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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LeBloopedQuack</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LeBloopedQuack"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/LeBloopedQuack"/>
	<updated>2026-05-20T23:07:56Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reindeer&amp;diff=303487</id>
		<title>Reindeer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reindeer&amp;diff=303487"/>
		<updated>2024-09-15T17:59:40Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Adjusted odd plural shenanigans, added redirect to Goblin Christmas page, added D for Dwarf reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=reindeer_sprites.png&lt;br /&gt;
|fat=8-9&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=9-11&lt;br /&gt;
|horn=2&lt;br /&gt;
|bone=16&lt;br /&gt;
|hoof=4&lt;br /&gt;
|cartilage=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|nervous tissue=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Reindeer''' are very versatile [[domestic animal|domestic animals]], providing not only a respectable amount of [[meat]], but also [[horn|horns]] and hooves that can be used for crafting. They also produce [[milk]], which can be cooked directly or used to make [[cheese]]. While reindeer require a [[pasture]] to survive, they need less grass than most other large herbivores, making them a great choice for the food industry. They may be brought on [[embark]] or found in wild populations in [[taiga|taigas]] and [[tundra|tundras]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] reindeer for their ''large herds''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:20070818-0001-strolling reindeer.jpg|thumb|400px|center|Admired for its ''large herds''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Reference: &amp;quot;Rudolph the Red-Nosed Reindeer&amp;quot; titular character of children's book--&amp;gt;&lt;br /&gt;
It has been rumored that some reindeer are generated with red noses. It has yet to be tested if this is somehow related to [[Goblin Christmas]]. It has also been rumoured that due to the relation of these rare specimens to fat [[humans]] and [[elves]], the red-nosed sub-species has been systematically killed off by the dwarves.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = memad-kizbiz | elvish = reli-liyìÿi | goblin = nusnost-unes | human = gisla-keth}}&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Giant_wombat&amp;diff=303361</id>
		<title>Giant wombat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Giant_wombat&amp;diff=303361"/>
		<updated>2024-09-02T14:31:40Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Added D for Dwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=giant_wombat_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|hair=1&lt;br /&gt;
|eye=0-2&lt;br /&gt;
|skin=hide&lt;br /&gt;
|meat=15-19&lt;br /&gt;
|fat=13-16&lt;br /&gt;
|tooth=4&lt;br /&gt;
|bone=18-22&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Giant wombats''' are [[giant animal]] variants of the [[wombat]], found in [[savage]] [[mountain]]s, [[temperate]] [[forest]]s and temperate [[shrubland]]s. Like the regular wombat, these animals appear in small groups of up to ten individuals. Being benign creatures they will meander and generally keep to themselves. Giant wombats are roughly the size of an [[alligator]], or roughly 12.5 times larger than a [[dwarf]], and as such they are a force to be reckoned with against a poorly equipped militia if provoked. Children of giant wombats are called ''giant wombat joeys'.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preference|like]] giant wombats for their ''waddle''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!--Reference: &amp;quot;Minecraft with Gadget by Mike Matei&amp;quot; YouTube video by Cinemassacre Clips--&amp;gt;&lt;br /&gt;
While it may be fun to build brown [[Block|blocks]] with [[Dwarf Fortress]], be wary of any brown blocks in the vicinity of a giant wombat, as they may instead be blocks of [[filth]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303246</id>
		<title>Tunnel tube</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303246"/>
		<updated>2024-08-24T11:21:12Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: The HFS belonged to the Lorax reference, it's also pretty clear that the reference is to the HFS when the HFS stems from DF and is being linked to.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=tunnel_tube_trunk_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tunnel tubes''' are a type of [[underground]] [[tree]]. They are found in deep [[caverns]], and will grow on any [[mud|muddied]] [[rock]] or [[soil]] once found. When cut down, they yield violet logs suitable for producing colorful furniture. (Note that, in ASCII mode, [[rose gold]] is the same color, and can also be used to create furniture other than [[bed]]s, so if you are able to create it, breaching the second cavern layer may not be necessary.)&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] tunnel tubes for their ''curving trunk''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ód-ecem | elvish = thateme-cinami | goblin = zutôsp-ospe | human = gujeg-ilum}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;The Lorax&amp;quot; titular character from children's book --&amp;gt;&lt;br /&gt;
Tunnel tubes, unlike [[adamantine]] tubes, are not known to be sources of [[Hidden Fun Stuff]]. There have yet to be recordings of woodcutters stumbling upon any orange-haired [[Sphere#Sphere tokens|nature-aligned]] demons ruthlessly-protective of nature. For underground trees, the concept is silly anyways (despite what [[Elf|certain groups]] might say), since it doesn't take longer than 20 years and 10 months for an underground tree to fully grow.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=303220</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=303220"/>
		<updated>2024-08-23T12:06:28Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: I've pondered the reference after looking for soundtrack of the The Hobbit gamecube game again.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:09, 7 March 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dragon_sprites.png&lt;br /&gt;
|portrait=dragon_portrait.png&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dragons''' are massive, [[fire]]-breathing [[megabeast]]s who, at their full size, are the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are covetous monsters and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in [[World generation|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying.&lt;br /&gt;
&lt;br /&gt;
Dragons are most notable for their ability to quickly and frequently exhale long (20+ tiles) jets of [[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creature caught in its path and can kill even creatures normally immune to fire, though it can be blocked by enemies equipped with [[shield]]s. All dragons are born with Talented [[skill]] in [[Combat skill|fighting, biting, kicking, dodging]] and [[Observer|observing]], which, combined with their size and dragonfire, makes them formidable opponents to an untrained [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[DF2014:Dragon#Irregularities.2C_Bugs.2C_and_Future_Plans|Bugs and Future Plans]]). They are often described as [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons], as they are not particularly durable and can be defeated somewhat easily with skilled soldiers or [[trap]]s, but only in comparison to their fellow megabeasts; a single dragon can easily wipe out an unprepared fortress. Dragons are associated with the [[sphere]]s of fire and wealth, and their names will often reflect that.&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the [[cave dragon]]s, a separate, non-megabeast species.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarven size shortly after their second birthday, are more than double a dwarf's size at about year 5, and add another dwarf's-worth in size roughly every two years after that.&lt;br /&gt;
&lt;br /&gt;
*At birth, a dragon is the size of a [[fox]].&lt;br /&gt;
*At 2 years, a dragon is the size of a [[dwarf]].&lt;br /&gt;
*At 10 years, a dragon is the size of a [[giant bobcat]] and becomes an adult.&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*After 1000 years, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense strategies==&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be, more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s. While they are immune to fire damage, dragons can still [[swimmer|drown]] if immersed in magma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be avoided by fighting the dragon in a hallway that is covered in 4/7 water depth, here the dragon can not spit fire leaving it open for melee combat.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defence is to use piercing weapons like crossbows, especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply; ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't breathe on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
[[File:dragonprev.png|thumb|260px|right|How majestic!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Olivitree''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. (Outdated: Being megabeasts, trained dragons will still be hostile to caravans, diplomats and other visitors.) It seems like this has been patched in the Steam version, at least aaccording to [https://www.reddit.com/r/dwarffortress/comments/111mnh1/tame_dragon_not_attacking_military/ this] Reddit post. At least assuming the same thing that was causing it to attack guests was also making it attack guards. &lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will need to progress through 1,000 years of growth to reach full size.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, bugs, and future plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
[[File:Dragon2.png|thumb|300px|center|Dragons; admired for their terrible majesty]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Toothless&amp;quot;, fictional dragon from &amp;quot;How To Train Your Dragon&amp;quot; film --&amp;gt;&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Trogdor the Burninator&amp;quot;, fictional dragon from &amp;quot;Homestar Runner&amp;quot; --&amp;gt;&lt;br /&gt;
They will, however, in accordance to popular belief, set fire to the countryside, as well as any [[peasant|peasants]] and thatched-roof cottages that happen to be in the vicinity.&lt;br /&gt;
Fortunately, there are no dragon men. Otherwise they might come in the night.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Toothless again? --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Lake-town&amp;quot; trade city from &amp;quot;Lord of the Rings&amp;quot;/&amp;quot;The Hobbit&amp;quot; book series  --&amp;gt;&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Dungeons &amp;amp; Dragons&amp;quot; Tabletop RPG --&amp;gt;&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303219</id>
		<title>Tunnel tube</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303219"/>
		<updated>2024-08-23T07:17:00Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Fixed capitalization error, redirect to Sphere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=tunnel_tube_trunk_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tunnel tubes''' are a type of [[underground]] [[tree]]. They are found in deep [[caverns]], and will grow on any [[mud|muddied]] [[rock]] or [[soil]] once found. When cut down, they yield violet logs suitable for producing colorful furniture. (Note that, in ASCII mode, [[rose gold]] is the same color, and can also be used to create furniture other than [[bed]]s, so if you are able to create it, breaching the second cavern layer may not be necessary.)&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] tunnel tubes for their ''curving trunk''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ód-ecem | elvish = thateme-cinami | goblin = zutôsp-ospe | human = gujeg-ilum}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;The Lorax&amp;quot; titular character from children's book --&amp;gt;&lt;br /&gt;
Tunnel tubes, unlike [[adamantine]] tubes, are not known to spew forth [[demon|demons]]. There have yet to be recordings of woodcutters stumbling upon any orange-haired [[Sphere#Sphere tokens|nature-aligned]] demon ruthlessly-protective of nature. For underground trees the concept is silly anyway [[Elf|(despite what certain groups might say)]], since it doesn't take longer than 20 years and 10 months for an underground tree to fully grow.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303218</id>
		<title>Tunnel tube</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303218"/>
		<updated>2024-08-23T06:09:14Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: forgot to link to demon&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=tunnel_tube_trunk_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tunnel tubes''' are a type of [[underground]] [[tree]]. They are found in deep [[caverns]], and will grow on any [[mud|muddied]] [[rock]] or [[soil]] once found. When cut down, they yield violet logs suitable for producing colorful furniture. (Note that, in ASCII mode, [[rose gold]] is the same color, and can also be used to create furniture other than [[bed]]s, so if you are able to create it, breaching the second cavern layer may not be necessary.)&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] tunnel tubes for their ''curving trunk''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ód-ecem | elvish = thateme-cinami | goblin = zutôsp-ospe | human = gujeg-ilum}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;The Lorax&amp;quot; titular character from children's book --&amp;gt;&lt;br /&gt;
Tunnel Tubes, unlike [[adamantine]] tubes, are not known to spew forth [[demon|demons]]. There have yet to be recordings of woodcutters stumbling upon any orange-haired nature-aligned demon ruthlessly-protective of nature. For underground trees the concept is silly anyway [[Elf|(despite what certain groups might say)]], since it doesn't take longer than 20 years and 10 months for an underground tree to fully grow.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303217</id>
		<title>Tunnel tube</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tunnel_tube&amp;diff=303217"/>
		<updated>2024-08-23T06:02:01Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Made a distinction from ASCII mode, added D for Dwarf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=tunnel_tube_trunk_sprite.png&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Tunnel tubes''' are a type of [[underground]] [[tree]]. They are found in deep [[caverns]], and will grow on any [[mud|muddied]] [[rock]] or [[soil]] once found. When cut down, they yield violet logs suitable for producing colorful furniture. (Note that, in ASCII mode, [[rose gold]] is the same color, and can also be used to create furniture other than [[bed]]s, so if you are able to create it, breaching the second cavern layer may not be necessary.)&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] tunnel tubes for their ''curving trunk''.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = ód-ecem | elvish = thateme-cinami | goblin = zutôsp-ospe | human = gujeg-ilum}}&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;The Lorax&amp;quot; titular character from children's book --&amp;gt;&lt;br /&gt;
Tunnel Tubes, unlike [[adamantine]] tubes, are not known to spew forth demons. There have yet to be recordings of woodcutters stumbling upon any orange-haired nature-aligned demon ruthlessly-protective of nature. For underground trees the concept is silly anyway [[Elf|(despite what certain groups might say)]], since it doesn't take longer than 20 years and 10 months for an underground tree to fully grow.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Subterranean trees}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=303205</id>
		<title>Statue</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Statue&amp;diff=303205"/>
		<updated>2024-08-21T15:12:01Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Removed logical/factual error, since statues are only grayscale if the material is gray or has a missing color.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{v50_furniture&lt;br /&gt;
|name=Statue&lt;br /&gt;
|graphic=[[File:statue_covered_sprite.png|31px]]&lt;br /&gt;
|tile=Ω&lt;br /&gt;
|stonecarve=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|ceramic=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Sculpture garden]]&lt;br /&gt;
|value=25&lt;br /&gt;
|size=60,000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:statues_preview.png|right]]'''Statues''' are decorative buildings which can be built from the {{k|b}}uild {{k|f}}urniture menu under stat{{k|u}}e. They can be created from one [[stone]] at the [[stoneworker's workshop]], 3 [[metal]] at a [[metalsmith's forge]], [[sand]] or [[rock crystal]]s at a [[glass furnace]], or [[clay]] at a [[kiln]]. Graphically, statues will display as a sprite of the statue's subject only if the subject is a sentient race, animal, simple monster, or animal person. The statue will appear as a cube if it is any other type of subject. The color will match that of the material used to craft it.&lt;br /&gt;
&lt;br /&gt;
Statues, like [[engraving]]s, depict people, places, things and events drawn from the game's generated history. Unlike engravings they do not display random geometric shapes, such as diamonds. Statues will often depict creatures that the artisan [[preferences|likes or loathes]], or other dwarves surrounded by the creatures they like or loathe. &lt;br /&gt;
&lt;br /&gt;
Because of their high base [[value]], statues can be quite valuable when crafted from valuable [[material]]s, such as precious [[metal]]s, or when crafted by a highly [[skill]]ed dwarf.  This makes them a good choice for raising the value of a [[room]] to create a legendary dining room, for instance, or to meet [[noble]]s' requirements for rooms of a certain value.&lt;br /&gt;
&lt;br /&gt;
A meeting area with statues inside is considered a [[sculpture garden]]. Dwarves with no job will spend time at a statue garden appreciating the statues (which generates a happy [[thought]]). In addition to normal [[decoration]]s, a stone or ceramic statue can be glazed by a [[glazer]].&lt;br /&gt;
&lt;br /&gt;
Be careful when placing statues, because dwarves cannot normally move into the tile they occupy. (This also prevents dwarves from smoothing or engraving the floor underneath a statue.) A poorly placed statue can potentially seal off parts of your fortress. One can place a statue instead of a wall on a built floor, which leads to another possible use of statues: you may build a statue on a tile you don't want your dwarves to stand at. That makes an intentional [[cave-in]] much safer to carry out. Statues do not impede the flow of liquids ([[water]], [[magma]]). Creatures can see past statues as they do not completely block line of sight.&lt;br /&gt;
&lt;br /&gt;
During combat, [[dodging]] creatures can move into a statue tile. Dwarves will immediately step out of the statue tile once they recover their bearings. This detail can make statues useful in a [[danger room]], by providing more space for training dwarves to practice dodging without requiring massive numbers of [[spear|training spear]]s and [[mechanism]]s. Statues may also prove useful in archer emplacements to control where your dwarves normally stand, but still allow them a chance to dodge incoming fire.&lt;br /&gt;
&lt;br /&gt;
[[Building destroyer]]s will topple statues (deconstructing them, but not destroying them). This can make statues a useful delaying tactic while your crack military dwarves are finally collecting the [[weapon|arms]] and [[armor]] assigned to them months ago. Note that creatures that topple statues located in [[temple]]s, in either [[fortress mode]] {{cite forum|160118/7144627}}{{cite reddit|8l8x7i}} or [[adventurer mode]], will be cursed (e.g. as a [[werebeast]] or [[vampire]]). In adventurer mode, this can be done by pressing {{k|u}}.&lt;br /&gt;
&lt;br /&gt;
A killed [[iron man]] or [[bronze colossus]] will transform into a masterwork statue upon death (made of [[iron]] or [[bronze]] respectively). The image is randomly generated upon creation, so it probably won't be a statue depicting the actual creature.&lt;br /&gt;
&lt;br /&gt;
In the [[premium]] version of the game, statues of creatures will display as a sprite of that creature once placed, the color of which is based on the material used to create the statue. You can specify the creature to be used by inspecting the job. Only images of non-werebeast single-sprite creatures will by shown in statuary. Creatures assembled from multiple sprites such as [[demon]]s, [[forgotten beast]]s, or [[experiment]]s will display as the default cube. [[Werebeast]]s will display as a cube as well. Plants, items, objects, or any other category of subject will also display as a cube. Dwarves, humans, elves, goblins, and kobolds each use a single sprite-- individual clothing and features will not be reflected in statues. These limitations aside, there are 778 (!) different creature sprites to choose from: megabeasts, animal people, and the incredible variety of animals and monsters (including vermin) in the game are all available to decorate your halls. There are also 16 more sprites that statues can have (including the default cube)&amp;lt;sup&amp;gt;[details needed]&amp;lt;/sup&amp;gt;:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;testA&amp;quot; style=&amp;quot;margin-top: 10px; margin-left: 20px;&amp;quot;&amp;gt;[[File:statue_extra_sprites.png]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Dwarves, left to their own devices, will generally make statues of sentient races and their own limited pool of preferred creatures. Most available sprites will require you to specify an image to ever appear in the game. While somewhat tedious, this is among the best ways to personalize your fort. &lt;br /&gt;
&lt;br /&gt;
To specify an image, create a statue job, then inspect details (magnifying glass) -&amp;gt; Specify image -&amp;gt; Specify a new image -&amp;gt; Creature. You can queue up multiples of the same image via [[work order]]. For rock statues, you may select the stone as well, allowing control of the statue's color. Note that clay and [[porcelain]] statues currently do not allow image specification.&lt;br /&gt;
&lt;br /&gt;
Some creatures have different sprites for male and female versions of that creature: chickens, sheep, and deer to name a few. These default to female. To get a male version, creatures are listed in the menu by their &amp;quot;caste name&amp;quot;-- this means to create a male [[sheep]], for example you will need to search for &amp;quot;ram&amp;quot; instead of &amp;quot;sheep&amp;quot;, for a [[Blue peafowl]] , &amp;quot;Blue peacock&amp;quot; instead of &amp;quot;blue peafowl&amp;quot;. Some creatures have no distinct caste names but DO have visually distinct sprites: [[lion]]s are one such example. To make a male lion with a majestic mane, select &amp;quot;Lion ♂&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Here is a large image containing every possible statue sprite alongside the name (including special male names as described above) needed to create it: [[Media:All_statue_sprites.PNG]]. &lt;br /&gt;
&lt;br /&gt;
There will be spoilers if you haven't yet seen every creature in the game for yourself. Notable sprites include the [[fire snake]] with sculpted flames, the [[tigerfish]], which hovers eerily above its plinth, and the [[deer man]], which comes in visually distinct male and female flavors.&lt;br /&gt;
&lt;br /&gt;
[[File:George Washington statue in the Boston Public Garden - DSC08199.JPG|thumb|300px|center|This is an exceptional bronze statue of a human. The item is a rendition of The Esteemed Leader, an image of a human and a horse. The horse is raising the human. The human is traveling. The human is striking a triumphant pose.]]&lt;br /&gt;
&lt;br /&gt;
{{Buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Brown_recluse_spider_man&amp;diff=302647</id>
		<title>Brown recluse spider man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Brown_recluse_spider_man&amp;diff=302647"/>
		<updated>2024-07-23T21:25:17Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Added the spider-man reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=brown_recluse_spider_man_sprite.png&lt;br /&gt;
|portrait=brown_recluse_spider_man_portrait.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Brown recluse spider men''' are humanoid versions of the common [[brown recluse spider]] and a species of [[animal people]], found in [[savage]] [[temperate]] broadleaf [[forest]]s. They are a little over half the size of an adult [[dwarf]] and appear in groups of 1-3 individuals. Their existence is marked by [[web]]s scattered across the surface, but the creatures themselves are uncommon to encounter.&lt;br /&gt;
&lt;br /&gt;
They do not feel [[No Pain|pain]] or fear, and have three pairs of arms and a moderately [[Syndrome|venomous]] bite that is usually deflected by [[clothes]], but is quite effective at incapacitating animals with pain. Additionally, they cannot disturb or be caught in webs.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, brown recluse spider men may occasionally appear in your fortress as visitors, or even join [[civilization]]s, becoming full-fledged [[citizenship|citizens]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] brown recluse spider men for their ''venomous bite''.&lt;br /&gt;
&lt;br /&gt;
=== Adventure Mode ===&lt;br /&gt;
As adventurers, besides the advantages listed above, they have the advantages of no need for sleep, and their 6 arms allow them to equip up to five [[shield]]s and a [[weapon]] if shield-user skill is selected at chargen.  They can actually harvest webs and turn them into [[thread]]; an empty hand must be available to hold the web in order to convert it into thread.&lt;br /&gt;
&lt;br /&gt;
The downsides include a non-standard and rather small body size, meaning most found [[armor]] will not be useful, and strength will be at a penalty. Additionally, brown recluse spider men are completely unable to swim or consume plant food (e.g. berries) due to being carnivorous. &lt;br /&gt;
&lt;br /&gt;
Due to the way ''Dwarf Fortress'' names things, upon achieving superior base stats, these creatures become ''superbrown'' (e.g. having &amp;quot;superbrown recluse spider man strength&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
[[File:recluse_spider_man.jpg|thumb|220px|center|Much smaller than pictured.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Spider-Man&amp;quot; Marvel Comics superhero--&amp;gt;&lt;br /&gt;
The nature of the animal person creature variation template means that they cannot, in fact, do whatever a spider can.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Drider&amp;quot; Dungeons and Dragons monster --&amp;gt;&lt;br /&gt;
It is commonly assumed by uninformed dwarves that brown recluse spider men have the lower half of a spider. This is incorrect and illogical for animal people.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = neb orstist sethal udos | elvish = bideÿe éniri thepani onino | goblin = urso ästspub utes ngorûg | human = tasar zinga azoc abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coconut_palm&amp;diff=302646</id>
		<title>Coconut palm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coconut_palm&amp;diff=302646"/>
		<updated>2024-07-23T21:22:10Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: space error&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=mangrove_trunk_sprite.png&lt;br /&gt;
|wiki=coconut}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Coconut palms''' are a type of [[above ground]] [[tree]], that can be found in dry areas of any [[tropical]] biome. Like the overwhelming majority of overland trees, palm [[carpenter|wood]] is brown and produces brown products.&lt;br /&gt;
&lt;br /&gt;
Coconut palms produce coconuts that can be harvested by setting up a gathering [[zone]]. Coconuts are edible raw or cooked, but cannot be brewed. Unlike most other fruit trees, coconuts do not have seeds (technically, the edible part of the coconut is the seed and the fruit itself is inedible, but it isn't set as such in the raws, and dwarves still eat the entire fruit).&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] coconut palms for their ''leaves''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Coconut green.JPG|thumb|center|300px|Admired for its ''leaves''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Da Coconut Nut&amp;quot; song composed by Ryan Cayabyab --&amp;gt;&lt;br /&gt;
There is often confusion over if the coconut nut is a big big nut or a coco fruit. &amp;lt;br&amp;gt;&lt;br /&gt;
Coconut palm [[wood]] is preferably used for building big [[house|houses]] for [[Relationship|families]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Coconut_palm&amp;diff=302645</id>
		<title>Coconut palm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Coconut_palm&amp;diff=302645"/>
		<updated>2024-07-23T21:19:51Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Added onto real life fact, added D for dwarf section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Fine}}&lt;br /&gt;
{{Treelookup/0&lt;br /&gt;
|graphic=mangrove_trunk_sprite.png&lt;br /&gt;
|wiki=coconut}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Coconut palms''' are a type of [[above ground]] [[tree]], that can be found in dry areas of any [[tropical]] biome. Like the overwhelming majority of overland trees, palm [[carpenter|wood]] is brown and produces brown products.&lt;br /&gt;
&lt;br /&gt;
Coconut palms produce coconuts that can be harvested by setting up a gathering [[zone]]. Coconuts are edible raw or cooked, but cannot be brewed. Unlike most other fruit trees, coconuts do not have seeds (technically, the edible part of the coconut is the seed and the fruit itself is inedible, but it isn't set as such in the raws, and dwarves still eat the entire fruit).&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] coconut palms for their ''leaves''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Coconut green.JPG|thumb|center|300px|Admired for its ''leaves''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Da Coconut Nut&amp;quot; song composed by Ryan Cayabyab --&amp;gt;&lt;br /&gt;
There is often confusion over if the coconut nut is a big big nut or a coco fruit.&lt;br /&gt;
Coconut palm [[wood]] is preferably used for building big [[house|houses]] for [[Relationship|families]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Plants}}&lt;br /&gt;
{{Category|Surface trees}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Losing&amp;diff=302282</id>
		<title>Losing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Losing&amp;diff=302282"/>
		<updated>2024-07-05T10:02:52Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: New win just dropped&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:death_fun.png|right]]&amp;lt;span style=&amp;quot;background-color: #000; color: #0f0; font-family: FixedSys, monospace&amp;quot;&amp;gt;Losing is fun!&amp;lt;/span&amp;gt;  Either way, it keeps you busy.&lt;br /&gt;
&lt;br /&gt;
[[File:Gimli_success.gif|thumb|300px|Dwarf Fortress in a nutshell.]][[File:Fun kruggsmash.jpg|thumb|There are three constants in life: death, taxes and losing in ''Dwarf Fortress''.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by kruggsmash''&amp;lt;/small&amp;gt;]]There is no internal end point, single goal, final Easter egg or &amp;quot;You Win!&amp;quot; announcement in ''Dwarf Fortress'', therefore, eventually, almost every fortress will fall. The only ones that don't, tend to be very conservative and very boring—and what fun is that? Thus, DF = losing ∧ DF = fun ⇒ losing = fun, and that's okay!  It's a game philosophy, so embrace it, own it, and have ''fun'' with it!&lt;br /&gt;
&lt;br /&gt;
Most new players will lose their first few forts sooner rather than later; when you lose a [[fortress]], don't feel like you don't understand the game. ''Dwarf Fortress'' has a steep learning curve (often referred to as a &amp;quot;cliff&amp;quot;), and part of the process (and fun!) is discovering things for yourself.  However, this wiki serves as an excellent place to speed up the learning process. &lt;br /&gt;
&lt;br /&gt;
When you lose, you can always [[reclaim fortress mode|reclaim fortress]], or go visit it in [[adventurer mode]]. &lt;br /&gt;
&lt;br /&gt;
If you're looking for more ways to &amp;lt;s&amp;gt;lose horribly&amp;lt;/s&amp;gt; test yourself, try either the [[mega construction]] or the [[Challenges]] articles.&lt;br /&gt;
&lt;br /&gt;
[[File:FunComic.png|thumb|right|An engraving depicting the contrast between ''Dwarf Fortress'' and other games, in terms of difficulty.]]&lt;br /&gt;
&lt;br /&gt;
== Autopsy, or why your fortress died ==&lt;br /&gt;
&lt;br /&gt;
Various common things can cause the death of a fortress. Let's examine some together...&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Wild===&lt;br /&gt;
Sometimes the wilds take you out somewhere, somewhen.&lt;br /&gt;
&lt;br /&gt;
====Local Wildlife====&lt;br /&gt;
Goblins aren't the only creatures that want you dead.  [[grizzly bear|The]] [[elephant|obvious]] [[cougar|threats]] aside, some [[creature]]s with benign [[unicorn|natures]], [[carp|names]], or [[giant sponge|descriptions]] can be surprisingly deadly. A sudden wildlife attack can quickly cripple or destroy an unprepared fortress.  Before you unpause a new game for the first time, hit {{k|u}}nits, and switch to the &amp;quot;Others&amp;quot; tab to see what's sharing your map.  Learn to do this regularly—new creatures will frequently migrate onto your map and then off again to be replaced by others.&lt;br /&gt;
&lt;br /&gt;
Consider arming up, and thinning out any predictable threats.&lt;br /&gt;
&lt;br /&gt;
Outdoor [[titan]]s and other [[megabeast]]s are a later-stage hazard, not to mention [[Werebeast]]s, which turn any dwarves they bite into more of them once a month. While this will not ''directly'' cause you to lose the game (even if every dwarf in your fortress becomes infected), it could cause major production slowdowns every month, and if a [[goblin]] siege coincides with a full moon, things could get very fun...&lt;br /&gt;
&lt;br /&gt;
====Underground life====&lt;br /&gt;
Underground life can be even more dangerous than surface life. Dig down to a cavern, and expect to be fending off hordes of smaller, weaker creatures as well as larger, more solitary creatures like [[giant cave spider]]s and [[blind cave ogre]]s. Arming up helps a lot, as there is usually only a small entrance they can get in by. A row of cage traps is exceptionally powerful there.&lt;br /&gt;
Underground Forgotten Beasts are a later-stage hazard—and one that cage traps will offer very little protection against. Even if all the other creatures in the cavern are stopped by your cage traps, don't allow yourself to become complacent. That is not to mention what lies [[HFS|even deeper]]...&lt;br /&gt;
&lt;br /&gt;
====Magma and its denizens====&lt;br /&gt;
[[Magma]] by itself is dangerous enough to destroy a fortress that fails to contain it properly, but magma sources are also home [[fire snake|to]] [[fire imp|many]] [[fire man|dangerous]] [[magma crab|creatures]] [[magma man|that]] can destroy buildings, kill even the most skilled soldiers, and spread [[fire|!!destruction!!]] throughout your fortress. While careful designs using [[fortification]]s, [[magma-safe]] [[floor grate]]s, and magma-safe [[bridge]]s can mitigate much of the danger, magma remains a prime source of fun even in experienced fortresses.&lt;br /&gt;
&lt;br /&gt;
====Evil Biomes====&lt;br /&gt;
Evil [[surroundings]] are particularly inhospitable, to begin with.  If it's not the [[Undead|zombies]] that kill all your dwarves, then it's their freshly animated body parts hungry for revenge, vile weather that makes dwarves caught in it vomit to death, or, worst of all, an evil cloud that drifts by your settlement and starts a zombie plague in your population.  &lt;br /&gt;
&lt;br /&gt;
When embarking on an evil biome, it's a fairly good idea to skip a [[meat industry]] of any kind.  Though meat obtained from [[butcher|butchering]] doesn't rise up, hair, skin and bones are fully capable of turning to kill you - and bringing [[hunter]]s in your party is near-suicidal.  Embarking with a [[military]] is a must, if you want to stand any chance against the zombies.  Of course, if things are ''really'' bad outside (for example, the aforementioned thralling clouds), you're best off just sealing yourself inside forever and never turning back.  As with cavern wildlife, a row of [[cage trap]]s is a great boon to the safety of your fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Physics===&lt;br /&gt;
Sometimes jumping from a tree into a river doesn't end well for your skeleton, or you, for that matter.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. You===&lt;br /&gt;
Sometimes you bring it on yourself. &lt;br /&gt;
&lt;br /&gt;
====Curiosity/Boredom====&lt;br /&gt;
Next time, don’t release so many [[Demon|clowns]]. That self-destruct lever was a mistake.&lt;br /&gt;
&lt;br /&gt;
====No Food====&lt;br /&gt;
A serious danger, generally in the more inhospitable [[climate]]s, is the loss of your [[dwarf|dwarves]] due to starvation.  As dwarves begin to starve, they will become [[hungry]], then [[starving]].  This will cause them first to slow down all work, and then to become very [[unhappy]].  When they die, their friends will become upset and will become even more unhappy, potentially causing the remainder of your fortress to break out in a [[tantrum spiral|terminal hissy fit]].&lt;br /&gt;
&lt;br /&gt;
Don't forget your alternative sources of [[food]].  If your [[farm]]s aren't doing the job and a [[caravan|trade caravan]] is months away, try [[butcher]]ing your [[domestic animal]]s, [[plant gathering|gathering plants]], [[hunting]] local wildlife, and [[cook]]ing any excess [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
====No Booze====&lt;br /&gt;
Equally as bad (worse) is no [[alcohol]], which dwarves ''require'' to be happy and productive. Some alcohol can be acquired from [[caravan]]s, but not enough for an entire fort until the next caravan arrives. You must gather or [[farm]] certain plants to then [[brew]] those in a [[still]] with an empty [[barrel]]—it's just part of being a dwarf. Be sure to make lots of barrels. Often, a shortage of barrels is just as bad as a shortage of beer.&lt;br /&gt;
&lt;br /&gt;
====Water====&lt;br /&gt;
Sometimes you just can't help but take a drink, and when you think it's safe, WHAM. Watch out for [[giant sponge]]s...&lt;br /&gt;
&lt;br /&gt;
=====No water=====&lt;br /&gt;
Healthy dwarves will not die of thirst as long as they have alcohol, which in the current version can be [[Brewing|brewed]] without the use of water.  However, injured dwarves must be given water, not alcohol, or they will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
[[Rain]] will refill stagnant [[pool]]s of water slowly.  In a hot [[climate]], this may evaporate almost immediately. What's more, if the map is in a dry [[climate]], such as a desert (hot or cold), then there can be long periods of time with no water anywhere - in extreme cases, none ever.  Snow will not refill pools, so you can also have a lack of water in very cold [[climate]]s.  Also, if weather has been turned off in the [[init.txt]] file then there will be no rain and no water will accumulate, though it may be there at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
If all else fails, the [[caverns]] may contain water somewhere, so you can put down a [[well]]. Watch out for [[Giant toad|other]] {{catlink|Humanoids|sources}} [[Cave crocodile|of fun]], though.&lt;br /&gt;
&lt;br /&gt;
=====Too Much Water (aka &amp;quot;Flooding accidents&amp;quot;)=====&lt;br /&gt;
The opposite side of the dehydration spectrum is having too ''much'' water.  Remember that water can [[flow]] in 10 directions (the 8 cardinal ones as well as down, and up to the level of its source.) &lt;br /&gt;
&lt;br /&gt;
If your fortress is beginning to flood from [[Water#Sourced Water|sourced water]], abandon all of the levels the water can reach immediately—create a [[civilian alert]] and order your dwarves to a burrow upstairs.  You will never be able to recover those areas unless you can manage to [[pump]] out the water faster than it floods in, which can take over a year or two of game time to establish a functioning automated pump system.  Generally, a flooding accident spells doom for your fortress.&lt;br /&gt;
&lt;br /&gt;
If the accident is causing your mine shafts to flood (those fishy diagonal flows into downstairs on the level below), you can sometimes save the dwarves that are working inside it: designate the highest level they can reach before the water reaches it with your civilian burrow. Try to dig your way up from there, since the water will take some time to fill the lower floors, and keep updating your burrow definition to the higher floors. Saving your valuable Legendary +5 Miners (and their picks) could be vital to your fortress.&lt;br /&gt;
&lt;br /&gt;
Sometimes, a fortress is flooded with [[magma]].  This is even more fun, and even harder to recover from.  Magma doesn't rise as aggressively (via [[pressure]]) as water, and can be [[pump]]ed out with [[magma-safe]] equipment. Read up on it. Good luck.&lt;br /&gt;
&lt;br /&gt;
Some overseers have had luck turning around bad accidents rather quickly by using a single pillar cave-in to block off the source of the water.  This can usually be done quick enough that the water will spread, disperse and evaporate in your lower levels.  Then you can work to plan better the next time you release the waters.&lt;br /&gt;
&lt;br /&gt;
==== Inability to mine (&amp;quot;Diggor Mortis&amp;quot;) ====&lt;br /&gt;
i.e., no [[pick]]s.&lt;br /&gt;
&lt;br /&gt;
Diggor Mortis: ''when a Dwarf with a pickaxe decides that digging where they shouldn't is a bloody good idea.''&lt;br /&gt;
&lt;br /&gt;
Simply put, you need [[pick]]s to mine [[ore]], which is then [[smelting|smelted]] to make [[metal]] for items; like more picks.  If you are careless (or ignorant) of how to dig safely, and your [[miner]]s create a [[cave-in|collapse]] or flood and their equipment gets lost/destroyed/unrecoverable, ''and'' you have no materials to make more picks, you will be at a severe handicap until the problem is solved.  Any dwarf can be given the [[mining]] [[labor]], but without a pick they can do nothing.  There is no way to get new metals or stone (clay excluded) for any purpose (except from foreign traders and smelting other items) nor any way to dig new rooms/tunnels unless you have picks.&lt;br /&gt;
&lt;br /&gt;
If you have [[ore]] or [[bar]]s to create a [[Arms industry|weapons-grade metal]] (other than silver), and a [[forge]] (and [[smelter]] if you need one), you can create new picks and continue. In a pinch, you can even [[melt]] other metal objects for metal.  You might get lucky with a [[caravan]] - elves never carry picks, but humans sometimes have bronze ones, and dwarves generally bring some along.  If the first dwarven caravan doesn't bring any, you can try to keep your fortress running long enough to request additional [[pick]]s from your [[outpost liaison]], who will arrive with the next dwarven trade [[caravan]] in a year.  Or you can [[abandon]] and try again.&lt;br /&gt;
&lt;br /&gt;
If you have [[battle axe]]s and [[tree]]s available, then you can build [[construction|structure]]s, [[building]]s and [[furniture]] of [[wood]], but that's for those &amp;lt;s&amp;gt;filthy nature loving hippies&amp;lt;/s&amp;gt; [[elves]].&lt;br /&gt;
&lt;br /&gt;
Averting this fate is simple: stockpile at least one additional pick at the first possible opportunity, or some of the [[Metal#Weapon_and_armor_quality|raw material]] to make more, and away from current digging operations.&lt;br /&gt;
&lt;br /&gt;
See also: [[Arms industry]]&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Society===&lt;br /&gt;
Dwarves, just like humans, live in a society.  It's always the others in that society that are the problem...&lt;br /&gt;
&lt;br /&gt;
====General Unhappiness====&lt;br /&gt;
Think it's no big deal to leave your dwarves with a mediocre [[dining room]], no-[[quality]] bed and a generally inadequate fortress?&lt;br /&gt;
&lt;br /&gt;
If there is little in a fortress to give your dwarves happy [[thoughts]] and enough to give them unhappy [[thoughts]], then your dwarves will start to throw [[tantrum]]s, grow melancholy, and/or cause general chaos. In extreme (but sadly not ''rare'') examples, this can lead to a [[tantrum spiral]] and the loss of the entire fortress. Immigrants are typically [[marriage|married]], often with [[children]] in tow, and are primed and ready to start pumping out even more babies. This means that the loss of one dwarf is likely to lead to a whole family of very unhappy dwarves, and potentially a tantrum spiral.  Unhappiness is more likely to occur if your fortress is suffering other kinds of downfall as well, so try to keep all the bases covered.&lt;br /&gt;
&lt;br /&gt;
Another problem is if you don't have a [[justice]] system in place at the time of a spiral and manage to recover. If you later implement the justice system, the [[hammerer]] may kill the former tantrum-throwers, starting another tantrum because of their deaths.&lt;br /&gt;
&lt;br /&gt;
====Mandates====&lt;br /&gt;
While it doesn't happen often, those [[Noble]]s' mandates can occasionally cause your fortress to come to a halt, especially if they decide to imprison a dwarf that's fairly essential to your fortress, or if they for some reason decide that a dwarf deserves a hammering. This can lead to your dwarf's death, which, as noted above, can cause a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
Then, there's also points at which, when trying to fulfill a mandate, you run into some rather nasty problems. This could lead to any of the other problems, such as a [[cave in]] killing your miner (If you're not paying attention!) running into [[Underworld|HFS]], or accidentally mining out a new tunnel to the surface that you don't close, letting in a horde of goblins.&lt;br /&gt;
&lt;br /&gt;
====Failure of a [[strange mood]]====&lt;br /&gt;
Any dwarf that was unable to complete a [[strange mood]] will go [[insanity|insane]]. While the insanity inevitably leads to the [[death]] of a dwarf, an insane dwarf sometimes goes [[berserk]] and poses a threat to the rest of the fortress. Quite &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; Fun if the fellow is a [[soldier]]; they may wreak havoc chopping everyone with their [[item quality|☼]][[steel]] [[battle axe]][[item quality|☼]]. Or just trigger a [[loyalty cascade]].&lt;br /&gt;
&lt;br /&gt;
====Supernatural Rogues====&lt;br /&gt;
There are monsters known collectively as [[night creature]]s that can potentially undo a fortress from within.  A [[werebeast]] raid can not only bring trouble if you're lacking a military, but their cursed bites can make more of their kind from your population.  If you see a civilian survive a werebeast attack, you might be in for a surprise when they suddenly turn into a ravenous monster at the full moon, and start killing everything around them. &lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s are a much more insidious threat, as they hide themselves among the peasantry and may kill dozens of dwarves without being caught—and if they do, they might succeed at framing an essential member of your fortress into getting the hammer.  As can be seen, this can easily lead into a tantrum spiral.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs Goblins, Humans, Elves...===&lt;br /&gt;
Seizing goods from a friendly caravan will often lead to large shipments of fun next time the traders visit. Remember, it's not paranoia if they ''are'' out to get you. &lt;br /&gt;
&lt;br /&gt;
====Ambush====&lt;br /&gt;
Goblin and elven [[ambush]]ers alike will infiltrate your map and charge into your fortress after they are discovered. They will retreat after suffering enough casualties or waiting around several seasons. Elves still arrive with caravans, and goblins can attack at any time. Even if your dwarves do not venture onto the surface, caravans will eventually trigger the ambushes. At least, caravans and sieges/ambushes have the amazing tendency to occur at the end of each season.&lt;br /&gt;
 &lt;br /&gt;
See Also:&lt;br /&gt;
:* [[Defense guide]]&lt;br /&gt;
:* [[Defense design]]&lt;br /&gt;
:* [[Trap design]]&lt;br /&gt;
:* [[Military design]]&lt;br /&gt;
&lt;br /&gt;
====Siege====&lt;br /&gt;
[[Siege]]s can be quite devastating to a fortress, but unlike most of the other ways of losing, they are unlikely to occur early on, even if you do something &amp;lt;s&amp;gt;stupid&amp;lt;/s&amp;gt; funny to piss off another civilization.&lt;br /&gt;
&lt;br /&gt;
Should hosts of goblins besiege your gates and drive your peasantry inside, trolls beat down your doors and force you to seal off from the outside world, you may have already lost the game. Even if you have built an utterly impenetrable fortress with drawbridges and moats, a sieging army may stick around for a long time. Although a dwarven fortress can be made self-contained, with [[list of crops|crops]], [[metal]] and [[fuel]] readily available, underground [[tree farm|wood source]] and your own [[livestock]], a fortress may not be able to sustain such a state indefinitely. &lt;br /&gt;
&lt;br /&gt;
For example, [[trade]] with the outside world has now been shut off, leaving you only what [[ore]]s are on your map for the production of mandated goods. In the (very) long run even those will run out. This can result in a breakdown of social order if you do not prevent your [[Hammerer]] from killing or maiming your dwarves. [[Shell]], [[bone]] and [[leather]] commonly acquired by [[hunting]] and [[fishing]] need to be supplied by previously established livestock and access to suitable water. If these resources are no longer available to your workers, moody [[craftsdwarf|craftsdwarves]] will be driven into suicide or worse. Rotten [[vermin]] [[corpse]]s begin to heap in your food supply, forcing you to dump these into inside [[refuse|refuse pile]]s, generating [[miasma]]. Better build indoor refuse piles away from trafficked areas. Unless an [[well|interior water supply]] was established (or you find water in caverns) your wounded will die of dehydration.&lt;br /&gt;
&lt;br /&gt;
With all these critical industries unproductive, dwarves dying, and friends mourning over the rotting heaps of slain loved ones, it's important to remember your dwarves have nothing to do but throw funeral receptions, hold grief counseling sessions and host the occasional keg stand. This means they've all become one big happy family of friends, manically depressed from the loss of any dwarf.&lt;br /&gt;
&lt;br /&gt;
In short, the attacking army can simply wait until your dwarves emo themselves to death.&lt;br /&gt;
&lt;br /&gt;
====Hidden Fun Stuff====&lt;br /&gt;
&lt;br /&gt;
Hidden fun stuff awaits those who delve too deeply and too greedily. Due to the concentrated amounts of fun, [[Underworld|HFS]] has been the downfall of many a fortress.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Player ===&lt;br /&gt;
&lt;br /&gt;
====Modding====&lt;br /&gt;
Mod too much and the human caravan that comes in could spontaneously combust.  Or just crash your game.&lt;br /&gt;
&lt;br /&gt;
====Faulty Drawbridge====&lt;br /&gt;
Next time, don't forget to link your master drawbridge to that lever in your meeting hall. Takes two seconds.&lt;br /&gt;
&lt;br /&gt;
===Dwarf vs. Computer===&lt;br /&gt;
Fall victim to the [[Catsplosion]] and even the mightiest computer may lose FPS to the point where the game becomes virtually un-playable. Or get too many dwarves and pets in your fortress and the computer may crash. Problem can be solved, at least for the short term, by changing the priority of ''Dwarf Fortress'' in init.txt.&lt;br /&gt;
&lt;br /&gt;
====Have I Won Yet?====&lt;br /&gt;
Even the most well-managed of forts will eventually fall. And if they don't, then what? Once you've fended off [[goblin]]s, [[bronze colossus]]es, and [[HFS|other]] [[Giant cave spider|fun]] [[Forgotten beast|things]], what's left to challenge your mighty defenses and legendary champions?&lt;br /&gt;
&lt;br /&gt;
Eventually boredom takes its toll and you either hit abandon, or ease up on the impregnable defenses and effectively engineer your own doom.&lt;br /&gt;
&lt;br /&gt;
====The Tantrum Fizzle====&lt;br /&gt;
So your dwarves are too busy punching each other to do any work, and the casualties are mounting while the goblins just point and laugh. Think the final chapter of your fort's saga will be a short one? Don't be so sure. Sometimes a little old-fashioned anarchy is enough to cripple a fortress, but not destroy it.&lt;br /&gt;
&lt;br /&gt;
With good defenses and enough supplies, a well-managed fortress can run quite a while without any player input. And when you find this out the hard way, a few in-game months of fistfights might not be entertaining enough to offset the fact that you're not able to actually DO anything. If things don't calm down (or explode hilariously) soon enough, that &amp;quot;abandon fort&amp;quot; option will look awfully tempting...&lt;br /&gt;
&lt;br /&gt;
==The Unending Cycle==&lt;br /&gt;
After decades have passed, and you truly feel your fortress is unassailable and eternal, DF2014 now offers you the option to [[Reclaim_fortress_mode|retire]] your boring fort, giving control of it back to your enlightened nobles.  This returns it to the worldgen 'scale' of events and legends, where it can participate in the activities of your civilization.  You can visit it in Adventurer Mode, or embark right next door (if so inclined) on a new Fortress expedition.  Expand the reach, wealth and greatness of your chosen civilization(s), carving out your own legends over the eons, again and again!&lt;br /&gt;
&lt;br /&gt;
== Winning ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
Despite the common knowledge that no one can win ''Dwarf Fortress'', this is actually false. There are numerous ways to win the game, and all are equally &amp;lt;s&amp;gt;Fun&amp;lt;/s&amp;gt; rewarding. The &amp;quot;You won the game&amp;quot; screen is in fact &amp;lt;s&amp;gt;Your fortress has crumbled to its end&amp;lt;/s&amp;gt; a well hidden easter egg.&lt;br /&gt;
&lt;br /&gt;
Here's a few ways to win at ''Dwarf Fortress'':&lt;br /&gt;
&lt;br /&gt;
*Have every single [[elf]] and [[goblin]] on the map on [[fire]]. You must set them on fire at the same time, of course.&lt;br /&gt;
&lt;br /&gt;
*Have every single dug tile filled with 7/7 [[magma]]&lt;br /&gt;
&lt;br /&gt;
*Cause all your dwarves to throw a [[tantrum]] at the same time (note: the game doesn't register the deed if you have fewer than 20 dwarves)&lt;br /&gt;
&lt;br /&gt;
*Have a mandate of a [[slade]]-made item successfully completed. Alternatively, have 20 mandates of [[adamantine]]-made items completed.&lt;br /&gt;
&lt;br /&gt;
*Kill at least 100 dwarves in the space of a single [[time#breakdown|tick]]. (Hint: This is best done by [[Stupid dwarf trick#Self Destruct Lever|Self Destruct Lever]])&lt;br /&gt;
&lt;br /&gt;
*Kill all the denizens of the [[Hidden Fun Stuff]]. &amp;lt;s&amp;gt;Don't listen to the people who claim their numbers are limitless. They are ignorant.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Succeed in fully domesticating any of the following: [[carp]], [[giant sponge]], [[unicorn]] (prior to V0.31), or any [[megabeast]] ([[cave dragon|cave dragons]] don't count)&lt;br /&gt;
&lt;br /&gt;
*Have at least 1/7 magma on every single outside tile. This creates a new victory screen with a [[Bloodline:Boatmurdered|Boatmurdered]] reference.&lt;br /&gt;
&lt;br /&gt;
*Have all of your dwarves on the topmost layer of the map.&lt;br /&gt;
&lt;br /&gt;
*Kill all those f'ing elephants.&lt;br /&gt;
&lt;br /&gt;
*Get put in the [http://www.bay12forums.com/smf/index.php?topic=168375.0 Hall of Legends].&lt;br /&gt;
&lt;br /&gt;
*Have a quarter of your dwarves (you must have at least 60) simultaneously be [[berserk]], [[vampires]], and armed with [[War hammer|war hammers]].&lt;br /&gt;
&lt;br /&gt;
*Be at war with every elven [[civilization]] on the world map. Bonus points if you stole all their [[War animal|war animals]] beforehand.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Losing]]&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=301739</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=301739"/>
		<updated>2024-06-10T19:21:36Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: changed order of jokes, added onto trogdor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:09, 7 March 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dragon_sprites.png&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dragons''' are massive, [[fire]]-breathing [[megabeast]]s who, at their full size, are the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are covetous monsters and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in [[World generation|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying.&lt;br /&gt;
&lt;br /&gt;
Dragons are most notable for their ability to quickly and frequently exhale long (20+ tiles) jets of [[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creature caught in its path and can kill even creatures normally immune to fire, though it can be blocked by enemies equipped with [[shield]]s. All dragons are born with Talented [[skill]] in [[Combat skill|fighting, biting, kicking, dodging]] and [[Observer|observing]], which, combined with their size and dragonfire, makes them formidable opponents to an untrained [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[DF2014:Dragon#Irregularities.2C_Bugs.2C_and_Future_Plans|Bugs and Future Plans]]). They are often described as [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons], as they are not particularly durable and can be defeated somewhat easily with skilled soldiers or [[trap]]s, but only in comparison to their fellow megabeasts; a single dragon can easily wipe out an unprepared fortress. Dragons are associated with the [[sphere]]s of fire and wealth, and their names will often reflect that.&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the [[cave dragon]]s, a separate, non-megabeast species.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 25,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year. Dragons reach dwarven size shortly after their second birthday, are more than double a dwarf's size at about year 5, and add another dwarf's-worth in size roughly every two years after that.&lt;br /&gt;
&lt;br /&gt;
*At birth, a dragon is the size of a [[fox]].&lt;br /&gt;
*At 2 years, a dragon is the size of a [[dwarf]].&lt;br /&gt;
*At 10 years, a dragon is the size of a [[giant bobcat]] and becomes an adult.&lt;br /&gt;
*At 23 years, a dragon is the size of a [[giant cheetah]].&lt;br /&gt;
*At 100 years, a dragon is the size of a [[draltha]].&lt;br /&gt;
*At 200 years, a dragon is the size of an [[elephant]].&lt;br /&gt;
*At 320 years, a dragon is the size of a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*After 1000 years, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense strategies==&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be, more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s. While they are immune to fire damage, dragons can still [[swimmer|drown]] if immersed in magma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be avoided by fighting the dragon in a hallway that is covered in 4/7 water depth, here the dragon can not spit fire leaving it open for melee combat.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defence is to use piercing weapons like crossbows, especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply; ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't breathe on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
[[File:dragonprev.png|thumb|260px|right|How majestic!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Olivitree''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. (Outdated: Being megabeasts, trained dragons will still be hostile to caravans, diplomats and other visitors.) It seems like this has been patched in the Steam version, at least aaccording to [https://www.reddit.com/r/dwarffortress/comments/111mnh1/tame_dragon_not_attacking_military/ this] Reddit post. At least assuming the same thing that was causing it to attack guests was also making it attack guards. &lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will need to progress through 1,000 years of growth to reach full size.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, bugs, and future plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
[[File:Dragon2.png|thumb|300px|center|Dragons; admired for their terrible majesty]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Toothless&amp;quot;, fictional dragon from &amp;quot;How To Train Your Dragon&amp;quot; film --&amp;gt;&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Trogdor the Burninator&amp;quot;, fictional dragon from &amp;quot;Homestar Runner&amp;quot; --&amp;gt;&lt;br /&gt;
They will however, in accorance to popular belief, set fire to the countryside, as well as any [[peasant|peasants]] and thatched-roof cottages that happen to be in the vicinity.&lt;br /&gt;
Fortunately, there are no dragon men. Otherwise they might come in the night.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Dwarf Fortress joke (?) --&amp;gt;&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Dungeons &amp;amp; Dragons&amp;quot; Tabletop RPG --&amp;gt;&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grizzly_bear_man&amp;diff=298945</id>
		<title>Grizzly bear man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grizzly_bear_man&amp;diff=298945"/>
		<updated>2024-04-03T20:37:24Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: added space between jokes&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=grizzly_bear_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Grizzly bear men''' are [[animal people]] variants of the common [[grizzly bear]] who can be found in [[savage]] [[temperate]] [[forest]]s and [[taiga]]s. They spawn in groups of 2-10 individuals and can be a threat to a fortress, as they are over twice the size of a [[dwarf]] and can easily maul one to pieces with their teeth and claws.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] grizzly bear men for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Currently, grizzly bear men and [[black bear man|black bear men]] share the same sprite.&lt;br /&gt;
[[File:grizzly_bear_man.jpg|thumb|300px|center|Doesn't collect jigsaw pieces.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Quark Master''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Translation| dwarven = enol uvel udos | elvish = caqui atha onino | goblin = utux ron ngorûg | human = damso rorec abo}}&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Yogi Bear&amp;quot; titular character from show --&amp;gt;&lt;br /&gt;
Bear men are smarter than the average bear. They are known to raid small food stockpiles.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Banjo-Kazooie&amp;quot; titular characters from game series --&amp;gt;&lt;br /&gt;
Bear men have been seen wearing backpacks containing large birds, which some dwarves say are able to lift the bear in flight.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Grizzly_bear_man&amp;diff=298944</id>
		<title>Grizzly bear man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Grizzly_bear_man&amp;diff=298944"/>
		<updated>2024-04-03T20:36:33Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: added onto yogi bear joke, added references, put the d for dwarf section where it belongs (although i don't know if below or above translation)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=grizzly_bear_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Grizzly bear men''' are [[animal people]] variants of the common [[grizzly bear]] who can be found in [[savage]] [[temperate]] [[forest]]s and [[taiga]]s. They spawn in groups of 2-10 individuals and can be a threat to a fortress, as they are over twice the size of a [[dwarf]] and can easily maul one to pieces with their teeth and claws.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] grizzly bear men for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*Currently, grizzly bear men and [[black bear man|black bear men]] share the same sprite.&lt;br /&gt;
[[File:grizzly_bear_man.jpg|thumb|300px|center|Doesn't collect jigsaw pieces.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Quark Master''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{Translation| dwarven = enol uvel udos | elvish = caqui atha onino | goblin = utux ron ngorûg | human = damso rorec abo}}&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Yogi Bear&amp;quot; titular character from show --&amp;gt;&lt;br /&gt;
Bear men are smarter than the average bear. They are known to raid small food stockpiles.&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Banjo-Kazooie&amp;quot; titular characters from game series --&amp;gt;&lt;br /&gt;
Bear men have been seen wearing backpacks containing large birds, which some dwarves say are able to lift the bear in flight.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Char&amp;diff=298942</id>
		<title>Char</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Char&amp;diff=298942"/>
		<updated>2024-04-03T20:24:54Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: fixed horrid d for dwarf placement, don't get the joke&lt;/p&gt;
&lt;hr /&gt;
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{{Quality|Fine}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=char_sprite.png&lt;br /&gt;
|wiki=Salvelinus}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Char''' are [[vermin]]-sized fish that can be caught by [[fisherdwarf|fisherdwarves]] and processed at a [[fishery]], but only found in [[biome|temperate]] [[river]]s and [[lake]]s. Char can be caught year round. &lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] char for their ''coloration''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Vermin-Char.jpg|thumb|center|300px|Admired for its ''coloration''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
Known for piloting mono-eyed robots, and destroyed eight battleships at “Loum”.&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
A group of chars is commonly called a &amp;quot;String&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Vermin}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Magma_crab&amp;diff=298832</id>
		<title>Magma crab</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Magma_crab&amp;diff=298832"/>
		<updated>2024-03-25T18:41:28Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: now that the sprite exists the magma crab is definetly the most crab it's ever been&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Suprerior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=magma_crab_sprite.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
A '''magma crab''' is a small [[magma]]-dwelling [[creature]] that has the unique ability to [[spit]] globs of liquid [[basalt]] in small quantities. It does so at a very fast rate when at range, but if confronted in close quarters, they can only defend themselves with a weak [[push]] attack. The basalt spit is a very small and incredibly hot glob of the stuff and as such only burns areas it hits, generally melting off the fat of that body part. It should be noted however that this can be exceptionally deadly, especially to smaller [[dwarves]] if they're struck multiple times, as they rapidly bleed until all the fat on the hit parts is melted away. Alternatively, the magma crab's spit may hit some [[cave moss]] and set it alight, causing a cavern-wide [[fire]] which is certainly deadly to dwarves.&lt;br /&gt;
&lt;br /&gt;
Due to having few organs, magma crabs are quite resilient, but they can be killed relatively easily by just about any conventional means due to their small size, from [[cave-in]] [[trap]]s and [[Crossbowman|marksdwarves]] to having a [[mace]]- or [[war hammer|hammerdwarf]] bash it enough times to crush its body. Using militia dwarves can potentially result in fatalities as dwarves are easily hit by the basalt spit, though soldiers with enough skill in [[shield]] use may come out unscathed. Overall, if you leave an open path from their home, magma crabs can be quite disrupting and dangerous, but any potential threat can be neutralized if you wall off any magma access before or after they appear, sealing them in and your dwarves out. Magma crabs cannot be [[butcher]]ed, so the only use of their [[corpse]]s is filling your [[refuse]] [[stockpile]].  Magma crabs crawling out of a volcano onto a glacier will cause ice to melt.&lt;br /&gt;
&lt;br /&gt;
Before 0.40, magma crabs used to spit solid basalt rather than liquid (this was a bug), and were therefore much more [[fun]] as they could easily break dwarves into pieces. Magma crabs possess a [[pet]] value of 200, but lack the necessary tokens to be [[Animal trainer|trainable]]. Additionally, they can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves like magma crabs for their ''chittering''.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;270px&amp;quot; heights=&amp;quot;230px&amp;quot;&amp;gt;&lt;br /&gt;
magma_crab.png|Not handshake-friendly.&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by Piper.t''&amp;lt;/small&amp;gt;&lt;br /&gt;
Magma_Crab_Accurate.png|It's not much like a crab...&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;''Art by Rhynca-Rook''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Leech_man&amp;diff=298678</id>
		<title>Leech man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Leech_man&amp;diff=298678"/>
		<updated>2024-03-16T21:57:49Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: references&lt;/p&gt;
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&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=leech_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Leech men''' are humanoid versions of the common [[leech]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] [[pool]]s and [[lake]]s. They are a bit over half the size of [[dwarf|dwarves]] when adults and spawn in groups of 1-5 individuals. They have no legs and move about by crawling. They will automatically suck [[blood]] out of enemies on successful bite attacks.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, leech men may occasionally join [[civilization]]s, becoming full-fledged citizens, who may appear in your fortress as [[visitor]]s, or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] leech men for their ''feeding habits''.&lt;br /&gt;
&lt;br /&gt;
[[File:leech_man.png|thumb|200px|center|Three times the size, three times the hunger.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Mimicry Marcus&amp;quot; enemy from &amp;quot;Resident Evil 0&amp;quot; video game --&amp;gt;&lt;br /&gt;
One of the more evil residents of savage lakes, '''leech men''' have been proven quite a challenge to kill, even by the most skilled dwarven leech hunters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: General uselessness of nobles in Dwarf Fortress --&amp;gt;&lt;br /&gt;
Not to be confused with [[Noble]]&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = subol udos | elvish = awathi onino | goblin = axson ngorûg | human = quigos abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Hippo_man&amp;diff=298677</id>
		<title>Hippo man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Hippo_man&amp;diff=298677"/>
		<updated>2024-03-16T21:54:26Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: i don't get the flintlock one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=hippo_man_sprite.png&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Hippo men''' are [[animal people]] variants of the common [[hippo]] who can be found in [[savage]] [[temperate]] [[lake]]s and [[river]]s. They spawn in groups of 2-10 individuals and should be approached with extreme caution; a hippo man is over 13 times larger than a [[dwarf]] and can make short work of any civilian who provokes them. Do not attempt to fight them without an equipped [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] hippo men for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:hippo_man.jpg|thumb|260px|center|''Art by aokamidu'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;King Hippo&amp;quot; opponent from &amp;quot;Punch-Out!!&amp;quot; video game series --&amp;gt;&lt;br /&gt;
Despite popular belief, hippo men are not well-trained boxers, and are not the kings of South Pacific islands.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
Rumors of hippo men traveling the stars and shooting people with flintlocks are greatly exaggerated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Moto Moto&amp;quot; from &amp;quot;Madagascar: Escape 2 Africa&amp;quot; movie --&amp;gt;&lt;br /&gt;
Hippo men are known to enjoy the company of the largest hippo women in an area. As a result, they are often at odds with [[giraffe|giraffes]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Toad_man&amp;diff=298429</id>
		<title>Toad man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Toad_man&amp;diff=298429"/>
		<updated>2024-03-10T21:04:09Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: i could've also written a joke about toady one being the one behind the toad men's disappearance to hide his identity in the game, but my brain's too exhausted today&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=toad_man_sprite.png&lt;br /&gt;
|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Toad men''' are humanoid versions of the common [[toad]] and a [[Creature|species]] of unremarkable [[animal people]]. They currently cannot be encountered in-game due to a bug which prevents variations on pond-spawning vermin from being placed in the world. &lt;br /&gt;
&lt;br /&gt;
If they were encounterable, however, they would be a bit over half the size of [[dwarf|dwarves]] when adults and spawn in groups of 1-5 individuals, posing no threat to [[Dwarf|dwarves]] unless provoked.&lt;br /&gt;
Like other savage animal people, toad men would occasionally join [[civilization]]s, becoming full-fledged citizens who could appear in your fortress as [[visitor]]s, or [[historical figure]]s, or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] toad men for their ''beauty''.&lt;br /&gt;
&lt;br /&gt;
[[File:toad_man.png|thumb|280px|center|Ready to hop into action.&amp;lt;br /&amp;gt;''Art by Rhys Harvey'']]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Battletoads&amp;quot; video game --&amp;gt;&lt;br /&gt;
The absence of toad men has formed much speculation amongst civilizations. The most notable one involves a group of three intergalactic toad men who leap from planet to planet to defeat a &amp;quot;dark queen&amp;quot;, whom had kidnapped all of the other toad men of the world.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = nod udos | elvish = imadu onino | goblin = ngusnog ngorûg | human = budok abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Worm_man&amp;diff=298428</id>
		<title>Worm man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Worm_man&amp;diff=298428"/>
		<updated>2024-03-10T20:43:46Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: added references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=worm_man_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Worm men''' are [[animal people]] versions of the common [[worm]], who can be found in [[savage]] [[tropical]], [[temperate]] and [[taiga]] regions. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] worm men for their ''wriggling''.&lt;br /&gt;
&lt;br /&gt;
[[File:worm_man.png|thumb|230px|center|A drawing of a worm man and a pipe by Arne. All craftsdwarfship is of the highest quality. The worm man is smoking the pipe. The worm man is standing peacefully.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Worms&amp;quot; video game series --&amp;gt;&lt;br /&gt;
An archaeological expedition brought to the scholarly dwarven community a theory; that the worm men inhabiting the world are in fact an evolutionary subspecies. According to historical data, the original classification Lumbricina Militus went extinct after they started an Armageddon event claiming the majority of their own in a global civil war. If the historical accounts are to be believed, accomplished worm men could exploit the wind to further amplify the kinetic damage of their projectiles and could weaponize cattle as explosive ordinance. This is a developing field of study and all dwarven scholars are analyzing the viability in substituting these bovine munitions for [[Stupid dwarf trick|elven alternatives]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Earthworm Jim&amp;quot;, protagonist of titular video game series --&amp;gt;&lt;br /&gt;
The spirit of duty in a worm man is not to be besmirched, however. It has been confirmed at least one worm man could harness the use of an elastic pastry to heroically save a litter of [[Dog|puppies]] from a malevolent [[crow man]].&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = vesrul udos | elvish = nema onino | goblin = osle ngorûg | human = slinpa abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Octopus_man&amp;diff=298427</id>
		<title>Octopus man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Octopus_man&amp;diff=298427"/>
		<updated>2024-03-10T20:42:49Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: made the references a bit more fancy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=octopus_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Octopus men''' are [[animal people]] variants of the common [[octopus]] who can be found in [[savage]] [[ocean]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
While they can learn and are able to join [[civilization]]s, they never do so, as they are completely [[aquatic]] and cannot survive on the surface.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] octopus men for their ''many arms'' and their ''intelligence''.&lt;br /&gt;
&lt;br /&gt;
[[File:octopus_man.jpg|thumb|240px|center|You don't wanna know where the beak is.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Doctor Octopus&amp;quot;, Spider-Man villain --&amp;gt;&lt;br /&gt;
'''Octopus men''' have been known to take over the bodies of Spider-men, deeming themselves to have superior intellect compared to the Spider-men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Octolings&amp;quot;, enemies from &amp;quot;Splatoon&amp;quot; series of games --&amp;gt;&lt;br /&gt;
Octopus men are a surprisingly unscrupulous race; they often feud with [[DF2014:Squid man|squid men]] over territory and are known to steal precious materials from them. In rare instances, squid man [[singer]]s have even been kidnapped from their undersea homes and forced to perform for octopus men. Despite this, there is evidence that octopus men and squid men were on equal terms in the distant past.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Octodad&amp;quot; from titular video game series --&amp;gt;&lt;br /&gt;
Octopus men occasionally will don a [[clothing|shirt, coat, and trousers]] and [[marriage|marry]] a [[human]], usually living together in the [[town|suburbs]] with [[children]]. Despite their obvious differences, members of the civilization rarely suspect anything, with the notable exceptions of [[cook|chefs]]. Such chefs will form a [[grudge]] against the octopus man and frequently seek [[butcher|vengeance]] armed with a [[tool|meat cleaver]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Sekto&amp;quot;, main antagonist of &amp;quot;Oddworld: Stranger's Wrath&amp;quot; and &amp;quot;oktigi&amp;quot; species --&amp;gt;&lt;br /&gt;
For over 14 years there have been rumors of some octopus men actually being [[Deer man|deer men]] whose bodies have been taken over by a parasitic type of octopus, dubbed &amp;quot;oktigi&amp;quot;. This is just silly, and the rumors have stopped by the end of 2020.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Egg&amp;diff=298410</id>
		<title>Egg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Egg&amp;diff=298410"/>
		<updated>2024-03-10T09:49:44Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: i don't get this one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
[[File:egg_sprite_preview.png|right]]'''Eggs''' are laid by creatures with the {{token|LAYS_EGGS|c}} token, or grown by [[feather tree]]s.  This includes ordinary fowl and reptiles, and also some more exotic creatures such as [[giant eagle]]s, [[dragon]]s, [[kobold]]s, and many others.  Eggs can be used by dwarves as [[food]], or they can be hatched. Eggs can only be eaten raw if at least one of their component materials (yolk, white, or shell) is edible raw; otherwise, they have to be cooked into prepared meals first.&lt;br /&gt;
&lt;br /&gt;
Egg-laying animals will claim an empty [[nest box]] if one is available.&lt;br /&gt;
&lt;br /&gt;
Males can also be [[mod]]ded to lay eggs, although these may not hatch.&amp;lt;sup&amp;gt;Needs clarification&amp;lt;/sup&amp;gt;&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hatching Conditions ==&lt;br /&gt;
{{catbox|DF2014:Egglaying}}Hatching eggs requires that the dwarves are prevented from removing the eggs (and mother) from the nest box until they have a chance to hatch. This can be done by placing the nest box behind a locked [[door]] or by [[forbid]]ding the eggs in the nest box. Forbidding eggs on the [[menu#Kitchen Screen|kitchen menu]] will ''not'' prevent dwarves from removing them from the nest box &amp;amp;mdash; it will only prevent them from being cooked. Similarly, modifying all [[stockpile]]s to disallow eggs will prevent hauling jobs, however the eggs remain available for [[cook]]ing and eating. It is sometimes possible to remove the mother briefly or near the end of gestation, and have the eggs still hatch (shown with both sentients and livestock). However, for elk bird feeding it is recommended to use chains and animal caretakers instead.&lt;br /&gt;
&lt;br /&gt;
Eggs may be fertilized when laid, or they may not be. In order for eggs to be fertilized, a male of the species must be present (though this does not always ''guarantee'' fertilization). Unlike in previous versions of ''Dwarf Fortress'', the male must have spent time with the female to fertilize their seed pouch (the male need not be ''alive'' at the time of egglaying, however). One fertilization provides seed for two egglayings, but in practice the first tends to bring the population over the pet cap. Depending on the animal, fertilization chances seem to differ. {{verify}} If the creature is sapient (has any of the {{token|INTELLIGENT|c}}, {{token|CAN_LEARN|c}} or {{token|CAN_SPEAK|c}} tokens), then the egg-laying female must also be 'married' in order for her eggs to be fertilized, and she must also have spent time with her husband. (In short, egg fertilization has the same conditions as normal impregnation in the game.)&lt;br /&gt;
&lt;br /&gt;
All fertilized eggs left undisturbed in a nest box hatch after exactly 3 months, unlike in real life.&lt;br /&gt;
&lt;br /&gt;
== Egg Production ==&lt;br /&gt;
{{main|Egg production}}&lt;br /&gt;
Fortresses can set up [[egg production]] as a source of [[food]]. This requires at least one adult, tame, female egg-laying [[animal]], a built and unclaimed [[nest box]], [[food hauling]], and [[cooking]].&lt;br /&gt;
&lt;br /&gt;
== Egg Composition ==&lt;br /&gt;
It appears from tests that the [[material]] an egg is made out of is actually the shell; this includes meals made from the eggs.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
No dwarf has ever seen a [[feather tree]] egg, but all are familiar with the yolk that fills up their [[trade depot]]s when elves come for [[trading]]. This can be traded back to the elves, with no consequence.&lt;br /&gt;
&lt;br /&gt;
[[File:eggs.png|thumb|290px|center|What's an egg's least favorite drug?&amp;lt;br&amp;gt;Crack.]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = acöb&lt;br /&gt;
| elvish  = amira&lt;br /&gt;
| goblin  = donsmok&lt;br /&gt;
| human   = edi&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{materials}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Food}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
[[ru:Egg]]&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Penguin_man&amp;diff=297784</id>
		<title>Penguin man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Penguin_man&amp;diff=297784"/>
		<updated>2024-02-21T22:10:21Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=penguin_man_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
|wiki=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Penguin men''' are humanoid versions of the common [[penguin]] and a [[Creature|species]] of unremarkable [[animal people]], found in [[savage]] arctic [[ocean]]s. They are only a little over half the size of an adult [[dwarf]], and as such are unlikely to pose a threat to a civilian's life.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, penguin men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] penguin men for their ''coloration'', their ''waddling gait'', and their ''way of flying through the water''.&lt;br /&gt;
&lt;br /&gt;
[[File:penguin_man.png|thumb|232px|center|Penguin man from the game ''Stellaris''.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Penguin&amp;quot; villain from DC Comics' Batman --&amp;gt;&lt;br /&gt;
It has been rumored that one penguin man has been seen in a tuxedo, wearing a top hat and an umbrella. Rumor has it that he lives in the sewers, with a bunch of [[demon|clowns]] and many [[penguin]]s.  He is the nemesis of a certain [[bat man]]. &lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cheetah_man&amp;diff=297783</id>
		<title>Cheetah man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cheetah_man&amp;diff=297783"/>
		<updated>2024-02-21T22:04:43Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: missed chester&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cheetah_man_sprite.png&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Cheetah men''' are [[animal people]] variants of the common [[cheetah]] who can be found in [[savage]] [[tropical]] grasslands. They spawn in groups of 1-5 individuals and are not too aggressive, but may pick fights with dwarves who get too close. Much like their animal cousins, cheetah men are fast, running at 40 km/h, making them one of the fastest animal people on land. They are exactly the same size as [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] cheetah men for their ''speed''.&lt;br /&gt;
&lt;br /&gt;
[[File:cheetah_man.jpg|thumb|280px|center|An enemy you'll ''never'' outrun.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Titus Weiss (TitusW)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;The Cheetahmen&amp;quot; mascots for infamous &amp;quot;Action 52&amp;quot; video game + &amp;quot;Chester Cheetah&amp;quot; mascot for Frito-Lay's Cheetos --&amp;gt;&lt;br /&gt;
There were to be no Cheetah Men, because the dwarves saw what happened [[wikipedia:The Cheetahmen|last time]] and decided it would be unhealthy for the game's functionality. No midair dying was be implemented either. Additionally, Cheetah Men have no relation to any edible puffed cornmeal cheese products.&lt;br /&gt;
&lt;br /&gt;
Sweet [[Armok]], they tried to warn us. But now, it is too late.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Cheetah_man&amp;diff=297782</id>
		<title>Cheetah man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Cheetah_man&amp;diff=297782"/>
		<updated>2024-02-21T22:03:05Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=cheetah_man_sprite.png&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Cheetah men''' are [[animal people]] variants of the common [[cheetah]] who can be found in [[savage]] [[tropical]] grasslands. They spawn in groups of 1-5 individuals and are not too aggressive, but may pick fights with dwarves who get too close. Much like their animal cousins, cheetah men are fast, running at 40 km/h, making them one of the fastest animal people on land. They are exactly the same size as [[dwarves]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preference|like]] cheetah men for their ''speed''.&lt;br /&gt;
&lt;br /&gt;
[[File:cheetah_man.jpg|thumb|280px|center|An enemy you'll ''never'' outrun.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Titus Weiss (TitusW)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;The Cheetahmen&amp;quot;, mascots for infamous &amp;quot;Action 52&amp;quot; video game --&amp;gt;&lt;br /&gt;
There were to be no Cheetah Men, because the dwarves saw what happened [[wikipedia:The Cheetahmen|last time]] and decided it would be unhealthy for the game's functionality. No midair dying was be implemented either. Additionally, Cheetah Men have no relation to any edible puffed cornmeal cheese products.&lt;br /&gt;
&lt;br /&gt;
Sweet [[Armok]], they tried to warn us. But now, it is too late.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bobcat_man&amp;diff=297781</id>
		<title>Bobcat man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bobcat_man&amp;diff=297781"/>
		<updated>2024-02-21T21:55:47Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=bobcat_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Bobcat men''' are humanoid versions of the common [[bobcat]] and a [[Creature|species]] of unremarkable [[animal people]], found in a variety of [[savage]] [[biome]]s. They are a little over half the size of an adult [[dwarf]] and are unlikely to pose a threat to a fortress' inhabitants. While not as rare as their fully-animal cousins, bobcat men are also few in number, with only a maximum of 10 potentially existing in the fortress' surroundings.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, bobcat men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] bobcat men for their ''short tails''.&lt;br /&gt;
&lt;br /&gt;
[[File:bobcat_man.jpg|thumb|200px|center|''Art by house longeye'']]&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Bubsy the Bobcat&amp;quot; series --&amp;gt;&lt;br /&gt;
Bobcat men will not raid your yarn stores, nor can they glide. They may occasionally make odd quips.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elk_bird&amp;diff=297780</id>
		<title>Elk bird</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elk_bird&amp;diff=297780"/>
		<updated>2024-02-21T21:54:02Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=elk_bird_sprites.png&lt;br /&gt;
|wiki=no&lt;br /&gt;
|bone=23&lt;br /&gt;
|meat=16&lt;br /&gt;
|fat=10&lt;br /&gt;
|horn=2&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|gizzard_stone=1&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elk birds''' are large flightless birds who are among the most common [[creature]]s found in [[caverns]], rivaled only by [[crundle]]s. Though they are generally non-hostile, they will interrupt tasks throughout the [[fortress]] and, if engaged, will usually kill an untrained [[dwarf]] (or even a war [[dog]]) in one-on-one combat. They can also be used as [[mount]]s by [[goblin]] [[siege]]rs. &lt;br /&gt;
&lt;br /&gt;
In addition to their [[meat]], [[bone]]s, [[Prepared organs|organs]], etc., elk birds will also produce a single [[feather]] and a [[gizzard stone]] when butchered. They are one of the more common creatures that leave gizzard stones. Unlike [[elk]], both genders of elk bird have [[horn]]s. This is nice, because elk bird parts are worth even more than elk parts, with a [[value]] multiplier of three.&lt;br /&gt;
&lt;br /&gt;
[[Animal trainer|Trained]] elk birds require a [[pasture]] to survive. They are notoriously difficult to [[breed]], as an elk bird hen will starve herself to death rather than abandon her [[nest box]]. A well-fed hen can hatch one clutch of eggs before being returned to a nest-box-less pasture to graze; however, infertile eggs or multiple clutches in a row are still problematic.{{bug|4637}} As an alternative to pasture, they can be chained and then fed by idle dwarves with the [[animal caretaker]] labor enabled. They can't be spawned in the [[object testing arena]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] elk birds for their ''elegant horns''.&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;gallery widths=250px heights=250px&amp;gt;&lt;br /&gt;
File:Elkbird.jpg|An elk bird hatchling, drawn in crayon by [[Main:Bay 12 Games|Bay 12 Games]]&lt;br /&gt;
File:elk_bird.png|''Art by Quinmael''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Don't Starve&amp;quot; video game --&amp;gt;&lt;br /&gt;
Some dwarves claims to have seen baby elk hatchling starts to become extremely aggressive when their parents were killed. They seem to have a special self defense maneuver where they spin so fast that they turned into a whirlwind. Then they charge at their enemy ferociously and then start slapping their enemy rapidly with their wings until they turned into an unrecognizable mass. However, after 10 days of experimenting by ramming the elk bird parents with  [[minecart]] filled with [[Trap component|spike balls]],ironically, the elk bird did not seem to care at all of their parent's brutal death and continues to munch on their [[Grass|cave fungus]] as if nothing happened. thus, another rumor has been busted by the dwarven scientists. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alligator_man&amp;diff=297779</id>
		<title>Alligator man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alligator_man&amp;diff=297779"/>
		<updated>2024-02-21T21:46:04Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: okie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Alligator Man.png&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Alligator men''' are humanoid versions of the common [[alligator]] and a [[Creature|species]] of [[animal people]], found in [[savage]] [[swamp]]s and [[river]]s. They are nearly 4 times bigger than [[dwarf|dwarves]] when adults and spawn in groups of 1-3 individuals, and as such make potentially dangerous opponents to the average unarmed civilian. Approach them with caution.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, alligator men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]]. Due to being based on the raw files of the normal animal, they lack the ability to jump.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] alligator men for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:alligator_man_preview.jpg|thumb|200px|center|Fearless and &amp;quot;cold-blooded&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: ??? --&amp;gt;&lt;br /&gt;
Be wary around alligator women, for they are known for biting the legs of careless dwarves in [[taverns]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Big-Lipped Alligator Moment&amp;quot; trope from &amp;quot;All Dogs Go To Heaven&amp;quot; animated movie --&amp;gt;&lt;br /&gt;
There have been instances of &amp;quot;big-lipped&amp;quot; alligator men appearing out of nowhere and causing confusion and/or laughter, before quickly leaving.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Five Nights at Freddy's: Security Breach&amp;quot; video game --&amp;gt;&lt;br /&gt;
Some visitors may enjoy alligator men as performers in taverns, but care should be taken due to heavy rivalry between them and [[Hare man|hare men]], especially when deciding the bassist of a four-[[Animal person|animal person]] band.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Octopus_man&amp;diff=297778</id>
		<title>Octopus man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Octopus_man&amp;diff=297778"/>
		<updated>2024-02-21T21:41:56Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: gotcha, gotcha&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=octopus_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Octopus men''' are [[animal people]] variants of the common [[octopus]] who can be found in [[savage]] [[ocean]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
While they can learn and are able to join [[civilization]]s, they never do so, as they are completely [[aquatic]] and cannot survive on the surface.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] octopus men for their ''many arms'' and their ''intelligence''.&lt;br /&gt;
&lt;br /&gt;
[[File:octopus_man.jpg|thumb|240px|center|You don't wanna know where the beak is.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Doctor Octopus&amp;quot;, Spider-Man villain --&amp;gt;&lt;br /&gt;
'''Octopus men''' have been known to take over the bodies of Spider-men, deeming themselves to have superior intellect compared to the Spider-men.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Splatoon&amp;quot; series --&amp;gt;&lt;br /&gt;
Octopus men are a surprisingly unscrupulous race; they often feud with [[DF2014:Squid man|squid men]] over territory and are known to steal precious materials from them. In rare instances, squid man [[singer]]s have even been kidnapped from their undersea homes and forced to perform for octopus men. Despite this, there is evidence that octopus men and squid men were on equal terms in the distant past.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;OctoDad&amp;quot; video game --&amp;gt;&lt;br /&gt;
Octopus men occasionally will don a [[clothing|shirt, coat, and trousers]] and [[marriage|marry]] a [[human]], usually living together in the [[town|suburbs]] with [[children]]. Despite their obvious differences, members of the civilization rarely suspect anything, with the notable exceptions of [[cook|chefs]]. Such chefs will form a [[grudge]] against the octopus man and frequently seek [[butcher|vengeance]] armed with a [[tool|meat cleaver]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Oddworld&amp;quot; series --&amp;gt;&lt;br /&gt;
For over 14 years there have been rumors of some octopus men actually being [[Deer man|deer men]] whose bodies have been taken over by a parasitic type of octopus, dubbed &amp;quot;oktigi&amp;quot;. This is just silly, and the rumors have stopped by the end of 2020.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LeBloopedQuack&amp;diff=297723</id>
		<title>User:LeBloopedQuack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LeBloopedQuack&amp;diff=297723"/>
		<updated>2024-02-21T19:41:32Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;too much spare time, made this account to add funny jokes but if i see something that needs editing i will do it&lt;br /&gt;
&lt;br /&gt;
[[File:Werepig sprite.png|left]]&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:LeBloopedQuack&amp;diff=297722</id>
		<title>User:LeBloopedQuack</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:LeBloopedQuack&amp;diff=297722"/>
		<updated>2024-02-21T19:40:40Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: Created page with &amp;quot;too much spare time  left&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;too much spare time&lt;br /&gt;
&lt;br /&gt;
[[File:Werepig sprite.png|left]]&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Octopus_man&amp;diff=297721</id>
		<title>Octopus man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Octopus_man&amp;diff=297721"/>
		<updated>2024-02-21T19:22:26Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: stranger's wrath joke&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=octopus_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Octopus men''' are [[animal people]] variants of the common [[octopus]] who can be found in [[savage]] [[ocean]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves. In terms of size, they are a little over half the weight of the average [[dwarf]].&lt;br /&gt;
&lt;br /&gt;
While they can learn and are able to join [[civilization]]s, they never do so, as they are completely [[aquatic]] and cannot survive on the surface.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] octopus men for their ''many arms'' and their ''intelligence''.&lt;br /&gt;
&lt;br /&gt;
[[File:octopus_man.jpg|thumb|240px|center|You don't wanna know where the beak is.]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
'''Octopus men''' have been known to take over the bodies of Spider-men, deeming themselves to have superior intellect compared to the Spider-men.&lt;br /&gt;
&lt;br /&gt;
Octopus men are a surprisingly unscrupulous race; they often feud with [[DF2014:Squid man|squid men]] over territory and are known to steal precious materials from them. In rare instances, squid man [[singer]]s have even been kidnapped from their undersea homes and forced to perform for octopus men. Despite this, there is evidence that octopus men and squid men were on equal terms in the distant past.&lt;br /&gt;
&lt;br /&gt;
Octopus men occasionally will don a [[clothing|shirt, coat, and trousers]] and [[marriage|marry]] a [[human]], usually living together in the [[town|suburbs]] with [[children]]. Despite their obvious differences, members of the civilization rarely suspect anything, with the notable exceptions of [[cook|chefs]]. Such chefs will form a [[grudge]] against the octopus man and frequently seek [[butcher|vengeance]] armed with a [[tool|meat cleaver]].&lt;br /&gt;
&lt;br /&gt;
For over 14 years there have been rumors of some octopus men actually being [[Deer man|deer men]] whose bodies have been taken over by a parasitic type of octopus, dubbed &amp;quot;oktigi&amp;quot;. This is just silly, and the rumors have stopped by the end of 2020.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Alligator_man&amp;diff=297720</id>
		<title>Alligator man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Alligator_man&amp;diff=297720"/>
		<updated>2024-02-21T19:18:55Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: big lipped montgomery gator moment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=Alligator Man.png&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Alligator men''' are humanoid versions of the common [[alligator]] and a [[Creature|species]] of [[animal people]], found in [[savage]] [[swamp]]s and [[river]]s. They are nearly 4 times bigger than [[dwarf|dwarves]] when adults and spawn in groups of 1-3 individuals, and as such make potentially dangerous opponents to the average unarmed civilian. Approach them with caution.&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, alligator men may occasionally join [[civilization]]s, becoming full-fledged citizens who may appear in your fortress as [[visitor]]s or be playable in [[adventurer mode]]. Due to being based on the raw files of the normal animal, they lack the ability to jump.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] alligator men for their ''strength''.&lt;br /&gt;
&lt;br /&gt;
[[File:alligator_man_preview.jpg|thumb|200px|center|Fearless and &amp;quot;cold-blooded&amp;quot;.]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Be wary around alligator women, for they are known for biting the legs of careless dwarves in [[taverns]].&lt;br /&gt;
&lt;br /&gt;
There have been instances of &amp;quot;big-lipped&amp;quot; alligator men appearing out of nowhere and causing confusion and/or laughter, before quickly leaving.&lt;br /&gt;
&lt;br /&gt;
Some visitors may enjoy alligator men as performers in taverns, but care should be taken due to heavy rivalry between them and [[Hare man|hare men]], especially when deciding the bassist of a four-[[Animal person|animal person]] band.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Walrus_man&amp;diff=297719</id>
		<title>Walrus man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Walrus_man&amp;diff=297719"/>
		<updated>2024-02-21T19:18:29Z</updated>

		<summary type="html">&lt;p&gt;LeBloopedQuack: i just had to add a don't starve reference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=walrus_man_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Walrus men''' are [[animal people]] versions of the common [[walrus]], who can be found in [[savage]] [[arctic]] [[ocean]]s. They spawn in groups of 1-5 individuals and are generally content to keep to themselves, but if provoked, will trounce any unarmed peasant who angers them. In terms of size, they are 13 times the size of a [[dwarf]], and as such should only be engaged by an equipped [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
Like other savage animal people, they can join [[civilization]]s, become [[historical figure]]s, appear as [[visitor]]s and be playable in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] walrus men for their ''tusks'' and their ''whiskers''.&lt;br /&gt;
&lt;br /&gt;
[[File:walrus_man_preview.png|thumb|270px|center|An &amp;quot;always-overweight-no-matter-what&amp;quot; race of people.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Pookas Kreations''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
There have been groups of human deserters who have reported seeing walrus men wearing kilts, who were out hunting with [[Blowdart|blowdarts]] during the cold winter days and staying in igloos during the night. Due to the lack of records on walrus man housing and the circumstances the humans were in, these stories should be taken with a grain of salt. &lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>LeBloopedQuack</name></author>
	</entry>
</feed>