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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lightslay</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=Lightslay"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Lightslay"/>
	<updated>2026-07-04T11:14:59Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Lightslay&amp;diff=48303</id>
		<title>User:Lightslay</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Lightslay&amp;diff=48303"/>
		<updated>2009-04-06T00:59:57Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: Created page with 'i am me and ur a maget'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;i am me&lt;br /&gt;
and ur a maget&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Skeloman&amp;diff=48302</id>
		<title>User:Skeloman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Skeloman&amp;diff=48302"/>
		<updated>2009-04-06T00:59:36Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: Created page with 'is a maget'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;is a maget&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14016</id>
		<title>40d:Gold</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Gold&amp;diff=14016"/>
		<updated>2009-04-05T02:56:44Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Gold|color=#FF0|bgcolor=#880&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 30&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Gold nuggets]]&lt;br /&gt;
|uses=&lt;br /&gt;
* Make [[black bronze]] at [[smelter]]&lt;br /&gt;
* Make [[rose gold]] at [[smelter]]&lt;br /&gt;
* Make [[electrum]] at [[smelter]]&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Gold''' is a valuable [[metal]].  [[Native gold]] [[ore]] is a source of [[gold nuggets]], which can be [[smelting|smelted]] into gold [[bar]]s.&lt;br /&gt;
However, making [[native gold]] items is more advisable because it doesn't take three nuggets to make a piece of furnature.&lt;br /&gt;
&lt;br /&gt;
'''Gold''' can be used for minting at a [[metalsmith's forge]], creating [[coin]]s used in the [[economy]] system. Using coins as trade goods is not advisable as they have no [[quality]] levels.&lt;br /&gt;
&lt;br /&gt;
Another use of '''gold''' is to build [[furniture]] such as [[statue]]s to be displayed all over a fortress, or to build [[road]]s and/or [[bridge]]s of great [[value]].&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5899</id>
		<title>40d:Goblin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Goblin&amp;diff=5899"/>
		<updated>2009-04-04T05:26:24Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: /* Living among them */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Goblin|symbol=g|color={{COLOR:7:0:0}}|butcher=no|&lt;br /&gt;
bones=6|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* In their towers and dark fortresses&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Goblins''' are intelligent [[humanoid]] [[creatures]] that live in dark fortresses in the [[mountain]]s. They are primarily interested in killing [[Dwarf|dwarves]]. They will [[siege]] any sufficiently populous or wealthy fortress, and frequently employ [[troll]]s in their armies to destroy [[door]]s and other [[building]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, one or more goblin &amp;quot;snatchers&amp;quot; may arrive if you have [[child]]ren in your fortress. They are stealthy like [[kobold]]s. Detecting them is announced by &amp;quot;Snatcher! Protect the children!&amp;quot;. They will attempt to kidnap any children they come across and carry a [[bag]] with them for this purpose. After a few attempts goblin master [[thief|thieves]] will start showing up – besides being generally more competent, these can also evade [[trap]]s. There is also a small chance of getting the goblin ruler with these thieves, if he is a thief himself. Toady stated in a [[Developer interviews|RPPR interview]] that these children will be raised by the goblins and can eventually show up in future goblin armies.&lt;br /&gt;
&lt;br /&gt;
Independent of this goblins will [[ambush]] your fortress, sending squads of different soldier types. Later, the sieges begin: your primary adversary in an invasion, goblin numbers increase every year once they start attacking, and eventually begin besieging your fortress more than once a year. Fortunately, they are not very bright, and will walk into traps by the hundreds. They may sometimes come riding [[beak dog]]s as cavalry.&lt;br /&gt;
&lt;br /&gt;
Goblins carry somewhat valuable gear. They often wear [[giant cave spider]] [[silk]] [[cloth]]ing, [[iron]] [[armor]], even [[steel]] armor (that can be melted down) and steel [[weapon]]s. Crossbowmen will carry dwarf-usable [[bolt]]s. Goblin clothing is considered &amp;quot;narrow&amp;quot; and dwarves cannot wear it, though it can be used as trade goods.  Goblin [[bone]]s and [[skull]]s are not particularly valuable, although - as with all bones and skulls - the bones can be crafted into bolts and the skulls crafted into [[totem]]s.&lt;br /&gt;
&lt;br /&gt;
Unlike other races, goblin &amp;quot;roads&amp;quot; are underground, and if you get in to one, unless you are ready, it can take a long walk to the other side, and you cannot enter the travel map when walking one. Being underground, they do not show up on the map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Starting a fortress with a goblin stronghold in the local area is not for the faint of heart. If you take on this challenge, be careful in choosing a starting position; if your [[wagon]] starts inside the stronghold, your dwarves will probably come to a quick and bloody end. Reclaiming the resulting miasmal pit causes a bloodless eviction of the goblins and leaves one with a broad selection of odd items scattered throughout the now deserted towers{{Version|0.27.169.33g}}.&lt;br /&gt;
&lt;br /&gt;
Because the goblin master thieves can avoid your traps, it's useful to chain a few war [[dog]]s at the entrance. [[Trap#Cage_Trap|Cage traps]] also seem to be more effective than other traps at catching those sneaking goblin masters.&lt;br /&gt;
&lt;br /&gt;
As with Kobolds, it is possible to start next to a friendly goblin tower.  This will add a great amount of wealth to your fortress, as well as provide you with potentially powerful allies.&lt;br /&gt;
&lt;br /&gt;
In v40d, however, as soon as an invading force sieges you they will ALL turn hostile towards you, and will run out of their towers to slaughter you entirely.&lt;br /&gt;
&lt;br /&gt;
=== Starting Equipment ===&lt;br /&gt;
&lt;br /&gt;
If starting in a goblin fort you should definitely ditch your [[anvil]]. If you have a [[soil]] level you can probably get by bringing less [[food]] and less [[alcohol|booze]], thus allowing you to bring lots of dogs; a large enough pack of dogs should allow you to escape the goblin fort with few casualties, and start building your own army. The dogs will also provide you with a nice source of [[meat]]. &lt;br /&gt;
&lt;br /&gt;
== Goblin society ==&lt;br /&gt;
Goblin society has few laws. Slavery, assault, oath-breaking, and murder are all considered a personal matter between the parties involved. Additionally goblins view all forms of torture as acceptable (and fun).&lt;br /&gt;
&lt;br /&gt;
Goblins do not possess the aptitude for [[grower|growing]], tending more towards [[fishing]], [[hunting]], and [[butcher]]ing livestock for their food sources. Fortunately for goblins their digestive systems can derive as much sustenance from [[bone]]s as from the [[meat]] that came on it.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:GOBLIN]&lt;br /&gt;
	[NAME:goblin:goblins:goblin]&lt;br /&gt;
	[TILE:'g'][COLOR:7:0:0]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;'][GLOWCOLOR:4:0:1]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[INTELLIGENT][LIKES_FIGHTING]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:12][BABY:1][MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[FAT:2]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:10]&lt;br /&gt;
	[SWIMS_LEARNED][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANGER:25:75:100]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:50:75:100]&lt;br /&gt;
	[PERSONALITY:EXCITEMENT_SEEKING:0:60:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:40:90]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:25:50]&lt;br /&gt;
	[PERSONALITY:MODESTY:0:40:90]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:25:50]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Races]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=13005</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=13005"/>
		<updated>2009-03-29T07:02:26Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: /* Cleft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chasms''' are a feature that appear infrequently in [[mountain]]ous [[biome]]s. They are a [[cave]] system identified by not having a [[floor]] on the lowest level (which is instead marked &amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; and described as &amp;quot;Chasm&amp;quot; when loo{{k|k}}ed at).&lt;br /&gt;
&lt;br /&gt;
Chasms come in two forms: standard chasms, which look something like a river system (a bottomless &amp;quot;Grand Canyon&amp;quot;), and &amp;quot;bottomless pits&amp;quot;, which are like a [[magma pipe]] without the magma.  Chasms are much more common on named mountains and [[volcano]]es, along with other special features such as [[cave river]]s.  Chasms may either be open to the sky, or fully [[underground]] and not visible until breached by a miner (at which point, the entire chasm is revealed).&lt;br /&gt;
&lt;br /&gt;
Chasms are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_CHASM (for tributaries) and SHOW_EMBARK_PIT (for pits) to ALWAYS in init.txt.  They must also be set to be shown during [[advanced world generation|world generation]].  On the local map, standard chasms will show up as gray #s and bottomless pits as gray Os.&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[Cliff]]s (20+) on the Local Map is sometimes indicative of a chasm, though this may be coincidental.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Forms==&lt;br /&gt;
===Standard===&lt;br /&gt;
The beginning of a standard chasm appears similar to the fringed tributary section of a brook sometimes seen in mountain areas, and the rest looks pretty much like the watercourse of a brook or river (though with small caves in the walls). Appears as {{tile|#|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tributary chasm.JPG|Standard chasm showing lowermost level descending to the depths]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;Vent&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bottomless pit===&lt;br /&gt;
A bottomless pit, also called a vent chasm, has a similar appearance to a magma pipe, except it does not contain magma. Appears as {{tile|○|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
'''Chasming''' [[refuse]] refers to disposing of items marked for dumping into the chasm.&lt;br /&gt;
This is still possible: designate a [[activity zone#Garbage Dump|garbage dump activity zone]] over the chasm and an adjacent walkable tile. To dump an item, examine it with {{key|k}} and mark it for {{key|d}}umping. [[Standing orders]] can be used to automatically dump particular types of refuse. [[Dwarves]] may cancel the dump task due to [[creatures]] they can see across the chasm, even if those creatures can't reach them {{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
'''Historical note''': In the 2D version, the chasm could spawn monsters, and dumping things into the chasm would provoke attacks. Dumping a sufficient amount magma in the chasm would exterminate them. This no longer occurs in the current version.&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of dumping by building a platform over the chasm, and then severing the platform from the [[wall]], to permanently dispose of garbage, excess [[stone]] or [[unfortunate accident#Walk the plank|nobles]] set on top. The severed platform will disappear into the darkness below, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Often [[cave spider]]s are present near chasms, creating spider [[silk]] webs that can be collected. As the chasm exposes every layer to view they provide access to easily identified resources such as [[ore]] deposits.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, [[ratman|ratmen]], [[batman|batmen]], [[troll]]s and [[gremlin]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurers Beware ==&lt;br /&gt;
Chasm creatures will spawn endlessly near chasms, leading to the death of any fortress you visit.  This only applies to adventure mode.  A sure formula for fun, it might add.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=13004</id>
		<title>40d:Chasm</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Chasm&amp;diff=13004"/>
		<updated>2009-03-29T06:29:05Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: /* Forms */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Chasms''' are a feature that appear infrequently in [[mountain]]ous [[biome]]s. They are a [[cave]] system identified by not having a [[floor]] on the lowest level (which is instead marked &amp;lt;tt&amp;gt;#&amp;lt;/tt&amp;gt; and described as &amp;quot;Chasm&amp;quot; when loo{{k|k}}ed at).&lt;br /&gt;
&lt;br /&gt;
Chasms come in two forms: standard chasms, which look something like a river system (a bottomless &amp;quot;Grand Canyon&amp;quot;), and &amp;quot;bottomless pits&amp;quot;, which are like a [[magma pipe]] without the magma.  Chasms are much more common on named mountains and [[volcano]]es, along with other special features such as [[cave river]]s.  Chasms may either be open to the sky, or fully [[underground]] and not visible until breached by a miner (at which point, the entire chasm is revealed).&lt;br /&gt;
&lt;br /&gt;
Chasms are not visible on the Region/World maps or the Local maps by default, but can be turned visible by setting SHOW_EMBARK_CHASM (for tributaries) and SHOW_EMBARK_PIT (for pits) to ALWAYS in init.txt.  They must also be set to be shown during [[advanced world generation|world generation]].  On the local map, standard chasms will show up as gray #s and bottomless pits as gray Os.&lt;br /&gt;
&lt;br /&gt;
The presence of Extreme [[Cliff]]s (20+) on the Local Map is sometimes indicative of a chasm, though this may be coincidental.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Forms==&lt;br /&gt;
===Standard===&lt;br /&gt;
The beginning of a standard chasm appears similar to the fringed tributary section of a brook sometimes seen in mountain areas, and the rest looks pretty much like the watercourse of a brook or river (though with small caves in the walls). Appears as {{tile|#|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:Tributary chasm.JPG|Standard chasm showing lowermost level descending to the depths]]&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span id=&amp;quot;Vent&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;Bottomless pit===&lt;br /&gt;
A bottomless pit, also called a vent chasm, has a similar appearance to a magma pipe, except it does not contain magma. Appears as {{tile|○|#777}} on the embark map if enabled.&lt;br /&gt;
&lt;br /&gt;
[[Image:chasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
===Cleft===&lt;br /&gt;
Very rarely, you might find this strange chasm type. It's found nearby volcanos.  Does not contain monsters.&lt;br /&gt;
[[Image:strangechasm2.PNG]]&lt;br /&gt;
[[Image:strangechasm.PNG]]&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
=== Garbage dump ===&lt;br /&gt;
'''Chasming''' [[refuse]] refers to disposing of items marked for dumping into the chasm.&lt;br /&gt;
This is still possible: designate a [[activity zone#Garbage Dump|garbage dump activity zone]] over the chasm and an adjacent walkable tile. To dump an item, examine it with {{key|k}} and mark it for {{key|d}}umping. [[Standing orders]] can be used to automatically dump particular types of refuse. [[Dwarves]] may cancel the dump task due to [[creatures]] they can see across the chasm, even if those creatures can't reach them {{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
'''Historical note''': In the 2D version, the chasm could spawn monsters, and dumping things into the chasm would provoke attacks. Dumping a sufficient amount magma in the chasm would exterminate them. This no longer occurs in the current version.&lt;br /&gt;
&lt;br /&gt;
=== Platform-chasming ===&lt;br /&gt;
A technique of dumping by building a platform over the chasm, and then severing the platform from the [[wall]], to permanently dispose of garbage, excess [[stone]] or [[unfortunate accident#Walk the plank|nobles]] set on top. The severed platform will disappear into the darkness below, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
===Resources===&lt;br /&gt;
Often [[cave spider]]s are present near chasms, creating spider [[silk]] webs that can be collected. As the chasm exposes every layer to view they provide access to easily identified resources such as [[ore]] deposits.&lt;br /&gt;
&lt;br /&gt;
== Hazards ==&lt;br /&gt;
&lt;br /&gt;
[[Dwarves]] fighting near the edges of cliffs have a propensity to dodge right off the precipice, falling to their deaths.&lt;br /&gt;
&lt;br /&gt;
The chasm is also home to many types of hostile creatures, including [[iron man|iron men]], [[troglodyte]]s, [[giant cave swallow]]s, [[antman|antmen]], [[giant cave spider]]s, [[ratman|ratmen]], [[batman|batmen]], [[troll]]s and [[gremlin]]s.&lt;br /&gt;
&lt;br /&gt;
== Adventurers Beware ==&lt;br /&gt;
Chasm creatures will spawn endlessly near chasms, leading to the death of any fortress you visit.  This only applies to adventure mode.  A sure formula for fun, it might add.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Strangechasm.PNG&amp;diff=48203</id>
		<title>File:Strangechasm.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Strangechasm.PNG&amp;diff=48203"/>
		<updated>2009-03-29T06:28:32Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: Cleft volcano chasm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleft volcano chasm&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Strangechasm2.PNG&amp;diff=48202</id>
		<title>File:Strangechasm2.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Strangechasm2.PNG&amp;diff=48202"/>
		<updated>2009-03-29T06:27:41Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: Cleft volcano chasm&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cleft volcano chasm&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=32007</id>
		<title>40d:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Undead&amp;diff=32007"/>
		<updated>2009-03-21T05:18:56Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All [[animal]]s can be encountered in [[skeletal]] or [[zombie]] varieties when visiting a [[haunted]], [[sinister]] or [[terrifying]] [[biome]].  The type of '''undead''' animal is the same as the animals which would be found in a normal biome of the same type, and they are encountered in the same size groups. As of .39c, both [[megabeast]]s and [[semi-megabeast]]s can be also be undead.&lt;br /&gt;
&lt;br /&gt;
Undead are highly aggressive and will attack and chase any living creature that approaches them.  Zombie animals move slowly, so [[dwarves]] can usually escape them.  However skeletal animals are fast and strong, making them very dangerous. Undead creatures do not need to breathe, and all can swim in [[water]] and walk on land, including normally aquatic creatures such as [[whale]]s.&lt;br /&gt;
&lt;br /&gt;
Zombies start with a brown and grey [[wound]]s to several of their organs, skeletons start with grey (missing) wound status on all their organs.  Both types appear to be immune to critical hits against organs, although they can still be dismembered.&lt;br /&gt;
&lt;br /&gt;
When defeated, a zombie leaves a rotten [[corpse]] which should be disposed of to avoid [[miasma]].  It will eventually rot completely to leave a pile of [[bone]]s.  Skeletal creatures leave a [[skull]] and [[bone]]s, which can be used immediately by a [[bone carver]].&lt;br /&gt;
&lt;br /&gt;
Beware that undead fish, skeletal or zombie, can walk on land. While this is only a minor nuisance most if the time, groups of undead [[carp]] can pose a serious threat even to a well trained squad. While the average dwarf can easily run away from zombie carp, skeletal carp are a vile force of darkness which should be feared by anyone who confronts them.&lt;br /&gt;
&lt;br /&gt;
Undead [[trees]] show on the map as {{gametext|Dead Highwood}}, but an undead {{gametext|Dead Highwood Sapling}} will still mature into a full grown tree.  After cutting down, the [[log]]s are indistinguishable from those cut from a living tree.&lt;br /&gt;
&lt;br /&gt;
Undead [[shrub]]s and grass are useless, though these tainted lands contain a mix of living and dead plants.&lt;br /&gt;
&lt;br /&gt;
Beware undead [[giant eagle]]s, as [[bolt]]s have little effect upon them, and [[dwarves]] have trouble attacking them in melee.&lt;br /&gt;
But if you find skeletal whales...run and lock your fort down.&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Beak_dog&amp;diff=41229</id>
		<title>40d:Beak dog</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Beak_dog&amp;diff=41229"/>
		<updated>2009-02-04T06:04:32Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Beak dog|symbol=B|color={{color|4|0}}|bones=7|chunks=7|meat=7|fat=1|skulls=1|skin=Yes|wiki=no|biome= * [[Temperate]] fresswater [[marsh]]&lt;br /&gt;
* Temperate saltwater marsh&lt;br /&gt;
* [[Tropical]] freshwater marsh&lt;br /&gt;
* Tropical saltwater marsh}}&lt;br /&gt;
&lt;br /&gt;
A '''beak dog''' is a mount used by [[goblin]]s, a savage beast on its own. A little larger than a [[dwarf]] and armed with a huge beak and claws, it can take down many [[military|civilian]] dwarves easily. Beak dogs live in evil [[marsh]]es, so if you don't insist on settling in a marsh, you shouldn't meet these [[creatures]] until your defences are prepared.&lt;br /&gt;
Toady has said that they are large Velociraptors. &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BEAK_DOG]&lt;br /&gt;
	[NAME:beak dog:beak dogs:beak dog]&lt;br /&gt;
	[TILE:'B'][COLOR:4:0:0]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL][MOUNT][MEANDERER]&lt;br /&gt;
	[PETVALUE:50]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:chatters and clicks]&lt;br /&gt;
	[PREFSTRING:hunched backs]&lt;br /&gt;
	[PREFSTRING:large beaks]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW:CLAW_HAND]&lt;br /&gt;
	[SIZE:7]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:beak dog pup:beak dog pups]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ratman&amp;diff=42830</id>
		<title>40d:Ratman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ratman&amp;diff=42830"/>
		<updated>2009-02-04T06:01:13Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|wiki=no&lt;br /&gt;
|name=Ratman&lt;br /&gt;
|symbol=r&lt;br /&gt;
|color={{COLOR:0:0:1}}&lt;br /&gt;
|bones=4&lt;br /&gt;
|fat=1&lt;br /&gt;
|skin=Yes&lt;br /&gt;
|skulls=1&lt;br /&gt;
|chunks=4&lt;br /&gt;
|meat=4&lt;br /&gt;
|biome= * [[Chasm]]}}&lt;br /&gt;
&lt;br /&gt;
Half man, half rat. '''Ratmen''' live in [[chasm]]s in packs.&lt;br /&gt;
&lt;br /&gt;
One of the things that make them unique is that they have innate swimming, and thus drowning them is ineffective. However, they pose little enough threat to even untrained wrestlers (unless they are in a pack), so such elaborate methods are unnecessary.&lt;br /&gt;
They tend to lurk in their chasm for a year and then attack your fortress along with other monsters if their chasm is open to the ground.&lt;br /&gt;
{{Game_Data|[CREATURE:RATMAN]&lt;br /&gt;
	[NAME:ratman:ratmen:ratman]&lt;br /&gt;
	[TILE:'r'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:3:4]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Camel&amp;diff=4682</id>
		<title>40d:Camel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Camel&amp;diff=4682"/>
		<updated>2008-11-10T05:05:57Z</updated>

		<summary type="html">&lt;p&gt;Lightslay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Camel|symbol=C|color=rgb(128, 128, 0)|bones=10|chunks=10|meat=10|fat=6|skulls=1|skin=Yes|biome=&lt;br /&gt;
*Any Desert&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Camels''' come in one-humped and two-humped varieties. They produce milk but cannot be [[milker|milked]], though this is expected to change. {{version|0.28.181.40d}} They may be available for starting [[animals]], but cost 251 points each. Wild camels have been known to attack hunters, and are easily lethal against dwarves, suggesting their desire to be named King of Beasts. When hunted, they are known to lead hunters into pools of magma. Not fun.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:CAMEL_1_HUMP]&lt;br /&gt;
	[NAME:one-humped camel:one-humped camels:one-humped camel]&lt;br /&gt;
	[TILE:'C'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[MODVALUE:2]&lt;br /&gt;
	[GENPOWER:2]&lt;br /&gt;
	[EXTRACT:one-humped camel's milk:7:0:1]&lt;br /&gt;
	[EXTRACT_VALUE:20][EXTRACT_COOKABLE]&lt;br /&gt;
	[EXTRACT_SIZE:10]&lt;br /&gt;
	[EXTRACT_CHEESE:one-humped camel cheese:6:0:1]&lt;br /&gt;
	[CHEESE_VALUE:30]&lt;br /&gt;
	[FREQUENCY:100]&lt;br /&gt;
	[PREFSTRING:hump]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:3:7]&lt;br /&gt;
	[BENIGN][MEANDERER][NATURAL][PET]&lt;br /&gt;
	[PETVALUE:500]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:1HUMP:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[SIZE:10]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[CHILD:1][CHILDNAME:one-humped camel calf:one-humped camel calves]&lt;br /&gt;
	[FAT:6]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[BIOME_ANY_DESERT]&lt;br /&gt;
	[PACK_ANIMAL]&lt;br /&gt;
	[TRADE_CAPACITY:3000]&lt;br /&gt;
The two-humped camel has exactly the same code except it has two humps and is called &amp;quot;two-humped camel&amp;quot;.&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Lightslay</name></author>
	</entry>
</feed>