&lt;br /&gt;
Goblins will start harassing a fortress early in its life, first with babysnatchers and ambushes, and later with {{L|siege}}s.  Goblin babysnatchers carry a bag for their purpose.  Their soldiers are commonly armed with {{L|copper}} and {{L|iron}} {{L|armor}} and {{L|weapon}}s.  Defeating a majority of an attacking force usually sends the rest of them running.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, &amp;quot;goblin&amp;quot; settlements will sometimes be completely goblin free, having been displaced by the descendants of children that were captured in ages past.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=120927</id>
		<title>v0.31:Rhesus macaque</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Rhesus_macaque&amp;diff=120927"/>
		<updated>2010-07-09T02:28:54Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Rhesus macaque|symbol=m|color=7:0:0&lt;br /&gt;
|valm=2&lt;br /&gt;
|bones=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
|intestines=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=Yes&lt;br /&gt;
|prepared intestines=1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} {{L|shrubland}}&lt;br /&gt;
* {{L|Temperate}} {{L|savanna}}&lt;br /&gt;
* {{L|Temperate}} {{L|grassland}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Fine}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized monkey found in woods and grassland.  It usually lives on roots and insects but can become a pest in civilized areas, roaming in large groups and begging for scraps.''&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
It has been suggested by some that Rhesus Macaque meat cooked with {{L|dwarven syrup}} is used for a tasty dwarven candy, or Rhesus Pieces. [http://www.bay12games.com/forum/index.php?topic=46408.msg922819#msg922819]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fox&amp;diff=120926</id>
		<title>v0.31:Fox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fox&amp;diff=120926"/>
		<updated>2010-07-09T02:27:24Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|19:55, 5 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Fox&lt;br /&gt;
|symbol=f|color=4:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
* {{L|Forest|Temperate Forest}}&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|valm=1&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A small carnivorous animal found in temperate climates.  It has orange fur and is known for its cleverness.''&lt;br /&gt;
&lt;br /&gt;
Foxes are mildly dangerous and more of a nuisance than anything else.  A woodsdwarf or {{l|miner}} armed with an {{l|axe}} or {{l|pick}} can usually dispatch this animal, but will probably run away first.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Groundhog&amp;diff=120925</id>
		<title>v0.31:Groundhog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Groundhog&amp;diff=120925"/>
		<updated>2010-07-09T02:26:00Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:44, 7 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Groundhog&lt;br /&gt;
|symbol=g|color=6:0:0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|shrubland|Temperate shrubland}}&lt;br /&gt;
* {{L|savanna|Temperate savanna}}&lt;br /&gt;
* {{L|grassland|Temperate grassland}}&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=4&lt;br /&gt;
|meat=6&lt;br /&gt;
|fat=6&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, round, lowland rodent.  It lives in burrows in the ground and ventures out to eat.''&lt;br /&gt;
&lt;br /&gt;
'''Groundhogs''' are small, mostly herbivorous {{L|creatures}}. They often appear in small groups in {{L|temperate}} flat areas.&lt;br /&gt;
&lt;br /&gt;
Groundhogs don't produce much {{L|food|meat}} when butchered. With a very little pet {{L|value}} of 50, they still may be worth more to you dead than alive. A {{L|dungeon master}} must be present in order to {{L|tame}} them.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Naked_mole_dog&amp;diff=120924</id>
		<title>v0.31:Naked mole dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Naked_mole_dog&amp;diff=120924"/>
		<updated>2010-07-09T02:25:11Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|07:21, 8 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Naked mole dog&lt;br /&gt;
|symbol=n|color=4:0:1&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|cavern|Subterranean cavern}}&amp;lt;br /&amp;gt;(Depth 1)&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=10-11&lt;br /&gt;
|meat=12-13&lt;br /&gt;
|fat=11-13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skulls=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A large, pale rodent with loose, hanging, hairless skin.  It has long teeth and an incredibly powerful bite.  It is found underground.''&lt;br /&gt;
&lt;br /&gt;
'''Naked mole dogs''' are very, very large versions of the real life [http://en.wikipedia.org/wiki/Naked_mole_rat naked mole rat]. They live on the topmost level of {{L|cavern}}s, and will attempt to steal {{L|food}} and {{L|alcohol}} when they can. In order to capture them efficiently, make a small food stockpile on the first cavern layer and surround it with cage {{L|trap}}s.&lt;br /&gt;
&lt;br /&gt;
Naked mole dog parts are worth the same as most domestic animals, but they have a fairly high pet value. However, they cannot actually be {{L|animal trainer|tamed}} and bred until the {{L|dungeon master}} arrives. Given their average lifespan of 2-3 years, making them into pets is likely to be counterproductive.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=120923</id>
		<title>v0.31:Dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dog&amp;diff=120923"/>
		<updated>2010-07-09T02:24:03Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Added valm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:28, 1 July 2010 (UTC)}}&lt;br /&gt;
{{CreatureInfo v0.31&lt;br /&gt;
|name=Dog&lt;br /&gt;
|symbol=d|color=6:0:0&lt;br /&gt;
|valm=1&lt;br /&gt;
|bones=11&lt;br /&gt;
|meat=13&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skulls=1|skin=hide&lt;br /&gt;
|biome= Common domestic&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''A medium-sized highly social mammalian carnivore.  It has a keen sense of smell.  It can be trained to obey commands.''&lt;br /&gt;
&lt;br /&gt;
'''Dogs''' are trainable into War/hunting dogs. See {{L|Kennel}} for how this is done, and for a list of other trainable creatures.&lt;br /&gt;
&lt;br /&gt;
A dwarf's best friend, dogs are among many {{L|animal}}s that can be {{L|kennel|trained}} to assist your dwarves in {{L|combat}} or {{L|hunting}} as either war dogs or hunting dogs. Like all tame animals they can serve as an {{L|butchering|emergency food supply}} and provide you with {{L|bones}}, {{L|leather}}, and {{L|skull}}s. &lt;br /&gt;
&lt;br /&gt;
== Using dogs ==&lt;br /&gt;
&lt;br /&gt;
Dogs left to their own devices will wander around, spending most of their time in {{L|Meeting hall|meeting areas}}, and will attack any {{L|invader|hostiles}} they see.&lt;br /&gt;
&lt;br /&gt;
As with any friendly creature, dogs can spot ambushers and thieves. You can assign dogs to {{L|cage}}s or {{L|restraint}}s to act as guard dogs.&amp;lt;br /&amp;gt;&lt;br /&gt;
Guard dogs work particularly well when placed behind a hall of traps or other siege-breaking devices.  The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base.  (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.)&lt;br /&gt;
&lt;br /&gt;
You can assign a war dog or hunting dog to a dwarf via his dogs menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a {{L|pet}}. &lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Once a dog is assigned to a dwarf it can not be unassigned nor placed in a {{L|cage}}. A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged.''&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Unlike in previous versions you can now slaughter War Dogs for food.''&lt;br /&gt;
&lt;br /&gt;
== Hunting Dogs ==&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general.&amp;quot;'' -[[Toady One]], long before DF2010 &amp;lt;!-- still relevant? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== War Dogs ==&lt;br /&gt;
War dogs do more damage than dogs.&lt;br /&gt;
&lt;br /&gt;
Against heavily {{L|armor}}ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are &amp;quot;useless.&amp;quot;  Also, although a wardog is not nearly as dangerous against an armored opponent as an Axe Lord, they occasionally get lucky, and a pack of War Dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.&lt;br /&gt;
&lt;br /&gt;
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Wolf&amp;diff=120922</id>
		<title>v0.31:Wolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Wolf&amp;diff=120922"/>
		<updated>2010-07-09T02:22:45Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo v0.31|name=Wolf|symbol=w|color=7:0:0|valm=2|bones=11|fat=13|skin=Yes|skulls=1|meat=13&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Tundra}}&lt;br /&gt;
* {{L|Taiga}}&lt;br /&gt;
* {{L|Temperate}} {{L|forest}}&lt;br /&gt;
* Temperate {{L|shrubland}}&lt;br /&gt;
}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
:''A large canine found in temperate regions.  It is territorial and hunts in packs.''&lt;br /&gt;
&lt;br /&gt;
'''Wolves''' abound everywhere in most parts of the world.  They don't pose much of a threat individually but they have numbers to help out.  They will attack your dwarves and other creatures if they get too close or sometimes on their own.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, this is probably the main enemy you will find ambushing you when traveling around the world map.  You will often get caught in the middle of the pack, and even armed and armored with steel you might have a tough fight, however the new materials system should turn the fight in your favor. Eye teeth can't penetrate steel very easily.  Try retreating a few steps and taking on one wolf at a time.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=117228</id>
		<title>v0.31:Calendar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Calendar&amp;diff=117228"/>
		<updated>2010-06-07T21:20:03Z</updated>

		<summary type="html">&lt;p&gt;Illeist: /* Months and seasons */ fixed &amp;quot;juli&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional}}&lt;br /&gt;
&lt;br /&gt;
The dwarven '''calendar''' is used to display dates, and is visible in the upper right corner of the {{L|Status}} Screen ({{key|z}}).  The months are named after kinds of {{L|stone}}s, {{L|ore}}, {{L|gem}}s and {{L|wood}}. New Year's Day and the first day of spring both fall on the 1st of Granite. New Year's Eve and the last day of winter both fall on the 28th of Obsidian.&lt;br /&gt;
&lt;br /&gt;
The game's first playable year begins whenever the world stops generating, due to certain parameters you or the game has set up. By default, the world will stop genning at year 1050 if 80% or more of the megabeast population survives that long, otherwise it will stop as soon as the megabeasts die or whenever it begins checking (which varies from the year 2 to the year 200 depending on world size).&lt;br /&gt;
&lt;br /&gt;
== Months and seasons ==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #aaa&amp;quot; |&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Month&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; width: 10em; text-align: left&amp;quot; | Reallife&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccc; text-align: right&amp;quot; colspan=&amp;quot;2&amp;quot; | Season&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Granite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | March&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Spring&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Slate}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | April&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #8f8&amp;quot; | {{tile|•|grey|#8f8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | {{L|Felsite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; width: 10em; text-align: left&amp;quot; | May&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #cfc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|#800|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Hematite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | June&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Summer&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|green|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Malachite}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | July&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ff8&amp;quot; | {{tile|*|grey|#ff8}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | {{L|Galena}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; width: 10em; text-align: left&amp;quot; | August&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ffc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|white|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Limestone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | September&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc&amp;quot; rowspan=&amp;quot;3&amp;quot; | Autumn&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|•|grey|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|Sandstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | October&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #f88&amp;quot; | {{tile|▬|#770|#f88}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | {{L|wood|Timber}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; width: 10em; text-align: left&amp;quot; | November&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #fcc; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Moonstone}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | December&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Early-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf&amp;quot; rowspan=&amp;quot;3&amp;quot; | Winter&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|♦|white|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Opal}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | January&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Mid-&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #88f&amp;quot; | {{tile|•|#444|#88f}}&lt;br /&gt;
! style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | {{L|Obsidian}}&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; width: 10em; text-align: left&amp;quot; | February&lt;br /&gt;
| style=&amp;quot;padding: 0.2em; background: #ccf; font-size: 80%; vertical-align: middle; text-align: right&amp;quot; | Late-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Farming ==&lt;br /&gt;
&lt;br /&gt;
The seasons correspond to growing seasons from the {{L|farm plot}} {{k|q}} menu, which dictate what can be grown when during the year.  (See the {{L|List of crops}}.)&lt;br /&gt;
&lt;br /&gt;
== Trading ==&lt;br /&gt;
Each season bar winter brings the possibility of {{L|trade}}rs from one race or another.&lt;br /&gt;
&lt;br /&gt;
The fussy &amp;lt;s&amp;gt;hippie tree lovers&amp;lt;/s&amp;gt; {{L|elf|elves}} arrive in Spring with {{L|wood|wooden}} crafts and weapons, cages (often containing exotic {{L|animals}}), various {{L|crop|fruits and berries}}, and {{L|rope reed}} cloth items.&lt;br /&gt;
&lt;br /&gt;
{{L|Human}}s come in Summer with their {{L|wagon}} bursting with supplies, eager for &amp;lt;s&amp;gt;junk&amp;lt;/s&amp;gt; stone craft goods.&lt;br /&gt;
&lt;br /&gt;
Dwarves come in Autumn and their departure is a fortelling of the cold winter to come.&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Other_weapon&amp;diff=116839</id>
		<title>40d:Other weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Other_weapon&amp;diff=116839"/>
		<updated>2010-06-03T22:41:02Z</updated>

		<summary type="html">&lt;p&gt;Illeist: /* Two-handed sword */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
In {{L|Fortress mode}}, there are only {{L|Weapon#Dwarf_weapons|7 weapon}}s* that dwarfs can make for themselves and are considered &amp;quot;standard&amp;quot;, but there are about a dozen '''other weapons''' that can be acquired, either by {{L|trading}} or recovering them from enemies who no longer have any use for them. Dwarves can use some of these, but not all, for melee combat, and each that is usable is associated with a standard {{L|military}} weapon skill. In Fortress Mode, no other missile weapons are usable by dwarves in combat, but all weapons are usable in {{L|Trap#Weapon_Trap|weapons traps}}.&lt;br /&gt;
&lt;br /&gt;
:''(* These are the {{L|battle axe}}, {{L|mace}}, {{L|pick}}, {{L|short sword}}, {{L|spear}}, and {{L|war hammer}} for melee combat, and the {{L|crossbow}}, which can be used for both {{L|marksdwarf|ranged attacks}} and, if/when necessary, {{L|combat|melee combat}} as well.)''&lt;br /&gt;
&lt;br /&gt;
As with any {{L|weapon}}, both {{L|Weapon#Material_damage_modifiers|material}} and {{L|quality}} can improve their effectiveness in combat.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventure mode}}, a character can use any of these, {{L|size}} permitting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other weapons: statistics &amp;amp; comparison ==&lt;br /&gt;
&lt;br /&gt;
For a comparison of all weapons side by side, see [[Weapon#Weapon_statistics|Weapons: Weapon statistics]].&lt;br /&gt;
&lt;br /&gt;
''(Note - dwarves can not use these in fortress mode unless marked with an *)''&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type !! Skill Used !! Crit. Boost &lt;br /&gt;
|-&lt;br /&gt;
| {{L|Blowgun}}&amp;amp;dagger; (melee) || 20 || {{L|Bludgeon}} || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| {{L|Bow}}&amp;amp;dagger; (melee) || 40 || {{L|Bludgeon}} || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Large dagger|Large dagger]] || 70 || {{L|Slash}} || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[#Flail|Flail]] || 130 || {{L|Bludgeon}} || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Great axe|Great axe]]&amp;amp;Dagger; || 150 || {{L|Slash}} || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Halberd|Halberd]]&amp;amp;Dagger; || 140 || {{L|Slash}} || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Long sword|Long sword]]* &amp;amp;dagger; || 120 || {{L|Slash}} || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[#Maul|Maul]]&amp;amp;Dagger; || 160 || {{L|Bludgeon}} || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Morningstar|Morningstar]]* || 120 || {{L|Bludgeon}} || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Pike|Pike]] || 120 || {{L|Pierce}} || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[#Scimitar|Scimitar]]* || 100 || {{L|Slash}} || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[#Scourge|Scourge]] || 30 || {{L|Gore}} || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
| [[#Two-handed sword|Two-handed sword]]&amp;amp;Dagger; || 140 || {{L|Slash}} || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[#Whip|Whip]]&amp;amp;dagger; || 20 || {{L|Gore}} || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed (set number of weapons to 2 in fort mode ({{k|v}}-{{k|p}}-{{k|s}}-{{k|m}}))'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&amp;lt;br&amp;gt; * ''Can be used by dwarves in fortress mode''&lt;br /&gt;
&lt;br /&gt;
== Blowgun ==&lt;br /&gt;
&lt;br /&gt;
Basically a small tube out of which you blow &amp;quot;deadly&amp;quot; darts.&lt;br /&gt;
&lt;br /&gt;
No main race has this {{L|weapon}}, unless you mod it in. A dwarf can make a blowgun in a {{L|bowyer's workshop}} after being struck by a {{L|Strange mood}}.  These weapons are extremely rare to find. Unfortunately in Fortress Mode you cannot create darts for use, and any dwarf wielding the blowgun will use it as a melee weapon.&lt;br /&gt;
&lt;br /&gt;
When firing it increases the {{L|blowgunner}} skill.  Melee with this weapon is a pathetically small {{L|bludgeon}} attack, and increases {{L|swordsman}} skill.&lt;br /&gt;
&lt;br /&gt;
==== dart ====&lt;br /&gt;
&lt;br /&gt;
The darts don't do a lot of damage, but can still be almost as dangerous as {{L|arrow}}s because they can {{L|pierce}} organs, which can kill instantly.&lt;br /&gt;
&lt;br /&gt;
== Bow ==&lt;br /&gt;
&lt;br /&gt;
A '''bow''' works the same way as a {{L|crossbow}}, and does identical damage, except that it uses {{L|arrow}}s instead of {{L|bolt}}s. {{L|Dwarf|Dwarves}} cannot equip bows (stubby fingers), and the interface is such that they still cannot be wielded in {{L|Fortress Mode}} at all*, even with {{L|Modding guide|modding}}. They can still be used in {{L|weapon trap}}s, although you can't make arrows and so will be dependent on {{L|merchant}}s and spoils of war to supply trap reloads.&lt;br /&gt;
&lt;br /&gt;
When firing arrows it uses the {{L|marksman|bowman}} skill.  When attacking with melee, it uses the {{L|swordsman}} skill, although it's a bludgeoning attack.&lt;br /&gt;
&lt;br /&gt;
* In the raw\objects\item_weapon.txt file, you can replace this line of the bow &amp;quot;[RANGED:BOW:ARROW]&amp;quot; by &amp;quot;[RANGED:CROSSBOW:ARROW]&amp;quot; to make bows equipable and usable, they will be considered like crossbow and use the crossbow skill but still shoot arrows. You still need to be playing a race able to equip bows though (Elves).&lt;br /&gt;
&lt;br /&gt;
==== Arrow ====&lt;br /&gt;
An '''arrow''' is just like a {{L|bolt}} but for bows. {{L|Dwarves}} can't handle bows, so they don't need arrows. But in {{L|adventure mode}}, {{L|humans}} and {{L|elves}} can use bows, so they will need arrows if they choose to use one.&lt;br /&gt;
&lt;br /&gt;
Arrows can also be thrown in adventure mode for about the same results, except that it uses the {{L|thrower}} skill.&lt;br /&gt;
&lt;br /&gt;
'''See also:''' &lt;br /&gt;
*{{L|Quiver}}&lt;br /&gt;
&lt;br /&gt;
== Large dagger ==&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, any dagger is &amp;quot;large&amp;quot;.  '''Large daggers''' are wielded by {{L|Kobold}} and {{L|Goblin}} {{L|thief|thieves}} only. They do small {{L|slashing}} damage, but have a critical bonus, which means they usually are not anything to worry about, but occasionally get brutally lucky.&lt;br /&gt;
&lt;br /&gt;
In {{L|adventure mode}}, no other race has them or can even start with one. If an adventurer finds one of these {{L|weapon}}s, they can train with them. Those who use daggers always do {{L|slashing}} damage with them, there is no stabbing for {{L|piercing}} damage.  In this game they are basically small {{L|sword}}s, as they can sever limbs as well on a lucky hit.&lt;br /&gt;
&lt;br /&gt;
These weapons use the {{L|Knife user}} skill.&lt;br /&gt;
&lt;br /&gt;
== Flail ==&lt;br /&gt;
&lt;br /&gt;
A {{L|weapon}} comprised of one or more chains with a spiked ball or metal-studded bar at one end and a handle at the other.  Does ''slightly'' more {{L|damage}} (8.3%) than the {{L|Morningstar}}, and uses the same skill, {{L|maceman}}.  Goblins are known to wield these weapons.&lt;br /&gt;
&lt;br /&gt;
== Great axe ==&lt;br /&gt;
&lt;br /&gt;
The Great axe is a large version of the {{L|battle axe}}, doing 36% more damage. Too large for a dwarf to use.&lt;br /&gt;
&lt;br /&gt;
In fact, this weapon is too large to be used by most races, even though two handed ({{L|Invader}}s tend to ignore this restriction).&lt;br /&gt;
&lt;br /&gt;
== Halberd ==&lt;br /&gt;
A halberd is a long axe or a short pole-arm weapon, doing 27% more damage than a dwarven {{L|battle axe}}.  It is two-handed for a human-sized character, but too large for a dwarf to use.&lt;br /&gt;
&lt;br /&gt;
== Long sword ==&lt;br /&gt;
A typical human-sized weapon. 20% more damage than a {{L|short sword}}. Dwarves can wield them using two hands.&lt;br /&gt;
&lt;br /&gt;
== Maul ==&lt;br /&gt;
&lt;br /&gt;
The '''Maul''' is a large heavy {{L|hammer}} and is the highest damaging melee {{L|weapon}} in the game, despite being a bludgeoning weapon. It can only be wielded by a {{L|human}}, and even then it requires both hands.  It does 33% more damage than a hammer.&lt;br /&gt;
&lt;br /&gt;
It uses the {{L|hammerman}} skill.&lt;br /&gt;
&lt;br /&gt;
In fortress mode, {{L|invader}}s can use both a maul and a {{L|shield}}.&lt;br /&gt;
&lt;br /&gt;
== Morningstar ==&lt;br /&gt;
&lt;br /&gt;
A '''Morningstar''' is a spiked ball directly attached to a handle.  Does less {{L|damage}} than the {{L|flail}}.  Damage is identical to the regular {{L|mace}}.&lt;br /&gt;
&lt;br /&gt;
Uses the {{L|Maceman}} skill. Dwarfs can equip it.&lt;br /&gt;
&lt;br /&gt;
== Pike ==&lt;br /&gt;
&lt;br /&gt;
:''For the fish, see [[Pike (fish)]].''[[Image:Pike example.jpg|right|thumb|250px|'''''Pike''' on the right. On the left is what would be called a &amp;quot;halberd&amp;quot; in Dwarf Fortress.'']]&lt;br /&gt;
&lt;br /&gt;
A '''pike''' is a very long spear. It does more {{L|damage}} than the normal {{L|spear}} by 20%, and still has the same critical boost. Only {{L|human}}s can wield them in {{L|fortress mode}} and, even then, it uses both hands. It is possible to use a pike as a {{L|dwarf|dwarven}} adventurer.&lt;br /&gt;
&lt;br /&gt;
This {{L|weapon}} trains the {{L|Pikeman}} skill when used in adventure mode. &lt;br /&gt;
&lt;br /&gt;
For unknown reasons all two-handed weapons, including pikes, can be used one-handed, even by creatures who are smaller than the minimum size needed to use the weapon two-handed.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Scimitar ==&lt;br /&gt;
&lt;br /&gt;
The '''Scimitar''' is a sword with a heavy curved blade. Its statistics are identical to the {{L|short sword}}, but it cannot be made of rock, and {{L|dwarves}} cannot make it at all. They can however use it one handed just fine.&lt;br /&gt;
&lt;br /&gt;
Uses the {{L|Swordsman}} skill.&lt;br /&gt;
&lt;br /&gt;
== Scourge ==&lt;br /&gt;
&lt;br /&gt;
The '''scourge''' is a slightly more deadly version of a {{L|whip}}.  Although still doing weak {{L|damage}}, it causes gore damage, which can cause massive bleeding or pain.  Effective against living, unarmored {{L|creatures}}.  Very weak against non-living creatures.&lt;br /&gt;
&lt;br /&gt;
It uses the {{L|lasher}} skill. Since dwarves cannot use this skill, it can be melted down or used in a {{L|Trap}}.&lt;br /&gt;
&lt;br /&gt;
== Two-handed sword ==&lt;br /&gt;
&lt;br /&gt;
Big sword with high damage, 40% more than a {{L|short sword}}.  Too large for a dwarf to use.&lt;br /&gt;
&lt;br /&gt;
== Whip ==&lt;br /&gt;
&lt;br /&gt;
A '''whip''' is a {{L|weapon}} that does weak {{L|damage}}, but it causes gore damage, which can cause massive bleeding or pain. Effective against living, preferably small, unarmored {{L|creatures}}. Very weak against {{L|undead}} creatures. Whips are unusable by {{L|dwarves}}, but {{L|goblin}}s use them sometimes. {{L|Human}} lashers will guard their caravan sometimes. A better version of a whip is called a {{L|scourge}}.&lt;br /&gt;
&lt;br /&gt;
It uses the {{L|lasher}} skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''See Also:&lt;br /&gt;
:* {{L|weapon}}&lt;br /&gt;
:* {{L|dwarven weapon}}s&lt;br /&gt;
{{Category|Weapons}}&lt;br /&gt;
{{Category|Ammo}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Combat_skill&amp;diff=116837</id>
		<title>v0.31:Combat skill</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Combat_skill&amp;diff=116837"/>
		<updated>2010-06-03T22:24:45Z</updated>

		<summary type="html">&lt;p&gt;Illeist: dangers of dodging&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
''Until more is known about each individual skill, and on the suspicion that much will be parallel and/or related, and so that all information/discussion can be collected in one place (for now, at least), all &amp;quot;combat skills&amp;quot; will redirect here, at least until it becomes more clear if/how we should break them up.''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Combat skills''' are a collection of different but related skills that, together, all add to a dwarf's melee combat effectiveness. They are, in no particular order:&lt;br /&gt;
&lt;br /&gt;
:* Fighter&lt;br /&gt;
:* Dodger&lt;br /&gt;
:* Wrestler&lt;br /&gt;
:* Striker&lt;br /&gt;
:* Kicker&lt;br /&gt;
:* Biter&lt;br /&gt;
&lt;br /&gt;
Added to these are {{L|Armor user}}, {{L|shield user}}, and {{L|weapon skill}}s (and possibly {{L|observer}}).&lt;br /&gt;
&lt;br /&gt;
'''Dodger''' is a skill introduced in the latest release of Dwarf Fortress. It aids creatures in avoidance, causing enemies to miss more often.&lt;br /&gt;
&lt;br /&gt;
Preliminary scanning of combat reports suggest that dodging is very common and effective - assuming that messages referring to dodging are in essence caused by the dodger skill. Dodging can, unfortunately, cause dwarves to fall through z levels into chasms, pits, or water; they do not attempt to avoid dodging into perilous locales.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Fighter''' skill increases with each melee attack, no matter what kind of weapon is used, and can increase rather quickly.  Its use/significance is currently not known.&lt;br /&gt;
&lt;br /&gt;
In unarmed combat, a number of techniques are used.  Each punch increases the '''Striker''' skill.&lt;br /&gt;
Each kick increases the '''Kicker''' skill.  Each bite increases the '''Biter''' skill - this is probably the most effective attack for a creature whose biting causes a {{L|syndrome}}, but some {{L|immigrant}}s will arrive with this skill as well, and unarmed combatants will occasionally learn a bit, implying that they chose to bite during a combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The '''Archer''' skill increases by the use of ranged weapons and throwing.  Its use/significance is currently not known.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jabberer&amp;diff=100626</id>
		<title>v0.31 Talk:Jabberer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Jabberer&amp;diff=100626"/>
		<updated>2010-04-28T20:59:33Z</updated>

		<summary type="html">&lt;p&gt;Illeist: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I had one butchered after a siege. It yielded 150 meat, 30 fat, 25 prepared intestines, 16 prepared lung, 8 tripe, 8 chopped liver, 8 prepared kiddney, 8 prepared brain, 4 sweatbread, 4 prepared spleen, 4 prepared heart, 2 eyes, 62 bones, 2 feathers, 1 beak, 1 skull, 1 skin, 1 nail. --[[User:Iffonox|Iffonox]] 16:00, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
Should this still be a stub? It has raws, butchering info, gameplay info, and links. --[[User:Illeist|Illeist]] 20:59, 28 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Talk:Uniforms&amp;diff=91887</id>
		<title>Talk:Uniforms</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Talk:Uniforms&amp;diff=91887"/>
		<updated>2010-04-13T03:02:27Z</updated>

		<summary type="html">&lt;p&gt;Illeist: Created page with 'Unfortunately, a spattering of Rhesus Macaque blood doesn't count as a uniform...'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unfortunately, a spattering of Rhesus Macaque blood doesn't count as a uniform...&lt;/div&gt;</summary>
		<author><name>Illeist</name></author>
	</entry>
</feed>