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	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-07-22T20:06:09Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Klox/monobook.js&amp;diff=83292</id>
		<title>User:Klox/monobook.js</title>
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		<updated>2010-04-05T03:46:20Z</updated>

		<summary type="html">&lt;p&gt;Klox: auto hide announcements&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19810</id>
		<title>40d:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Adventurer_mode&amp;diff=19810"/>
		<updated>2009-04-04T03:51:25Z</updated>

		<summary type="html">&lt;p&gt;Klox: /* Wrestling */ fix spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In '''adventurer mode''', you pick a race ([[dwarf]], [[human]], or [[elf]]) and start out in either a [[Site|town]] of your race or in a previous [[fortress]] you played on. You can receive [[quest]]s, venture into the wilderness to find [[caves]], abandoned towers and other [[Site|villages]]. You can even visit your old [[Fortress|fortresses]] and find whatever riches were left to be guarded by the [[creatures]] that sealed the fate of your [[fortress]].&lt;br /&gt;
&lt;br /&gt;
The user interface differs somewhat from [[fortress mode]]; you may want to refer to the [[Adventure Mode quick reference|quick reference]] guide, or examine the detailed [[controls]] page. [[Site map]] may also prove useful.&lt;br /&gt;
&lt;br /&gt;
== Your first adventure ==&lt;br /&gt;
&lt;br /&gt;
=== Picking a race ===&lt;br /&gt;
When it comes to picking a race, there is difference in [[skills]]. [[Dwarves]] cannot wear [[human]] sized [[armor]], and are somewhat limited in the [[weapons]] they can wield due to their size. [[Elves]] have a slightly different set of [[skills]]. [[Humans]] are generally fairly well-balanced, and are the easiest to acquire quests from. Each race fares differently in combat; you may wish to look at the races' pages for the finer details.&lt;br /&gt;
&lt;br /&gt;
=== Choosing skills ===&lt;br /&gt;
Basically, if you want to start with a [[weapon]], you need to avoid having the most points spent in unarmored/[[wrestling]]. If you, for example, choose to start out with most points in [[swordsman]], you will start out with a [[sword]]. When you have chosen your preferred set of [[skills]], you can press {{key|Enter}} to embark.  The higher the [[skills]] in [[weapons]]/[[armor]] determine the quality of the equipment you start out with.&lt;br /&gt;
&lt;br /&gt;
If you start out with a high [[weapon]] [[skill]] (except [[bow]]s and [[crossbow]]s) and also an above novice [[armor]] and/or [[Armor#Shields and Bucklers|shield]] [[skill]], you'll start out with [[armor]] and/or [[Armor#Shields and Bucklers|shield]] as well.&lt;br /&gt;
&lt;br /&gt;
=== Setting out ===&lt;br /&gt;
If you chose human, you will start out inside the Mayor's house. You will see the Mayor (purple) and probably several [[drunks]]. Press {{key|k}} and talk to the Mayor. Press 'services' for a [[quest]]. You can talk to the drunks and recruit them to your party for some additional combat aid. Be sure to read the [[Adventure Mode quick reference]] or use the help files for more information on the commands in Adventure mode.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
In towns you can find merchants inside some [[buildings]]. Talk to them to trade with them. After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it.&lt;br /&gt;
&lt;br /&gt;
==== Selling ====&lt;br /&gt;
You can also sell things to traders. Bones, corpses, body parts and rocks are not valuable, no matter how attached you are to a particularly aerodynamic kobold head. Small creatures discovered while {{k|L}}ooking Carefully may be worth a small amount of money. In order to sell or buy items, stand adjacent to the shopkeeper in his store, and {{k|k}}onverse with the shopkeeper. Select &amp;quot;Trade&amp;quot; and press {{k|enter}} to open the trade window.&lt;br /&gt;
&lt;br /&gt;
Select each non-worthless item you wish to sell, and then set a price using the following format{{verify}}:&lt;br /&gt;
* {{k|a}} asking for 9000☼&lt;br /&gt;
* {{k|s}} +100☼&lt;br /&gt;
* {{k|d}} +10☼&lt;br /&gt;
* {{k|f}} +1☼&lt;br /&gt;
* {{k|g}} reset to 0☼&lt;br /&gt;
* {{k|h}} -1☼ (offering)&lt;br /&gt;
* {{k|j}} -10☼&lt;br /&gt;
* {{k|k}} -100☼&lt;br /&gt;
* {{k|l}} offer 9000☼&lt;br /&gt;
&lt;br /&gt;
The use of these keys may seem non-intuitive, and this is further complicated by the limit on your available offers by your current financial health.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. After the trade sessions, the balance of your coins will appear on a small table next to a chest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, ie goods bounded by the $$ signs, the game requires you to exit the site ''and'' travel a considerable distance before allowing you to travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first.&lt;br /&gt;
&lt;br /&gt;
=== Equipping your adventurer === &lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
[[Weapons]] and [[Armor#Shields and Bucklers|shields]] are handled differently. There is no explicit equipment command. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapons]] or [[Armor#Shields and Bucklers|Shields]] you would need to {{k|p}}ut your equipped weapon into your [[backpack]] and then {{k|r}}emoving your new desired weapon. You do not need to drop weapons and equip new ones etc. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
== Traveling the world ==&lt;br /&gt;
&lt;br /&gt;
=== How-to ===&lt;br /&gt;
You can walk around the whole world tile by tile if you wish, but given the size of the world, you might want to consider using another method. Pressing {{key|T}} will let see a very zoomed out map of the surrounding area. Moving about on this map is much faster, as well as it heals your adventurer, keeps him from starving, dehydrating, or getting tired. To exit this screen and explore the area you've reached, press {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
If there is more than one feature such as a [[Site|town]] or group of [[creatures]] on that map tile you will get to choose which one you want to arrive near.&lt;br /&gt;
&lt;br /&gt;
Also while traveling on the world map, there is a chance that your adventurer can get randomly ambushed by enemies.  When that happens, you must survive by either fighting them off or hide from them.&lt;br /&gt;
&lt;br /&gt;
Jumping off [[Cliff|cliffs]] is not normally advisable; however, it is possible to do so by holding {{key|Alt}} while pressing the appropriate movement key.  Jumping off [[Cliff|cliffs]], depending on how high you jumped, will most of the time cover your eyes in blood, which lessens visuals.&lt;br /&gt;
&lt;br /&gt;
=== Finding quest locations ===&lt;br /&gt;
After receiving a [[quest]], you will be able to track its location using the {{key|Q}}uest log. Initially it will just give you the location on the {{key|T}}ravel map, though a lesser-known feature is its use in finding the cave entry (or other such target) once you're already in the [[Site map|local map]]. Bring up the quest log again, highlight the quest objective you're after, and {{key|z}}oom to it. It should then provide you with a local map of your current area, complete with a 3x3 box of flashing squares. This box indicates the general location of the cave's mouth. You'll still have to do some searching, but at least it's narrowed down for you. You can bring up this map at any time that you're in the local area of a quest objective.&lt;br /&gt;
&lt;br /&gt;
The compass on the left of the screen will also greatly help you in finding the entrance; the direction indicated should place you within one screen's distance of the entrance before it turns into &amp;quot;---&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Visiting abandoned fortresses ===&lt;br /&gt;
If you start an adventure in a world with one or more abandoned [[Fortress|fortresses]], you can take your adventurer to see the sites of your previous endeavors. When you find one of your old [[Fortress|fortresses]], you will find that everything is a mess. Items are scattered about, things are smashed up and there are probably new hostile inhabitants that you will need to fend off. Visiting your old [[Fortress|fortresses]] might prove to be rewarding, since you can find [[armor]] and [[weapons]] you made (if you made any). The best thing to be found in your [[fortress]] would probably be any left behind [[Legendary artifact|artifact]] [[weapon]] or [[armor]]. This is also probably the best (and only?) way to get [[Legendary artifact|artifact-quality]] [[weapons]] and [[armor]].&lt;br /&gt;
&lt;br /&gt;
Also remember to check out any [[Engraving#Engravings|engravings]] you made while in [[fortress mode]]. When checking out [[Engraving#Engravings|engravings]] in adventure mode, they reveal a lot more specific information about the event that is engraved.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
Fighting is extremely detailed in adventure mode! This adds a lot of fun in the battle, since there are so many ways to injure your opponents/victims.&lt;br /&gt;
&lt;br /&gt;
=== Ranged ===&lt;br /&gt;
If you have a [[weapon | bow]] or [[weapon | crossbow]], you can shoot [[arrow]]s or [[bolt]]s at enemies. You can also throw anything you can carry at enemies. Ranged attacks are highly efficient when you hit.&lt;br /&gt;
To fire your bow or crossbow, press {{key|f}}, and move the marker to the enemy you wish to fire upon, and press {{key|Enter}}. Same with throwing stuff, only press {{key|t}} and choose which item to throw, then choose the victim.&lt;br /&gt;
''Note: Throwing is slightly bugged, but in a good and fun way. You can throw captured flies, socks and even [[vomit]] if you want, with lethal effects. (Sand piercing lungs, flies piercing hearts etc..)''&lt;br /&gt;
&lt;br /&gt;
=== Close combat ===&lt;br /&gt;
To fight a [[creature]] by hitting it, you just need to walk towards the [[creature]]. Alternatively, you can press {{key|A}} and choose your target. After you've pressed {{key|A}} and are given the list of targets to attack, you can use {{key|Enter}} to choose between a normal attack and [[wrestling]] before selecting which opponent you wish to target.&lt;br /&gt;
A normal attack will make the adventurer hit the target with whatever [[weapon]] he holds. If he is holding no [[weapon]], he will bash with his [[Armor# Shields and Bucklers|shield]]. If he has neither a weapon nor a [[Armor# Shields and Bucklers|shield]], he will either punch his target or grab a random appendage.&lt;br /&gt;
In [[wrestling]], you must spend a few rounds locking the target's limbs to be able to break and splinter them (good times). Alternately, you could try gouging, pinching, or strangling them instead.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
Adventurers are liable to be [[Wound|wounded]] by the slings and *&amp;lt;&amp;lt;-iron arrows-&amp;gt;&amp;gt;* of outrageous fortune, as well as an assortment of environmental hazards. Healing works the same way as in Fortress mode; Scrapes and bruises heal up very quickly, but broken and mangled limbs take months, and nervous system injuries never heal.&lt;br /&gt;
&lt;br /&gt;
Fortunately, by pressing {{key|T}}, and travel at least 1 tile in any direction on the regional map, all wounds will be miraculously healed. Lost limbs and other bodyparts will not be regenerated, however, so if you're not careful (or very unlucky) your adventurer may soon be investing in an eyepatch. (Now if only there were peg legs...) For more information, see [[Wound]].&lt;br /&gt;
&lt;br /&gt;
== Tips for survival ==&lt;br /&gt;
Dying is easy in adventurer mode, especially if you've just started out. Following these simple tips will increase your chance to survive, and reach those nice stats and legendary [[skills]]! These tips are for the faint of heart only. If you like the challenges of the game, feel free to do the opposite of what these tips say.&lt;br /&gt;
&lt;br /&gt;
=== Basic Needs ===&lt;br /&gt;
Your adventurer gets hungry, thirsty, and drowsy. Make sure your [[waterskin]] is always filled (fresh [[water]] at the [[Temple|temples]]); you carry 1-2 stacks[5] of [[food]]; and get some sleep sooner or later. &lt;br /&gt;
&lt;br /&gt;
Fresh [[water]] can be found sometimes at [[Temple|temples]] and always in [[River|rivers]]. [[Water]] from [[Murky pool|pools]] is not considered fresh [[water]]. &lt;br /&gt;
&lt;br /&gt;
In order to obtain [[water]], you need a [[waterskin]]. Unless you are an [[elf]], you will start with a full one at the beginning of the game, but you can also buy additional ones in the [[Site|towns]].&lt;br /&gt;
&lt;br /&gt;
Move right next to the [[water]] source and press {{k|I}} (capital 'i', that is) to interact in a complex manner with an item. You will be shown your [[inventory]]. Select your [[waterskin]] by pressing the letter shown to its left. If the [[inventory]] is so long that the [[waterskin]] is not shown, you may need to press {{k|/}} or {{k|*}} on the number pad to move through the pages. If you have done everything correctly, the game should offer you one or more options from which specific tile you wish to draw the [[water]]. Simply select one choice by pressing the letter to its left and the remaining free space in the [[waterskin]] will be filled with [[water]].&lt;br /&gt;
&lt;br /&gt;
Note that you can not refill [[Waterskin|waterskins]] that are inside of [[Backpack|backpacks]]. You need to {{k|r}}emove it from the [[backpack]] first. Also note that you can't put [[Waterskin|waterskins]] you are holding directly into the [[backpack]] (it is not accepted as a container for that purpose). First, {{k|d}}rop the [[waterskin]] and then {{k|g}}et it again. It should be put inside the [[backpack]] automatically.&lt;br /&gt;
&lt;br /&gt;
Solid food will eventually rot away. However, if you move on the travel map, you will not consume any food or water. Only if you stay on a [[Site map]] for a longer time will you first feel thirst and later hunger. A normal random [[encounter]] usually never last long enough to even generate thirst. Searching a [[quest]] [[cave]] can take longer (they are quite winding), but usually, you will not go beyond thirst if you only want to find the [[quest]] monster and kill it. Thus, carrying large stocks of food is not recommended, unless you plan something that will take a lot of time.&lt;br /&gt;
&lt;br /&gt;
(''Warning:'' NEVER, EVER sleep in a hostile place, next thing you know you will be cloven asunder by your own sword, or some nasty critters will be feasting upon you)&lt;br /&gt;
&lt;br /&gt;
=== &amp;lt;s&amp;gt;Living Shields&amp;lt;/s&amp;gt; Companions ===&lt;br /&gt;
&lt;br /&gt;
If you recruit some new members to your party, you'll not only gain extra damage output, you'll also have someone else to take the damage instead of you!&lt;br /&gt;
&lt;br /&gt;
When you first start out, the easiest &amp;lt;s&amp;gt;human shields&amp;lt;/s&amp;gt; friends to recruit are the drunks. They are found in human towns inside the [[tavern]] with the [[Mayor]] (the building you start in if you play a human). They will gladly come with you and block some blows for you. Drunks will usually attempt low-skill wrestling and (mostly) damage-less punches. Don't expect them to last long when you meet that [[Giant]] you are supposed to kill.&lt;br /&gt;
&lt;br /&gt;
To recruit someone into your party, press tal{{k|k}}, move the cursor over them, and press {{k|enter}}. Then in the conversation that follows, simply pick 'Join' from the list of options to ask them to accompany you. [[Children]], the Mayor, and [[Guard]]s don't want any part of this silly adventuring malarkey, but the occasional peasant will be bored enough to join you.&lt;br /&gt;
&lt;br /&gt;
More detailed searches of towns of various races can yield other adventurers with some actual skills. The generally have a single weapon skill ([[Maceman]], [[Swordsman]], [[Spearman]] and so on) and some armor appropriate to the wealth of the town they were occupying. You will also find Guards around towns, and while they are combat-capable they will not shirk their duty in order to accompany you on your adventures.&lt;br /&gt;
&lt;br /&gt;
=== Avoid the impossible ===&lt;br /&gt;
Some things are harder than others. Decide for yourself if this is due to unbalancing of the game, realism or simply to add to the variety of challenges.&lt;br /&gt;
&lt;br /&gt;
==== [http://en.wikipedia.org/wiki/Shelob Shelob]'s in-laws, aka Giant Cave Spiders ====&lt;br /&gt;
Unless you are a legendary or better (ok, its not possible to go beyond legendary..) bow-/crossbowman, you should at all costs AVOID giant cave spiders (Unless, of course, you enjoy [[Fun]])!! They shoot a web at you, making you immobilized while they rip your limbs off one by one. Then when you finally break free from the web, and can attack again, you've probably lost your arms while lying on the floor and the spider is about to throw you by your head up into the roof. Cave Spiders bleed to death eventually, but they know no fear nor pain, meaning they will not black out even if you manage to inflict serious damage including severed limbs. They are also capable of surviving red-level wounds to the body and legs and multiple severed limbs for long enough to eviscerate an adventurer. Leave these for the living shields to deal with while you slip out the other way, ideally from the cave entirely, never to return.&lt;br /&gt;
&lt;br /&gt;
Even if you are a legendary projectile weapon user, reconsider attacking a giant cave spider because in the tight quarters of a cave you might be shooting it from stealth when a giant rat or something similarly stupid walks next to you and triggers your loss of cover. The spider would then punish your arrogance immensely.&lt;br /&gt;
&lt;br /&gt;
''Note'': If absolutely required they ARE killable, but you need luck, and lots of it. Adept swordsman + Proficient [[shield]] user + Skilled ambusher manages to sneak up on it and then counterstrike + block does the job. In a suicide swordsman test run I had dethoraxation (decapitation for spiders) = instakill on the first counterstrike, second GCS got a mortal wound before it webbed me and bled to death while trying to chew through me, only broke sword wielding hand and leg. Third spider broke my shield hand and had me mortally wounded in no time after that, although I eventually killed it after unwebbing myself. That makes it ~2.5/3 chances to win, not bad for a rookie. And I was healed after each successful spider kill.&lt;br /&gt;
&lt;br /&gt;
''To conclude'': Basically, as long as your shield wielding hand is intact (and shield skill is high of course) you have pretty good chances of survival in 1 on 1, otherwise you're dead. Any extra armor (in my case exceptional full plate + normal armor skill) also helps in glancing off their bites.&lt;br /&gt;
&lt;br /&gt;
Another interesting thing is that before fighting one of them I threw a spear at it and it lodged in the wound, and it seems that the spider has a priority to break my grip as it repeatedly successfully broke my grip every time(that happened ~5-6 times in a row) I grabbed the lodged spear. That points to a possible distraction for a GCS in case of soloing it.&lt;br /&gt;
&lt;br /&gt;
==== Arrows ====&lt;br /&gt;
Don't take on quests where you need to kill elite bow-/crossbowmen! Generally, avoid flying arrows! Why? Because bow/crossbowmen have the tendency to see farther than you can. They are therefore able to fire at you from beyond your sight, making it hard to see where the arrow(s) are coming from. You may therefor end up chasing the shooter in the wrong direction, giving the shooter even MORE time to turn you into a pin-cushion. Of course, this is only the case if you manage to survive the first 3-4 arrows, because arrows are BAD for anyone but the shooter's health. Piercing hits like arrows are much more likely to damage internal organs, and while you might shrug off a moderate blunt hit to the chest a similar piercing hit could directly damage one or both lungs or your heart and instantly kill you.&lt;br /&gt;
&lt;br /&gt;
One extremely useful survival tip is to immediately drop prone (with the s key) as soon as you notice you are being shot at.  Prone targets move more slowly, but seem to be much harder to hit with ranged attacks than standing ones.  This is also worth noting to avoid wasting ammunition on fallen targets.&lt;br /&gt;
&lt;br /&gt;
If you do accept a quest against an elite bowman or crossbowman and manage to reach melee range, immediately grapple its weapon, ideally by dropping yours and pulling the weapon out of its grasp entirely before throwing it away.&lt;br /&gt;
&lt;br /&gt;
=== Training yourself ===&lt;br /&gt;
Gaining stats ([[Attributes|strength, agility, toughness]]) helps a lot when fighting. How to best train yourself?&lt;br /&gt;
&lt;br /&gt;
==== Throwing ====&lt;br /&gt;
To find rocks simply hit {{k|l}} and look at any  rock coulored tiles some of these will be simply called by the rock name (e.g. [[limestone]]) and cannot be picked up but some will be called pebbles. Rocks are practically free ammo. When you find a tile with [[pebbles]], pick up a lot of them (there are infinite rocks), and start throwing them. You can simply throw them at the tile you are standing at. Every throw will gain you 30 points toward the skill &amp;quot;Throwing&amp;quot;, and will after a while increase your stats (Strength, agility, toughness). You will need to throw 600 rocks to reach legendary Thrower (starting with no skill).&lt;br /&gt;
&lt;br /&gt;
For best efficiency, drop all of your gear (including held but not worn items) and empty out your backpack near your throwing location. This is done in order to keep your inventory simple for the rock-throwing portion. Then pick up a ton of rocks by pressing {{k|g}}-{{k|a}} over and over- ideally one would pick up 600 rocks at a single time, but you will probably get bored before then. Then, mash {{k|t}}-{{k|a}}-{{k|enter}} over and over until all of your rocks are thrown back at the floor. If you are not a legendary Thrower after this, repeat. Afterwards, remember to pick up your gear and re-fill your backpack.&lt;br /&gt;
&lt;br /&gt;
''Alternate way'' : It could be difficult to repeat the {{k|t}}-{{k|a}}-{{k|enter}} sequence without making mistake. So you can just alternate {{k|t}}-{{k|enter}} quickly : The first {{k|t}} will open the inventory, the second will chose the rock which is in &amp;quot;t&amp;quot; position, and {{k|enter}} will throw it. In the same fashion, when collecting rock, prefer a tile where the rock is on &amp;quot;b&amp;quot; position : If you quickly alternate {{k|g}} and {{k|a}}, sometime you will open the [a]nnouncement panel, which will slow you down. Another solution to this is to switch the ''pick up'' and ''announcements'' keys, so you can press {{k|a}} to pick up an item and {{k|a}} to pick up rock.&lt;br /&gt;
&lt;br /&gt;
Thrown objects are also a cheap way to injure enemies before they reach you if you are a melee fighter.&lt;br /&gt;
&lt;br /&gt;
You can also throw other stuff you find, like flies, beetles, worms, and even vomit or [[sand]]. If you have a tendency to chop off enemy limbs, you can even throw these limbs. Killing zombies with their companion's severed heads and feet is always good for a laugh. [[iron_man|Iron men]] are fun, because they leave behind a nice [[statue]] for the taking which can be thrown. Arrows and weapons seem to be particularly deadly when thrown because they deal the same damage as they would in melee, including piercing or slashing damage type, but even the most innocuous or silly items can come up with a kill.&lt;br /&gt;
&lt;br /&gt;
Most thrown objects deal blunt type damage, so they will break and bruise limbs, but arrows and weapons can deal their normal damage types. This is particularly useful to consider when trying for a desperate one-shot kill on a [[Giant Cave Spider]] that's about to web you and shred you into little chunks, as piercing attacks like thrown arrows and [[spear]]s damage internal organs (making them more likely to get a one-hit kill, as an enemy can live through having the outside of their head moderately damaged but not from having the same amount of damage done to their brain) and thrown axes or swords can sever body parts and leave deep gashes (leading to massive bleeding or slit throats).&lt;br /&gt;
&lt;br /&gt;
==== Bow/Crossbow-skill ====&lt;br /&gt;
This skill trains in the same fashion as throwing. You gain skill per shot, not per hit. This is a more expensive skill to train than throwing because you need to buy (or find) arrows/bolts, but is also a much more deadly skill.  Fired projectiles do much more damage than thrown ones, and are also piercing type weapons which can do crippling damage to internal organs. The majority of thrown weapons are blunt and will do much more superficial bruising and bone-breaking damage- at best, a lucky hit will break someone's spine or damage internal organs to a small degree. Shooting arrows at enemies is fun, because it is very efficient and will destroy enemies quite easily. &lt;br /&gt;
&lt;br /&gt;
Sadly, this also goes for enemy bow/crossbowmen. You will often be shot in the leg and crippled by an enemy you can't even see, who will then proceed to shoot you in the face until you die - which won't be very long afterwards unless you manage to find something to hide behind. This is somewhat avoidable - train in sneaking to avoid being seen by enemies that could otherwise perforate your skin, and get a good shield and armor to better keep arrows. (See below for both skills).&lt;br /&gt;
&lt;br /&gt;
Make sure to take extra &amp;lt;s&amp;gt;meat shields&amp;lt;/s&amp;gt; companions along with you if you're planning on using ranged weapons, it'll take time before you level the appropriate skill to bash things with your weapon in melee so it's imperative you stay out of the fighting till then. Drunks are particularly useful here, as they love to dive on things and collapse into a massive wrestling pile which you can take pot-shots at. Don't worry, you can't hit your guys. Not that you'd care.&lt;br /&gt;
&lt;br /&gt;
==== Wrestling ====&lt;br /&gt;
Since melee weapon skills are hard train because not every hit gives points towards the skill, why not train your [[wrestling]]? When you are alone with a unconscious enemy, why not break some limbs before finishing it off? Monsters often try to break your arms and legs, so having a bit of skill in wrestling will help break those locks a lot, and breaking that legendary swordsmans sword hand at the beginning of the fight will make him laughably weak. Also, training wrestling is a quicker way to better stats (strength, agility, toughness) because gain points per move instead of per &amp;quot;hit&amp;quot;. Wrestling also handles dodging skill which is very handy to have.&lt;br /&gt;
&lt;br /&gt;
A good way to train wrestling is to find an undead region on the map- preferably Sinister if you remember the map layout from Fortress Mode. Obtain a pack of zombie herbivores therein, preferably of small size- do not attempt this with zombie [[elephants]]. Slaughter every zombie in the vicinity of this pack of herbivores but the one that you think is the most crippled, making sure to pick one with a throat to leave alive.&lt;br /&gt;
&lt;br /&gt;
Press {{k|c}} and change your combat preferences from Strike to Close Combat. This means that your default attack when you press towards an enemy to making a random wrestling move, or the continuation (joint lock, break) or (strangle) if you have a break/strangle-able area held.&lt;br /&gt;
&lt;br /&gt;
Then, walk over, and grab the zombie's neck (yes, with your weapon or shield- it is quite optional to drop what you're holding) and begin strangulation by holding the direction the zombie is strangling in. You will make several strangles per second and gain approximately 15 XP (tentative measure) per strangulation. Zombies cannot die from this, so you will earn enough XP to become legendary within a few minutes. &lt;br /&gt;
&lt;br /&gt;
When your character becomes tired, break off from strangling and walk it off- you become less tired by ambling about aimlessly. If you become too hungry or thirsty to continue, just run away or destroy the zombie, {{k|T}}ravel, and then repeat after moving a square and back.&lt;br /&gt;
&lt;br /&gt;
This can also be done at ruins, but you run the risk of weapon-carrying enemies and especially weaponmaster quest-zombies. In an undead ruin, there are also far, far more monsters in the area compared to hunting down a pack of undead animals.&lt;br /&gt;
&lt;br /&gt;
Alternatively, wait until nightfall, and wrestle a sleeping enemy. Sleeping enemies are unconscious, and cannot detect you if you sneak.  The autocombat will cause your adventurer to break limbs, grab and release bits of clothing, and other nonlethal attacks. Occasionally random chance will cause a chokehold; simply step back a tile and then resume. In this manner, you can train wrestling extremely quickly without the dangers of wandering in an undead zone.&lt;br /&gt;
&lt;br /&gt;
Yet another alternative is presented by fish.  No harmful wrestling moves can be performed on them so cornering a carp, tigerfish, or milkfish will raise wrestling quickly, while training swimming.  Avoid hippopotamus infested waters.&lt;br /&gt;
&lt;br /&gt;
A final option presents itself when exploring caves, there are many weak enemies to be found here, choose one (say a ratman) and walk up to it, grabbing it perform a takedown. Before it can stand up grab its arm and try to break it, as soon as it gets up perform another takedown, continue to break all the joints in both of your &amp;lt;s&amp;gt;toy's&amp;lt;/s&amp;gt; &amp;lt;s&amp;gt;victim's&amp;lt;/s&amp;gt; opponent's arms and then move on to legs, finally gouge out its eyes and begin strangling it to death. This gives you plenty of wrestling exp with very little risk as the enemy will only get in one or two strikes before being taken down after which it will prioritize standing back up.&lt;br /&gt;
&lt;br /&gt;
==== Swimming ====&lt;br /&gt;
Having no swimming skill in Adventure Mode is not a particularly good thing if you intend to go near water. Anyone with no swimming skill who falls or is pulled/pushed into water will begin to drown immediately if it is over 4/7 deep, and will also be unable to climb out of water this deep - usually resulting in instant death.&lt;br /&gt;
&lt;br /&gt;
To voluntarily jump into a pond or [[river]] you have to {{k|Alt}}-move off the edge of the land. This will present you with a choice of walking out into the open space above the water (immediately and unsurprisingly followed by a one-story fall) or moving directly into the water. To get back out, {{k|Alt}}-move into the riverbank/pond edge.&lt;br /&gt;
&lt;br /&gt;
As long as you have at least some Swimming skill, you will be able to move around in deeper water and will gain Swimming skill for every tile you move. Without Swimming, you will have to find depth 4 water to voluntarily paddle about in with your water wings on for your first skill points. Any deeper and you'll start to drown, any shallower and you can't swim in it. Hit {{k|m}} to set your swimming options.&lt;br /&gt;
&lt;br /&gt;
Another option is to find a body of water with a ramp into it. Walk down the ramp into the water, which will cause you to start &amp;quot;drowning&amp;quot;. However, you can simply walk back out after 10 turns or so to stop drowning, and you will have gained some swimming skill. Repeat until you reach novice skill. If you don't have an abandoned fortress set up for this, slopes into water can be found at ocean beaches.&lt;br /&gt;
&lt;br /&gt;
All in all this makes Novice Swimming an excellent starting skill, as you can (eventually) get Legendary skill simply by swimming back and forth in two squares of water and get lots of stat points in the process. However, this is mind-numbingly dull so good luck with that.  One should also keep in mind that water in cooler areas may suddenly freeze when the sun starts to go down, and thus instantly kill any creatures within.  As such, it's a good idea to do your training laps somewhere warm.&lt;br /&gt;
&lt;br /&gt;
It also seems that you are not able to move out of water of less than (7/7) onto the river bank. In addition, while you are swimming, you can not move to the travel map! You must first leave the water.&lt;br /&gt;
&lt;br /&gt;
You can crosstrain Ambushing while Swimming to save time- if you start with no Ambushing and Novice Swimming, you will be an Accomplished or Expert Ambusher, give or take, by the time you are a Legendary Swimmer. For more on Ambushing, see below.&lt;br /&gt;
&lt;br /&gt;
==== Ambushing ====&lt;br /&gt;
The Ambusher skill is the parent to the {{k|S}}neak ability, which makes you character move more slowly and stealthily to avoid being noticed. Sneak cannot be activated if an enemy can currently see you, but you can use it immediately if you break line of sight somehow. Sneaking around will increase your Ambusher skill even if nobody is around to see you.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the best way to train Ambushing is to start sneaking and just hold a direction to run, until you've run 18,000 squares (assuming you started with no skill). This takes a long time, so you may wish to train sneaking just by sneaking whenever possible while playing the game normally in order to avoid boredom.&lt;br /&gt;
&lt;br /&gt;
Sneaking is particularly useful for avoiding ranged attacks, as even Novice skill allows you to get within four or five squares of an enemy before they spot you reliably. It is relatively easy at normal levels of skill to stand anywhere but right next to an enemy and not be spotted for a long time, if ever. However, standing next to sombody without them spotting you is difficult even with legendary skill. However, even if they spot you moving next to them they will only get one shot at you which is a lot better than the hundreds they would have had if you'd been blundering around in the dark too far away to even see them when they opened fire.&lt;br /&gt;
&lt;br /&gt;
If you are far faster than the enemy you can sometimes swoop in, attack, and back off to 1-square distance where you are less visible. Sometimes they will spot you, but other times you can literally slice off the opponent's leg and retreat to a safe distance. This may occur because enemies can only make checks to see if you are sneaking during their own turns, and a very fast (2000+ speed) player can run in, stab them, and retreat to a safe distance before their turn comes up.&lt;br /&gt;
&lt;br /&gt;
The skill also has a valuable part to play in the noble art of running away. As long as you can get out of sight of all the enemies after you at once - such as around a corner indoors, or ducking behind a tree outside - you can start sneaking and head off in another direction. If your skill is too low however the enemies might be close enough to see you as soon as you try to sneak off.&lt;br /&gt;
&lt;br /&gt;
The most useful part of sneaking is undoubtedly the 'stealth throw'. While firing a missile weapon or attacking in melee will get you noticed immediately, throwing things at people will not. Stock up on dead enemies' weapons, clothing and severed body parts and you can pretend you're some gruesome comedy version of Sam Fisher. You know you want to.&lt;br /&gt;
&lt;br /&gt;
==== Armor and Shield Use ====&lt;br /&gt;
&lt;br /&gt;
Armor User lets you wear heavy armor without slowing down, and might control the passive block rate of armor - a very useful skill, if true, because it controls how often your shiny full plate suit will actually work. &lt;br /&gt;
&lt;br /&gt;
Shield User helps the block roll you make when you are attacked. A Legendary Shield User is far, far more capable of taking on enemies, especially projectile-based weaponmasters whose bolts and arrows are blockable with a shield to a far greater degree than with one's torso, so it is worthwhile to train these two skills.&lt;br /&gt;
&lt;br /&gt;
Normally, you gain 10 Shield User XP per time you block an attack with a shield, and 2 Armor User XP per time you are attacked while wearing armor. This means that to gain the 18,000 XP necessary for legendary, you must block 1800 strikes, and be attacked at least 9000 times. Naturally, this could take some time- time in which a low-skill adventurer may die from attacks by worthy opponents.&lt;br /&gt;
&lt;br /&gt;
However, a useful shortcut exists- if you find a small zombie herbavore to strangle in the above wrestling training method, you can also (if it is a small and non-dangerous animal such as a zombie [[groundhog]]) {{k|s}}it down next to it (to minimize your own speed and thus get attacked more often) and hold {{k|5}} to sit down next to the animal and block its attacks over and over. This is still slow, but leagues faster than waiting to train while fighting- it also means that you are probably not in any danger assuming you picked a sufficiently pathetic type of animal.&lt;br /&gt;
&lt;br /&gt;
Warnings- Make sure that you have your {{k|c}}ombat preference set to Close Combat, otherwise you may counterstrike and kill the zombie. This way, you will wrestle it during a counterstrike instead of doing something that may actually hurt it such as counterstriking with your weapon.&lt;br /&gt;
&lt;br /&gt;
It is probably also preferable to start with a modicum of skill in Armor and Shield using to make sure you don't accidentally get instakilled or crippled and are good at blocking with your shield to gain XP fast. You'll also want to have non-crappy armor and a good shield or two (dual wielding shields may increase your ability to block) to maximize your ability to block and to make sure you are taking as little as possible damage, if any at all, during training.&lt;br /&gt;
&lt;br /&gt;
=== Summary ===&lt;br /&gt;
*Recruit some living spear-catchers&lt;br /&gt;
*Avoid flying arrows&lt;br /&gt;
*Throw rocks/statues/socks/bugs/sand/coins/arms/heads/swords/arrows/kitchen sinks at enemies that still haven't reached you&lt;br /&gt;
*Train your stats before taking on your first quest-monster&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Adventurer mode]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13882</id>
		<title>40d:Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Weapon&amp;diff=13882"/>
		<updated>2009-03-28T05:03:15Z</updated>

		<summary type="html">&lt;p&gt;Klox: Removed recursive links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Weapons''' are items that increase the [[damage]] dealt by [[creatures]] in combat.  In fortress mode, after accessing the [[military]] screen with {{K|m}}, pressing {{K|w}} gives a list of which weapons you desire your [[dwarves]] to use. Dwarves only carry a weapon if their profession requires one: that is, if they are a [[woodcutter]], [[hunter]], or soldier. Dwarves working in other trades will only collect a weapon upon being drafted, which may cause a long walk to '''collect equipment''' depending on weapon availability and settings.&lt;br /&gt;
&lt;br /&gt;
==Availability==&lt;br /&gt;
Some weapons cannot be used by dwarves in Fortress mode, such as [[bow|bows]]. They can however be used in [[Traps|weapon traps]] just fine. In Adventure mode however, all weapons are usable; an adventurer can become a bowdwarf, or use a [[human]] great axe in one hand despite the fact that he is smaller than the minimum size required to use the axe at all, with both hands or one. It is not clear if there are any penalties associated with using oversized weapons&lt;br /&gt;
&lt;br /&gt;
==Manufacture==&lt;br /&gt;
Dwarves with relevant [[skill]]s can create weapons using an appropriate [[workshop]] and [[material|raw material]].  [[Wood|Wooden]] and [[bone]] crossbow bolts can be created at the [[craftsdwarf's workshop]].  Higher quality bolts and melee weapons can be created at a [[metalsmith's forge]] (or the [[magma forge|magma equivalent]]).  Dwarves can only create weapons they themselves can wield, with the occasional exception of [[legendary artifact|artifacts]].&lt;br /&gt;
&lt;br /&gt;
Most weapons can be made of [[iron]], [[silver]], [[copper]], [[bronze]], [[steel]], [[bismuth bronze]], or [[adamantine]].  A handful of weapons can be made of other [[material|materials]] such as wood or [[obsidian]] (obsidian swords require [[stonecrafting]] not [[weaponsmithing]]).  The material of crossbows does not affect the damage of fired bolts, although it does affect the damage of the crossbow when it is used as a bludgeon (i.e., when all bolts have been expended).&lt;br /&gt;
&lt;br /&gt;
There are a few enormous weapons that no race can wield, these are only usable when mounted into weapon [[trap]]s.  These are the [[spike|menacing spike]], the [[large, serrated disc]], the [[spiked ball]], [[enormous corkscrew]], and the [[giant axe blade]].&lt;br /&gt;
&lt;br /&gt;
==Use in Fortress mode==&lt;br /&gt;
In most cases, dwarves will go to pick up an assigned weapon upon being drafted.  However, there are a few special cases.  A [[woodcutter]] uses a [[battle axe]] even as a civilian, so if a woodcutter is assigned to use an axe as a weapon he or she will not need to prepare (except to wear any assigned [[armor]]).  A [[hunter]] usually carries a crossbow, bolts and even light armor, all of which can carry over to the military if the settings are appropriate.  And [[miner|miners]] carry their [[pick|picks]] at all times; picks make mediocre weapons, but they use the civilian &amp;quot;mining&amp;quot; skill in combat, so miners don't have to train as soldiers to be effective fighters.&lt;br /&gt;
&lt;br /&gt;
Picks will only be used as weapons by miners who are not instructed to wield any other weapon (in other words, the dwarves must be set to &amp;quot;unarmed&amp;quot; and drafted while carrying a pick).&lt;br /&gt;
&lt;br /&gt;
==Effectiveness==&lt;br /&gt;
Weapons vary in the amount and type of damage inflicted, according to raw/objects/item_weapon.txt{{version|0.28.181.40d}}. Blunt weapons like hammers and [[mace]]s tend to deal large amounts of damage to external body parts, and never get stuck in targets. Slashing or cutting weapons such as [[axe]]s or swords have a tendency to sever limbs on good hits, but sometimes get stuck in their victims.  Piercing weapons such as [[spear]]s or crossbow bolts have a high chance to deal damage to internal organs, possibly resulting in instant kills, but have the highest chance to get stuck in victims.  Weapons that get stuck in their victims cannot be reused until pulled free, which can leave the attacker vulnerable.  While stuck, the weapon can be twisted in the wound, possibly causing the victim to pass out from pain.&lt;br /&gt;
&lt;br /&gt;
High &amp;quot;Crit. Boost&amp;quot; is a better chance of causing internal injuries, rather than simply wounding body parts. This is useful against big, hard-to-damage enemies -- piercing weapons like [[spear]]s will tend to damage their organs, which is usually a faster way to take them out.&lt;br /&gt;
&lt;br /&gt;
==Weapon statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_weapon.txt:&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;
| [[Battle axe]] || 110 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgun]]&amp;amp;dagger; (melee) || 20 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Bow]]&amp;amp;dagger; (melee) || 40 || Bludgeon || Sword || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]]&amp;amp;dagger; (melee) || 70 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Dagger]] || 70 || Slash || Dagger || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Flail]] || 130 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Great axe]]&amp;amp;Dagger; || 150 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| Halberd&amp;amp;Dagger; || 140 || Slash || Axe || None&lt;br /&gt;
|-&lt;br /&gt;
| Long sword&amp;amp;dagger; || 120 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Maul]]&amp;amp;Dagger; || 160 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Morningstar]] || 120 || Bludgeon || Mace || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]]&amp;amp;dagger; || 70 || Pierce || Mining || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Pike (Weapon)|Pike]]&amp;amp;Dagger; || 120 || Pierce || Pike || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Scimitar]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Scourge]] || 30 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Short sword]] || 100 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Spear]] || 100 || Pierce || Spear || 2&lt;br /&gt;
|-&lt;br /&gt;
| Two handed sword&amp;amp;Dagger; || 140 || Slash || Sword || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[War hammer]] || 120 || Bludgeon || Hammer || None&lt;br /&gt;
|-&lt;br /&gt;
| [[Whip]]&amp;amp;dagger; || 20 || Gore || Whip/Lasher || None&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;amp;dagger; ''Dwarves wield weapon two-handed'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''Dwarves cannot wield weapon (too large)''&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
&lt;br /&gt;
==Ammunition statistics==&lt;br /&gt;
These have been taken from /raw/objects/item_ammo.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage Type&lt;br /&gt;
|-&lt;br /&gt;
| [[Arrow]] || 100 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowdart]] || 10 || Pierce&lt;br /&gt;
|-&lt;br /&gt;
| [[Bolt]] || 100 || Pierce &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trap weapon statistics==&lt;br /&gt;
These have been taken from raw/objects/item_trapcomp.txt:&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Name !! Damage !! Damage type !! Number of hits !! Critical boost !! Wood?&lt;br /&gt;
|-&lt;br /&gt;
| [[Giant axe blade]] || 220 || Slash || 1 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Enormous corkscrew]]&amp;amp;dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Spiked ball]] || 100 || Pierce || 3 || 1 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Large, serrated disc]] || 120 || Slash || 3 || None || No&lt;br /&gt;
|-&lt;br /&gt;
| [[Menacing spike]]&amp;amp;Dagger; || 150 || Pierce || 1 || 2 || Yes&lt;br /&gt;
|-&lt;br /&gt;
| colspan=6 | &amp;amp;dagger; ''This trap component is a screw and can also be used in [[screw pump]]s.'' &amp;lt;br&amp;gt; &amp;amp;Dagger; ''This trap component is a spike and can also be used in upright spike traps.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
While trap components are wieldable weapons in adventure mode, they are only available to use in traps in fortress mode.&lt;br /&gt;
&lt;br /&gt;
All trap component weapons can be made out of [[metal]], as well as [[glass]], oddly enough. Some can also be made out of [[wood]], as noted in the table. This can be useful in getting some heavy weapons traps set up before you have a steady [[smelter|smelting]] operation going. Remember though that weapons made of wood suffer a penalty to damage.&lt;br /&gt;
&lt;br /&gt;
== Damage calculation ==&lt;br /&gt;
[[Weapon]]s and [[trap]]s do one of four types of damage, the type of damage influences what type of critical hits it can inflict.&lt;br /&gt;
Damage is reduced by the targets [[armor]] and [[toughness]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
!Type&lt;br /&gt;
!Criticals&lt;br /&gt;
!Weapons and Traps&lt;br /&gt;
|-&lt;br /&gt;
|Slash&lt;br /&gt;
|Sever Limbs&lt;br /&gt;
|[[axe]], sword, [[dagger]], [[giant axe blade]], [[large, serrated disc|serrated disc]]&lt;br /&gt;
|-&lt;br /&gt;
|Pierce&lt;br /&gt;
|Organ damage&lt;br /&gt;
|[[pike (weapon)|pike]], [[pick]], [[spear]], [[bolt]], [[arrow]], [[blowdart]], [[enormous corkscrew]], [[menacing spike]], [[spiked ball]]&lt;br /&gt;
|-&lt;br /&gt;
|Bludgeon&lt;br /&gt;
|Break bones&lt;br /&gt;
|[[war hammer]], [[mace]], unloaded [[crossbow]] or [[bow]] or [[blowgun]], [[maul]], [[flail]], [[morningstar]], [[fist]], stone-fall [[trap]]&lt;br /&gt;
|-&lt;br /&gt;
|Gore&lt;br /&gt;
|Heavy Bleeding and Pain(?)&lt;br /&gt;
|[[whip]], [[Scourge]]&lt;br /&gt;
|-&lt;br /&gt;
|Burn&lt;br /&gt;
|Extreme Pain&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Heat&lt;br /&gt;
|Ignition of target&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|-&lt;br /&gt;
|Cold&lt;br /&gt;
|Freezing/Frostbite&lt;br /&gt;
|Special [[Creature Tokens]](Attack)&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Material damage modifiers===&lt;br /&gt;
Actual weapon damage depends partially on the material from which the weapon was forged. An iron battle axe does 110 damage for example, while a steel axe does 146 damage etc.&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Damage %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] and [[Obsidian]]&amp;amp;dagger; || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] and [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| All other materials&amp;amp;dagger; ([[wood]], [[silver]], etc.) || 50&lt;br /&gt;
|-&lt;br /&gt;
| colspan=2 | &amp;amp;dagger; ''This value could not be verified from the raws. It is believed to still be accurate but use at your own risk.''&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
=== Item quality ===&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[quality]] increases its protection (or damage, in the case of weapons), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Item Name : Basic crafted weapon - x1.0 damage&lt;br /&gt;
* -Item Name- : Well-Crafted weapon - x1.2 damage&lt;br /&gt;
* +Item Name+ : Finely Crafted weapon - x1.4 damage&lt;br /&gt;
* *Item Name* : Superior Quality weapon - x1.6 damage&lt;br /&gt;
* ≡Item Name≡ : Exceptional weapon - x1.8 damage&lt;br /&gt;
* ☼Item Name☼ : Masterful weapon - x2.0 damage&lt;br /&gt;
&lt;br /&gt;
[[Category:Fortress defense]]&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;br /&gt;
[[Category:Traps]]&lt;br /&gt;
[[Category:Weapons| ]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15177</id>
		<title>40d:Animal trainer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Animal_trainer&amp;diff=15177"/>
		<updated>2009-02-09T03:29:49Z</updated>

		<summary type="html">&lt;p&gt;Klox: Fixed wording regarding taming exotics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Animal Trainer&lt;br /&gt;
| speciality = Animal Trainer&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = Animal Training&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Train [[war animal]]&lt;br /&gt;
* Train [[hunting animal]]&lt;br /&gt;
* Tame a large animal&lt;br /&gt;
* Tame a small animal&lt;br /&gt;
| workshop = [[Kennel]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Animal trainers''' train [[dog]]s at the [[kennel]] to be [[war dog]]s or [[hunting dog]]s.  They also tame certain captured wild [[animals]] and [[vermin]], though exotic [[creatures]] (such as [[Dragon]]s) can only be tamed once you have a [[Dungeon master]].&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
Higher skill only allows faster training of animals.&lt;br /&gt;
&lt;br /&gt;
Training an animal requires a small amount of [[food]], which is consumed by the animal. Any [[seed]]s, [[bone]]s or [[shell]]s are left in the animal's [[cage]], if it was in one. Since the cage isn't empty, it can't be used to load a cage [[trap]]. Currently, the only way to clean items out a cage is to [[dump]] them. To do so, press {{k|k}}, move over to the cage with refuse in it, select it, hit {{k|Enter}}, select a refuse object, press {{k|Enter}} and {{k|d}}. Do not press {{k|d}} while in the cage but not the refuse &amp;amp;ndash; such will label the whole cage for dumping. Once the animal is trained, they will tend to follow whomever trained them around until assigned to another person, adopted, or some such other task.&lt;br /&gt;
&lt;br /&gt;
Currently the food for taming is picked somewhat randomly and herbivores may be tamed with [[fish]] or other [[meat]].&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27745</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27745"/>
		<updated>2009-02-09T03:29:43Z</updated>

		<summary type="html">&lt;p&gt;Klox: /* P */ Tweaked PET_EXOTIC to clarify who can tame&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
{| id=&amp;quot;toc&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
* Tokens&lt;br /&gt;
** [[#A|A]] [[#B|B]] [[#C|C]] [[#D|D]] [[#E|E]] [[#F|F]] [[#G|G]] [[#H|H]] [[#I|I]] [[#J|J]] [[#K|K]] [[#L|L]] [[#M|M]] &lt;br /&gt;
** [[#N|N]] [[#O|O]] [[#P|P]] [[#Q|Q]] [[#R|R]] [[#S|S]] [[#T|T]] [[#U|U]] [[#V|V]] [[#W|W]] [[#X|X]] [[#Y|Y]] [[#Z|Z]] &lt;br /&gt;
|}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR/MATUTINAL, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Body_tokens|BODY]]&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's bones?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| (old) If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| Specific heat? (temperature difference required to change the temperature of the creature's cheese?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to eat edible items that it finds? (may imply CURIOUSBEAST_ITEM?) {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits in a group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which a drink (milk?) produced from the creature will boil.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which said drink will take cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's drink (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which aforementioned drink will take heat damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the drink will set your fort ablaze.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| [[User:GreyMario]] sez: &amp;quot;Isn't this, like, redundant? It's ''already'' liquid. Perhaps it controls at which point the drink solidifies?&amp;quot; {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the drink? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up as a leader (only one of them) in a group from the glowing pits. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's extract? {{verify}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature produces when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. Does NOT imply FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit{{verify}}. Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the creature. It is hardcoded, and there is only 4 types of tag.&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
[HAS_RACEGLOSS:STONE]&lt;br /&gt;
[HAS_RACEGLOSS:METAL]&lt;br /&gt;
[HAS_RACEGLOSS:PLANT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Matgloss_tokens|matgloss token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures. If this number is too high, it will confine a creature to only arctic areas. If it is even higher it will prevent the creature from spawning at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's leather? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.  Implies [TRAPAVOID]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? However, magic isn't implemented yet.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Matgloss_tokens|Matgloss token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on butcher, rot, or decay of severed body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on butcher.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| Flies in a semi-predictable pattern? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need a [[Dungeon master]] noble in your fortress for the creature to be tamable (but any [[Animal trainer]] can do the taming).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS&lt;br /&gt;
| &amp;lt;''singular''&amp;gt;:&amp;lt;''plural''&amp;gt;&lt;br /&gt;
| ??? Used by treants along with [REMAINS_UNDETERMINED], appears to change the name of a creatures remains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The color of the creature's remains. Used by treants.&lt;br /&gt;
&lt;br /&gt;
[REMAINS_COLOR:6:0:0]&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Obsolete. Use [[#I|[IMMOBILE_LAND]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The difference in temperature required to modify the temperature of the creature's silk? {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| The specific heat of a creature? {{verify}}&lt;br /&gt;
[SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
|&lt;br /&gt;
| Something related to [[Demon|hidden fun stuff]]. {{verify}} Also if used in combination with the [POWER] token than it sets what religious spheres a creature is aligned to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
| UTTERANCES&lt;br /&gt;
|&lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Attacks in combat inform which body part was used in the attack. &lt;br /&gt;
&amp;quot;Ratman punches Blargg with his right hand.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15711</id>
		<title>40d:Dungeon master</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Dungeon_master&amp;diff=15711"/>
		<updated>2009-02-09T03:29:39Z</updated>

		<summary type="html">&lt;p&gt;Klox: Clarified who can tame exotic pets&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Noble&lt;br /&gt;
| noble=Dungeon Master&lt;br /&gt;
| quarters=Quarters&lt;br /&gt;
| dining=Dining Room&lt;br /&gt;
| office=Office&lt;br /&gt;
| tomb=Burial Chamber&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Discover site feature&lt;br /&gt;
| function=&lt;br /&gt;
* Tame exotic animals&lt;br /&gt;
}}&lt;br /&gt;
:''&amp;quot;The dungeon master ponders fell beasts and treasure.&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
The '''dungeon master''' is a [[noble]] and, like the [[expedition leader]], is not a position that can be replaced by the player. S/he arrives as an [[immigrant]] and is not elected. The dungeon master arrives in a fortress' first immigrant wave after reaching a population of 50 if certain site features are present like [[magma]], a [[river]] or a [[brook]] (as [http://www.bay12games.com/forum/index.php?topic=13243.msg122185#msg122185 confirmed] by Toady One). [[Toady]] has signaled the intention that the site feature should initially be hidden; the dungeon master would only arrive after the feature is discovered; currently this is not (yet) the case. {{version|0.27.176.38c}} The dungeon master may also arrive alone, without immigrants.&lt;br /&gt;
&lt;br /&gt;
The presence of this noble allows taming of exotic [[animals]] (by the dungeon master as well as other animal trainers). Exotic animals are animals with the [PET_EXOTIC] tag.&lt;br /&gt;
&lt;br /&gt;
The dungeon master arrives with  skills from both the [[metalsmith]] and [[ranger]] groups at (''no adjective'') skill level. These skills are:&lt;br /&gt;
*[[Animal trainer]]&lt;br /&gt;
*[[Animal caretaker]]&lt;br /&gt;
*[[Furnace operator]]&lt;br /&gt;
*[[Metal crafter]]&lt;br /&gt;
&lt;br /&gt;
Additionally, Dungeon masters have [[armorsmith]], [[weaponsmith]]ing and [[metalsmithing]] turned on even though they possess no base skill. At the moment{{version|0.28.181.40d}} since there is no way of adjusting a noble's jobs this means s/he could start taking over any of these crafts from a more skilled [[dwarf]] unless Workshop Profiles are used on the forge to prevent such.&lt;br /&gt;
&lt;br /&gt;
[[Category:Nobles]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Klox&amp;diff=47223</id>
		<title>User talk:Klox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Klox&amp;diff=47223"/>
		<updated>2009-02-09T03:15:36Z</updated>

		<summary type="html">&lt;p&gt;Klox: training PET_EXOTIC&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example that training PET_EXOTIC doesn't have to be done by a Dungeon Master (but there is a DM in the fortress): [[Image:Eagle_trainer.png]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Eagle_trainer.png&amp;diff=47341</id>
		<title>File:Eagle trainer.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Eagle_trainer.png&amp;diff=47341"/>
		<updated>2009-02-09T03:13:51Z</updated>

		<summary type="html">&lt;p&gt;Klox: An example that training PET_EXOTIC doesn't have to be done by a Dungeon Master (but there is a DM in the fortress).&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example that training PET_EXOTIC doesn't have to be done by a Dungeon Master (but there is a DM in the fortress).&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Klox&amp;diff=47222</id>
		<title>User talk:Klox</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Klox&amp;diff=47222"/>
		<updated>2009-02-07T04:32:35Z</updated>

		<summary type="html">&lt;p&gt;Klox: deleted noob &amp;quot;welcome&amp;quot; message&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6828</id>
		<title>40d:Metalsmith's forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Metalsmith%27s_forge&amp;diff=6828"/>
		<updated>2009-02-05T07:37:03Z</updated>

		<summary type="html">&lt;p&gt;Klox: /* Furniture */ finished the sentance identifying the labor used to make chains&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Workshop|name=Metalsmith's forge|key=f&lt;br /&gt;
|job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
|construction=&lt;br /&gt;
* [[Stone]] or [[block|Stone blocks]]&lt;br /&gt;
* [[Metal]] [[bar]]&lt;br /&gt;
* [[Anvil]]&lt;br /&gt;
|construction_job=&lt;br /&gt;
* [[Weaponsmith|Weaponsmithing]]&lt;br /&gt;
* [[Armorsmith|Armoring]]&lt;br /&gt;
* [[Metalsmith|Blacksmithing]]&lt;br /&gt;
* [[Metal crafter|Metalcrafting]]&lt;br /&gt;
|use=&lt;br /&gt;
* [[metal|Metal bars]]&lt;br /&gt;
|production=&lt;br /&gt;
*[[Chain]]&lt;br /&gt;
*[[Crafts]] - X3 from one metal bar.&lt;br /&gt;
*[[Goblet]]s - X3 from one metal bar.&lt;br /&gt;
*[[Toy]]&lt;br /&gt;
*[[Instrument]]&lt;br /&gt;
*[[Flask]]s - X3 from one metal bar.&lt;br /&gt;
*[[Coins]]&lt;br /&gt;
*[[Stud|Studding]]&lt;br /&gt;
*[[Furniture]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''metalsmith's forge''' is a [[workshop]] used by [[dwarves]] to turn [[metal|metal bars]] into useful objects such as [[weapon]]s, [[armor]], [[furniture]], [[coins]], [[ammunition]] for [[siege]] equipment and [[crossbow]]s, [[traps|trap components]], and other [[Finished Goods|finished goods]]. To build a forge, you must have [[fire-safe materials]] and an [[anvil]], which you start with by default, using 1000 [[starting builds|starting points]]. Steel and iron anvils are equally effective.{{version|0.28.181.40d}}&lt;br /&gt;
&lt;br /&gt;
==Workshop labors and skills==&lt;br /&gt;
Several different types of items can be created at a metalsmith's forge; dwarves will need the correct type of [[labor]] enabled for each.  The labors used at a forge are:&lt;br /&gt;
&lt;br /&gt;
*[[Weaponsmith|Weaponsmithing]] -- [[weapon]]s, [[trap]] components, [[bolt]]s, and [[balllista arrowhead]]s&lt;br /&gt;
*[[Armorsmith|Armoring]] (armorer) -- [[armor]]&lt;br /&gt;
*[[Metal crafter|Metalcrafting]] -- everything in the &amp;quot;Other Objects&amp;quot; category except anvils ([[craft]]s, [[coins]], [[goblet]]s, [[stud]]ding, etc.) and [[chain]]s&lt;br /&gt;
*[[Trapping]] -- [[animal trap]]s (this is a long-standing quirk)&lt;br /&gt;
*[[Metalsmith|Blacksmithing]] -- All [[furniture]] except chains and animal traps; [[anvil]]s; [[block]]s&lt;br /&gt;
&lt;br /&gt;
== Weapons, trap components, and siege equipment ==&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s, [[trap]] components, and [[siege equipment]] are all forged using the [[weaponsmithing]] labor.  They can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]], [[silver]] and [[adamantine]], each using the [[weaponsmithing]] labor. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
All weapons require one bar of metal.  The weapons that can be forged are:&lt;br /&gt;
&lt;br /&gt;
* [[Battle axe]]&lt;br /&gt;
* [[War hammer]]&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Spear]]&lt;br /&gt;
* [[Mace]]&lt;br /&gt;
* [[Crossbow]]*&lt;br /&gt;
* [[Pick]]*&lt;br /&gt;
* [[Bolts]] (a stack of 25 will be produced)&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Crossbows and picks cannot be made out of [[silver]].&lt;br /&gt;
&lt;br /&gt;
=== Trap components ===&lt;br /&gt;
&lt;br /&gt;
All trap components require one bar of metal.  The trap components that can be made are:&lt;br /&gt;
&lt;br /&gt;
* [[Giant axe blade]]&lt;br /&gt;
* [[Enormous corkscrew]]&lt;br /&gt;
* [[Spiked ball]]&lt;br /&gt;
* [[Large, serrated disc]]&lt;br /&gt;
* [[Menacing spike]]&lt;br /&gt;
&lt;br /&gt;
Corkscrews, menacing spikes and spiked balls can also be made from wood at a [[carpenter's workshop]].  All trap weapons can also be made out of [[glass]].&lt;br /&gt;
&lt;br /&gt;
[[Mechanisms]] also can be made via the &amp;quot;Trap Components&amp;quot; menu of a forge, though only from adamantine wafers -- no other metals. (What labor/skill is used?)&lt;br /&gt;
&lt;br /&gt;
=== Siege equipment ===&lt;br /&gt;
&lt;br /&gt;
There is only one piece of siege equipment that can be created at a forge: the [[ballista arrowhead]], which requires three metal bars.  These arrowheads must then be mated with a wooden [[log]] at a [[siege workshop]] to form a complete [[ballista arrow]].  It is also possible to make wood-only ballista arrows at the [[siege workshop]], which are assumed to do less damage. The [[siege engine]]s themselves are also built at the siege workshop, out of three siege engine parts made of [[wood]].&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[Armor]] can be forged from [[copper]], [[iron]], [[bronze]], [[bismuth bronze]], [[steel]] and [[adamantine]]. Available armor types include:&lt;br /&gt;
&lt;br /&gt;
* [[Plate mail]] (3 [[metal]] bars)&lt;br /&gt;
* [[Chain mail]] (2 metal [[bars]])&lt;br /&gt;
* [[Greaves]] (2 metal bars)&lt;br /&gt;
* [[Leggings]]&lt;br /&gt;
* [[Helm]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* [[Gauntlet]]&lt;br /&gt;
* [[High boot|High boots]]&lt;br /&gt;
* [[Low boot|Low boots]]&lt;br /&gt;
* [[Shield]]&lt;br /&gt;
* [[Buckler]]&lt;br /&gt;
&lt;br /&gt;
Each piece of armor requires one metal bar to forge, except where noted.&lt;br /&gt;
&lt;br /&gt;
== Furniture ==&lt;br /&gt;
&lt;br /&gt;
[[Furniture]] can forged from any non-brittle metal -- in short, all [[metal]]s except for [[pig iron]] and [[bismuth]]. You can forge:&lt;br /&gt;
&lt;br /&gt;
* [[Cage]]&lt;br /&gt;
* [[Chain]] (1 metal bar) (requires the [[metalcrafting]] labor)&lt;br /&gt;
* [[Animal trap]] (1 metal bar) (requires the [[trapping]] labor and not any of the metalsmith labors)&lt;br /&gt;
* [[Bucket]] (1 metal bar)&lt;br /&gt;
* [[Barrel]]&lt;br /&gt;
* [[Armor stand]]&lt;br /&gt;
* Metal [[block]] (1 metal bar)&lt;br /&gt;
* [[Door]]&lt;br /&gt;
* [[Floodgate]]&lt;br /&gt;
* [[Hatch cover]]&lt;br /&gt;
* [[Grate]]&lt;br /&gt;
* [[Statue]]&lt;br /&gt;
* [[Cabinet]]&lt;br /&gt;
* [[Chest]]&lt;br /&gt;
* [[Throne]]&lt;br /&gt;
* [[Sarcophagus]]&lt;br /&gt;
* [[Table]]&lt;br /&gt;
* [[Weapon rack]]&lt;br /&gt;
* [[Bin]]&lt;br /&gt;
* [[Pipe section]]&lt;br /&gt;
&lt;br /&gt;
All metal furniture requires three [[bars]] to forge except for chains, animal traps, buckets and blocks.  The [[blacksmithing]] labor (and its corresponding skill, metalsmith) is used to create everything except chains and animal traps.&lt;br /&gt;
&lt;br /&gt;
In addition, three [[bars]] of [[iron]], [[steel]], or [[adamantine]] can be used to forge [[anvil]]s (via the &amp;quot;Other Objects&amp;quot; menu), which are used in the construction of additional forges.&lt;br /&gt;
&lt;br /&gt;
== Finished goods ==&lt;br /&gt;
&lt;br /&gt;
Other objects can be forged from all [[metal]]s except [[pig iron]] and [[bismuth]], using the [[metalcrafting]] skill. They are:&lt;br /&gt;
&lt;br /&gt;
* [[Chain]]&lt;br /&gt;
* [[Crafts]]&lt;br /&gt;
* [[Goblet]]s&lt;br /&gt;
* [[Toy]]&lt;br /&gt;
* [[Instrument]]&lt;br /&gt;
* [[Flask]]s&lt;br /&gt;
* Minted [[coins]]&lt;br /&gt;
* [[Stud]] an item with metal&lt;br /&gt;
&lt;br /&gt;
Each of the above objects requires one bar of metal to make, including studding.  Like other [[decoration]]s (such as [[jeweler's workshop|encrusting with gems]], [[craftsdwarf's workshop|decorating with bone]] or [[craftsdwarf's workshop|decorating with shell]]), you cannot specify which object to stud: the smith will generally take the nearest available object and stud it. Note that unlike all other metalsmithing operations, studding items does not require [[fuel]].&lt;br /&gt;
&lt;br /&gt;
== Metal clothing ==&lt;br /&gt;
&lt;br /&gt;
[[Adamantine]] can be used to make anything, even lightweight [[clothing]].  All the clothing items that can be made at the [[clothier's shop]] can be forged from adamantine if you have it.&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [http://mkv25.net/dfma/guides/DF%20Metalcrafts%20Crib%20Sheet.htm Metalcrafts Cribsheet], (based on information on this page)&lt;br /&gt;
&lt;br /&gt;
{{Workshops}}&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=41680</id>
		<title>40d:Sasquatch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sasquatch&amp;diff=41680"/>
		<updated>2008-10-08T01:46:47Z</updated>

		<summary type="html">&lt;p&gt;Klox: Fixed summary: creature is butcherable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Sasquatch|biome=*Savage [[mountain]]&lt;br /&gt;
*Savage glacier&lt;br /&gt;
*Savage tundra|symbol=S|color={{COLOR:7:0:1}}&lt;br /&gt;
|butcher=yes|bones=9|chunks=9|meat=9|fat=5|skulls=1|skin=Yes}}&lt;br /&gt;
A '''sasquatch''' is a humanoid creature with white fur that is found in the savage wilds, in frozen or mountainous areas. They are large, larger even than [[human]]s, and can pose a real danger to [[dwarves]] despite being solitary [[creatures]].&lt;br /&gt;
&lt;br /&gt;
It is currently unknown whether successfully photographing a sasquatch is abnormally difficult.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|&lt;br /&gt;
 [CREATURE:SASQUATCH]&lt;br /&gt;
        [NAME:sasquatch:sasquatches:sasquatch]&lt;br /&gt;
        [TILE:'S'][COLOR:7:0:1]&lt;br /&gt;
        [MODVALUE:10]&lt;br /&gt;
        [POPULATION_NUMBER:5:10]&lt;br /&gt;
        [CLUSTER_NUMBER:1:1]&lt;br /&gt;
        [LARGE_ROAMING][SAVAGE][DIFFICULTY:2][FREQUENCY:1]&lt;br /&gt;
        [LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
        [FANCIFUL]&lt;br /&gt;
        [GENPOWER:4]&lt;br /&gt;
        [BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
        [GRASSTRAMPLE:0]&lt;br /&gt;
        [BONECARN]&lt;br /&gt;
        [LIKES_FIGHTING]&lt;br /&gt;
        [CANOPENDOORS]&lt;br /&gt;
        [PREFSTRING:white fur]&lt;br /&gt;
        [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
        [SIZE:9]&lt;br /&gt;
        [MAXAGE:800:1000]&lt;br /&gt;
        [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
        [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
        [EQUIPS]&lt;br /&gt;
        [FAT:5]&lt;br /&gt;
        [ALL_ACTIVE]&lt;br /&gt;
        [BIOME:MOUNTAIN]&lt;br /&gt;
        [BIOME:GLACIER]&lt;br /&gt;
        [BIOME:TUNDRA]&lt;br /&gt;
        [STANDARD_FLESH]&lt;br /&gt;
        [HOMEOTHERM:10067]&lt;br /&gt;
        [LAYERING:300]&lt;br /&gt;
        [SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7942</id>
		<title>40d:Grate</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Grate&amp;diff=7942"/>
		<updated>2008-05-30T02:31:06Z</updated>

		<summary type="html">&lt;p&gt;Klox: removed verify tag on projectiles due to Geofferic's comment in the talk page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grates can be placed on a floor or a wall. They allow the passage of [[fluid dynamics|liquids]] and projectiles. Dwarves treat grates as floors and can be walked on. To effectively use a floor grate a [[channel]] must be dug under it before placement. Grates can be constructed of rock, wood and metals. Grates can also be fished through by Fisherdwarves. They allow the passage of light through them to the room below.&lt;br /&gt;
&lt;br /&gt;
They are represented in game by a: #&lt;br /&gt;
&lt;br /&gt;
They currently cannot be used to cover a large area - grates must be attached to firm ground, not only grates.&lt;br /&gt;
&lt;br /&gt;
Grates can be linked to a [[lever]] to temporarily make the grate disappear. Liquids can pass through grates in either state, so this is only useful for solid objects (E.g. dwarves).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Compared to Bars ==&lt;br /&gt;
&lt;br /&gt;
Floor grates and wall grates are much like floor [[bars]] and vertical bars.  Are they different?  [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=7&amp;amp;t=001394 Toady writes]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
I don't think there's a meaningful distinction at this time [10/31/2007] (perhaps the grate does have that extra step to make the item). Later, I imagine larger items will fall through bars, and only small items will go through grates. Grates might also stop most vermin. Perhaps even small units could go through bars.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Furniture]]&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Quiver&amp;diff=40361</id>
		<title>40d Talk:Quiver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Quiver&amp;diff=40361"/>
		<updated>2008-05-18T04:00:58Z</updated>

		<summary type="html">&lt;p&gt;Klox: confirmed ammo can be carried w/o quiver&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If I'm not mistaken, a dwarf can carry around ammo in one hand, its just that using a quiver frees up that hand.  Correct? --[[User:Bouchart|Bouchart]] 17:58, 15 April 2008 (EDT)&lt;br /&gt;
:AFAIK they hold '''training''' ammo in their hand when shooting at archery range. But to hold a '''real''' ammo they need quivers. Marksdwarf without a quiver will take traning ammo and train, but at the time of emergency he will drop it and run to his station point, carrying no ammo with him. Kinda weird--[[User:Dorten|Dorten]] 23:08, 15 April 2008 (EDT)&lt;br /&gt;
:I can confirm that a dwarf can carry ammo in his hand.  I have one hunter who doesn't have a quiver and he's carrying his steel bolts.  I haven't supervised him enough to know if it hinders him in any way, though.  Just check on him: he's sleeping with a steel bolt clutched in his hand...--[[User:Klox|Klox]] 00:00, 18 May 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Klox</name></author>
	</entry>
</feed>