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		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=124403</id>
		<title>v0.31:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=124403"/>
		<updated>2010-08-09T16:43:41Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional|09:32, 9 June 2010 (UTC)}}&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during {{l|combat}}. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Throat, ears, nose, fingers, lips and teeth are exposed, even in full armor.&lt;br /&gt;
&lt;br /&gt;
'''The four best materials for armor are: {{l|adamantine}}, {{l|steel}}, {{l|bronze}}, {{l|iron}}, in descending order. The two poorest metals for armor are {{l|copper}} and {{l|silver}}'''&lt;br /&gt;
&lt;br /&gt;
Concerning armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least bronze armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (Well now that is really new and unexpected, sire!)&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones.  A weapon cannot pierce armor of the same material (e.g. steel short swords vs. steel armor). However, due to combat changes in 31.10 blunt weapons (such as maces or warhammers) have a much easier time damaging individuals through armor. Testing has shown that even a copper mace is a threat to a dwarf in a steel chain shirt! Breastplates and Greaves, being rigid protection, are required to properly protect against blunt weapons.&lt;br /&gt;
&lt;br /&gt;
It is unclear whether the {{l|armor user}} skill affects combat in any way, since the movement speed and armor penetration look the same for legendary armor users and untrained users.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the {{L|armor user}} skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks.&lt;br /&gt;
&lt;br /&gt;
This list only includes equipment Dwarves can potentially manufacture, from the file \raw\objects\entity_default.txt, while other items which exist can never be made by un-modded dwarves such as a head or face veil.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Armor Level*!!Material Size!!{{L|Cloth|Fiber}}/{{L|Silk}}!!{{L|Leather}}!!{{L|Bone}}!!{{L|Shell}}!!{{L|Metal}}!!{{L|Wood}}!!{{L|Size}}!!{{L|Armor#Size, Permit, and layering armor|Permit}}!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||+||1||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||1+||2|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood|| ||2||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;11&amp;quot;|Upper Body||Dress|| || |5 ||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt|| ||3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic|| ||3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Toga|| ||5||Clothes||Clothes|| || || || ||30||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Vest|| ||2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe|| ||6||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat|| ||5||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||1||6|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||2||6|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate[S]||3||9|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak|| ||5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves|| ||1||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||2||2|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens|| ||1||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;9&amp;quot;|Lower Body||Trousers|| ||4||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||1+||5|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||3||6|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Loincloths|| ||1||Clothes||Clothes|| || || || ||10||30||Under&lt;br /&gt;
|-&lt;br /&gt;
|Thongs|| ||1||Clothes||Clothes|| || || || ||10||30||Under&lt;br /&gt;
|-&lt;br /&gt;
|Skirts|| ||2||Clothes||Clothes|| || || || ||10||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Short Skirts|| ||2||Clothes||Clothes|| || || || ||10||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Long Skirts|| ||2||Clothes||Clothes|| || || || ||10||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Braies|| ||3||Clothes||Clothes|| || || || ||10||30||Under&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks|| ||1||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes|| ||1||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||1||1|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||1+||1|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||1||2|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||2||4|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - only those items marked as 'common' for that civilization may be crafted{{version|0.31.03}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
&lt;br /&gt;
===Size, Permit, and layering armor===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap(10,20) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{L|Adventurer mode}}''' follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if {{L|fortress mode}} follows the old rules or the new arena rules.&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a {{L|steel}} breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no {{L|leather}} armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''65''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
2 x gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
2 x mittens&lt;br /&gt;
&lt;br /&gt;
1 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
2 x caps&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
2 x socks&amp;lt;br /&amp;gt;&lt;br /&gt;
2 x high boots&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
===Coverage===&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
[UBSTEP:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
This controls how far 'up' the body an item of armour reaches. It only seems to apply to torso armour. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head, hands and feet). It can cover the children of such body parts (such as parts of the face, fingers and toes) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug I haven't been following myself, but unless you are making adamantium robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs testing.&lt;br /&gt;
&lt;br /&gt;
[LBSTEP:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
This controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. This only covers the leg parts. It doesn't extend to feet or any other attached body parts. Because the upper and lower body are effectively zero steps from each other, torso armour can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armour also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armour, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
[UPSTEP:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
This determines how far up the limb a boot or glove protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs. Because it only covers limbs, it doesn't include fingers and toes. &lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armour on the legs from high boots and a mail shirt even before adding leg armour. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Fingers/toes/faces can't be covered by hand/foot/head armour.&lt;br /&gt;
* They can be covered by MAX extended torso armour, despite it skipping the hands/feet/head.&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &amp;lt;br /&amp;gt; A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a (minor) bug.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In adv and arena mode, putting a pair of socks(or any under-layer foot wear) on before putting on a pair of boots(or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=124402</id>
		<title>v0.31:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Armor&amp;diff=124402"/>
		<updated>2010-08-09T16:37:48Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Quality|Exceptional|09:32, 9 June 2010 (UTC)}}&lt;br /&gt;
Armor is the protective equipment used to reduce/deflect damage during {{l|combat}}. It comes in several pieces, each one protecting a certain area. The purpose of each piece is pretty much self-explanatory. Note that breastplates only protect upper/lower torso areas, while mail shirts also cover the upper arms. Throat, ears, nose, fingers, lips and teeth are exposed, even in full armor.&lt;br /&gt;
&lt;br /&gt;
'''The four best materials for armor are: {{l|adamantine}}, {{l|steel}}, {{l|bronze}}, {{l|iron}}, in decending order. The two poorest metals for armor are {{l|copper}} and {{l|silver}}'''&lt;br /&gt;
&lt;br /&gt;
Concerning armored enemies you are likely to meet, it is advisable to equip your military dwarves with at least bronze armor. Testing in the arena shows that armored dwarves have a huge advantage over the unarmored ones, usually taking no casualties while making short work of their enemies. (Well now that is really new and unexpected, sire!)&lt;br /&gt;
&lt;br /&gt;
It should be noted that armor material is extremely important now.  For example, fully iron-armored dwarves with iron short swords stand no chance against steel-equipped ones.  A weapon cannot pierce armor of the same material (e.g. steel short swords vs. steel armor). However, due to combat changes in 31.10 blunt weapons (such as maces or warhammers) have a much easier time damaging individuals through armor. Even a copper mace is a threat to a dwarf in a steel chain shirt!&lt;br /&gt;
&lt;br /&gt;
It is unclear whether the {{l|armor user}} skill affects combat in any way, since the movement speed and armor penetration look the same for legendary armor users and untrained users.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see males running around in dresses.&lt;br /&gt;
&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-clothing garments may increase the {{L|armor user}} skill.&lt;br /&gt;
&lt;br /&gt;
Note that the availability of specific articles of clothing varies from civilization to civilization.  So, one civilization may not be able to make vests, another may not be able to make togas, still another may not be able to make dresses and cloaks.&lt;br /&gt;
&lt;br /&gt;
This list only includes equipment Dwarves can potentially manufacture, from the file \raw\objects\entity_default.txt, while other items which exist can never be made by un-modded dwarves such as a head or face veil.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Armor Level*!!Material Size!!{{L|Cloth|Fiber}}/{{L|Silk}}!!{{L|Leather}}!!{{L|Bone}}!!{{L|Shell}}!!{{L|Metal}}!!{{L|Wood}}!!{{L|Size}}!!{{L|Armor#Size, Permit, and layering armor|Permit}}!!Layer&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||+||1||Clothes||Clothes|| || ||Leather|| ||10||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||1+||2|| ||Leather||Leather||Leather||Chain|| ||30||20||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Hood|| ||2||Clothes||Clothes|| || || || ||10||100||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;11&amp;quot;|Upper Body||Dress|| || |5 ||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shirt|| ||3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Tunic|| ||3||Clothes||Clothes|| || || || ||10||50||Under&lt;br /&gt;
|-&lt;br /&gt;
|Toga|| ||5||Clothes||Clothes|| || || || ||30||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Vest|| ||2||Clothes||Clothes|| || || || ||10||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Robe|| ||6||Clothes||Clothes|| || || || ||20||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Coat|| ||5||Clothes||Clothes|| || || || ||20||50||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||1||6|| ||Leather|| || || || ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Chainmail||2||6|| || || || ||Chain|| ||15||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Breastplate[S]||3||9|| || || || ||Plate|| ||20||50||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Cloak|| ||5||Clothes||Clothes|| || || || ||15||150||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gloves|| ||1||Clothes||Clothes|| || || || ||10||10||Under&lt;br /&gt;
|-&lt;br /&gt;
||Gauntlets[S]||2||2|| || ||Chain||Chain||Chain|| ||20||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Mittens|| ||1||Clothes||Clothes|| || || || ||15||20||Cover&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;9&amp;quot;|Lower Body||Trousers|| ||4||Clothes||Clothes|| || || || ||15||30||Over&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||1+||5|| ||Leather||Leather||Leather||Chain|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Greaves[S]||3||6|| || ||Plate|| ||Plate|| ||15||30||Armor&lt;br /&gt;
|-&lt;br /&gt;
|Loincloths|| ||1||Clothes||Clothes|| || || || ||10||30||Under&lt;br /&gt;
|-&lt;br /&gt;
|Thongs|| ||1||Clothes||Clothes|| || || || ||10||30||Under&lt;br /&gt;
|-&lt;br /&gt;
|Skirts|| ||2||Clothes||Clothes|| || || || ||10||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Short Skirts|| ||2||Clothes||Clothes|| || || || ||10||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Long Skirts|| ||2||Clothes||Clothes|| || || || ||10||100||Over&lt;br /&gt;
|-&lt;br /&gt;
|Braies|| ||3||Clothes||Clothes|| || || || ||10||30||Under&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Feet||Socks|| ||1||Clothes||Clothes|| || || || ||10||15||Under&lt;br /&gt;
|-&lt;br /&gt;
|Shoes|| ||1||Clothes||Clothes|| || || || ||20||15||Over&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||1||1|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|High Boots||1+||1|| ||Leather|| || ||Chain|| ||25||15||Armor&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||1||2|| ||Buckler|| || ||Buckler||Buckler||NA||NA||NA&lt;br /&gt;
|-&lt;br /&gt;
|Shield||2||4|| ||Shield|| || ||Shield||Shield||NA||NA||NA&lt;br /&gt;
|}&lt;br /&gt;
Some clothing articles may not be crafted in fortresses of a given {{L|civilization}} - only those items marked as 'common' for that civilization may be crafted{{version|0.31.03}}.&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot (e.g. plate mail cannot be worn with leather armor, but can be worn with chain mail, and greaves and leggings cannot be combined).&lt;br /&gt;
* The armor level of an item with a &amp;quot;+&amp;quot; can be increased by one if made from metal.&lt;br /&gt;
&lt;br /&gt;
===Size, Permit, and layering armor===&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values govern how much clothing or armor can be worn.&lt;br /&gt;
&lt;br /&gt;
Under the old system the lowest &amp;quot;permit&amp;quot; value for any given body part is used: for instance, if a dwarf is wearing a dress (permit value: 50) and a total of 50 or more ''size'' worth of clothing on the upper body, it cannot put any more clothing on the upper body.  (This explains why the old {{L|dungeon master}}s tend to wear several cloaks: they arrive at the fortress wearing only a cloak on the upper body (permit 150), and can put on a total of 10 of them, at 15 size each.)&lt;br /&gt;
&lt;br /&gt;
Unfortunately, [LAYER:COVER] items are the only items playing by the old rules.  This much is certain from testing in arena mode.&lt;br /&gt;
&lt;br /&gt;
:*If the item to be add is a [LAYER:COVER] item, add the total item size on the body part, if this sum is '''less than or equal to''' the item's permit value then evaluate as true.&lt;br /&gt;
:*If a [LAYER:ARMOR] item is present or to be added and if the sum of the non [LAYER:COVER] items would be '''less than''' the sum of the [LAYER:ARMOR] size+permit values then evaluate as true.&lt;br /&gt;
:*If one or more items of the same non-[LAYER:COVER] layer as the one being added are present and if the sum of their size values is '''less than''' the smallest permit value then evaluate as true.&lt;br /&gt;
:*If the sum of the size values for all items on the body part are '''less than or equal to''' the permit value of the item about to be added then evaluate as true.&lt;br /&gt;
&lt;br /&gt;
The item is allowed if all rules either evaluate to true or are not applicable.  This is in addition to the rule allowing only one shaped item on a given body part at a time. &lt;br /&gt;
&lt;br /&gt;
Example: A helm(30 size,20 permit) means you can put on a mask(20,10) or two caps(10,20), but only two head veils(10,100).  Any of these configurations can fit 6 additional hoods if desired. &lt;br /&gt;
&lt;br /&gt;
Example: Wearing a cap(10,20) allows only one face veil(10,100), because they are both [LAYER:UNDER], but an additional combined total of up to 9 head veils and hoods is possible.&lt;br /&gt;
&lt;br /&gt;
Note that the armor value of socks and other clothing is unknown under the new system - however, wearing them under &amp;quot;armor&amp;quot; such as boots is recommended for an adventurer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''{{L|Adventurer mode}}''' follows the arena rules so it is possible to have three chain mail shirts(15,50), a breastplate(20,50), and 25 capes(10,300) on ones upper body plus two caps(or one mask), a helm, and six hoods on ones head.  Confirmation is needed to see if {{L|fortress mode}} follows the old rules or the new arena rules.&lt;br /&gt;
&lt;br /&gt;
===Some more workaround about Size, Permit and Layering===&lt;br /&gt;
&lt;br /&gt;
* You can only have one shaped armor piece (marked with '''[S]''') per body part.&lt;br /&gt;
* The total size of non-cover items must be ''lower'' than any armour piece's permit + size total.&lt;br /&gt;
* The total size of all items of any layer on any body part must be lower than the lowest permit value (excluding that item).&lt;br /&gt;
* The total size of all items on any body part must be lower than the size + permit value of any cover item.&lt;br /&gt;
* All items are put on in order of their layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As an example, lets say you want to kit out your soldiers upper body. Try walking through this in arena mode to get a feel for it.&lt;br /&gt;
&lt;br /&gt;
You start off with a {{L|steel}} breastplate. This has a size of '''20''' and a permit of '''50'''. It is also '''shaped''', so you can't add any other shaped items; no more breastplates and no {{L|leather}} armor.&lt;br /&gt;
&lt;br /&gt;
Now you want to add mail shirts. Each one has a permit of '''50''' and a size of '''15'''. You can add three of these if you want. It checks the size against each of the armour pieces permit + size (or rather, the permit value ignoring that items size in the calculation), like so;&lt;br /&gt;
* Against each of the mail shirts, you have '''2 x 15 = 30''' total size in mail shirts, '''+ 20''' from the breastplate, matching the '''50''' permit.&lt;br /&gt;
* Against the breastplate you have '''3 x 15 = 45 &amp;lt; 50''', fine.&lt;br /&gt;
Now if you add a fourth mail shirt these test will fail. However, because of the layering order (mail shirts being armour layer 2, the breastplate armour layer 3) the breastplate is added after the shirts. This results in the breastplate being dropped.&lt;br /&gt;
&lt;br /&gt;
Because this reaches the '''50''' permit limit for the mail shirts, you can't add more non-cover items without substituting them for existing items. If you want a robe (size '''20'''), for example, you need to remove two of the mail shirts to clear a total size of '''30''', which then lets you add an extra size '''10''' shirt, vest or whatever.&lt;br /&gt;
&lt;br /&gt;
However, you can add cover layer items. In this case, cloaks. Each cloak has a size of '''15''' and a permit of '''150'''. Taking into account the '''65''' size already on the upper body, we can add '''100''' size worth of cloaks. This lets us add '''6''' ('''x 15 = 90''') cloaks over the existing armour.&lt;br /&gt;
&lt;br /&gt;
Going through like this for the rest of the body (most of it is simpler) gives you a final setup of;&lt;br /&gt;
&lt;br /&gt;
1 x breastplate&amp;lt;br /&amp;gt;&lt;br /&gt;
3 x mail shirts&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x cloaks&lt;br /&gt;
&lt;br /&gt;
2 x gauntlets&amp;lt;br /&amp;gt;&lt;br /&gt;
2 x mittens&lt;br /&gt;
&lt;br /&gt;
1 x trousers&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x greaves&lt;br /&gt;
&lt;br /&gt;
2 x caps&amp;lt;br /&amp;gt;&lt;br /&gt;
1 x helm&amp;lt;br /&amp;gt;&lt;br /&gt;
6 x hood&lt;br /&gt;
&lt;br /&gt;
2 x socks&amp;lt;br /&amp;gt;&lt;br /&gt;
2 x high boots&lt;br /&gt;
&lt;br /&gt;
Of course, so long as the bugs are still around, we are likely to see dwarves wearing more than this or refusing to put parts on because they found their boots before their socks.&lt;br /&gt;
&lt;br /&gt;
===Coverage===&lt;br /&gt;
&lt;br /&gt;
There are three tags that govern how far coverage reaches.&lt;br /&gt;
&lt;br /&gt;
[UBSTEP:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
This controls how far 'up' the body an item of armour reaches. It only seems to apply to torso armour. Basically you can think of it as going out in stages along the body. It doesn't cover legs. It doesn't cover body parts with certain tags (notably [HEAD], [GRASP] and [STANCE], or the head, hands and feet). It can cover the children of such body parts (such as parts of the face, fingers and toes) if it extends beyond them. The upper body and lower body are counted as 0 steps away, and so both always covered.&lt;br /&gt;
&lt;br /&gt;
Breastplates have a default of 0, meaning they only cover the torso.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [UBSTEP:1], so cover the upper arms.&lt;br /&gt;
&lt;br /&gt;
A number of clothing items have [UBSTEP:MAX]. What exactly this covers depends on a certain bug I haven't been following myself, but unless you are making adamantium robes you probably won't get that much extra protection this way anyway. This would mean, for example, they would cover the upper arm, lower arm, skip the hand, then cover the fingers. The same goes for facial features (and, oddly, the throat) after skipping the head and the toes after skipping the entire legs and feet.&amp;lt;br /&amp;gt;&lt;br /&gt;
The clothes with these properties seem to be robes, cloaks, coats, shirts and dresses. However, of these only robes and dresses also have [LBSTEP:MAX] (see below) and so I'm not sure if anything else would actually cover toes or not. Needs testing.&lt;br /&gt;
&lt;br /&gt;
[LBSTEP:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
This controls how much of the legs an item covers. Legs in this case are defined as [LIMB] body parts that end in a [STANCE] body part (eg, foot). Arms are [LIMB]s, but end in a [GRASP] hand instead. This only covers the leg parts. It doesn't extend to feet or any other attached body parts. Because the upper and lower body are effectively zero steps from each other, torso armour can extend this way easily.&lt;br /&gt;
&lt;br /&gt;
Both greaves and leggings have [LBSTEP:MAX] and so cover the entire leg to the best of their ability.&amp;lt;br /&amp;gt;&lt;br /&gt;
Mail shirts have [LBSTEP:1] and so can protect the upper legs. A range of other clothes (including cloaks) and leather armour also have this.&lt;br /&gt;
As mentioned above, robes and dresses have [LBSTEP:MAX] and so cover the entire legs. These also have [UBSTEP:MAX] and so cover the entire body. Although not the strongest armour, a leather (or maybe adamantine?) robe or dress gives you maximum coverage.&lt;br /&gt;
&lt;br /&gt;
[UPSTEP:0]&amp;lt;br /&amp;gt;&lt;br /&gt;
This determines how far up the limb a boot or glove protects. As with [LBSTEP], this doesn't cover anything but the [LIMB] tag body parts, but it does cover arms as well as legs. Because it only covers limbs, it doesn't include fingers and toes. &lt;br /&gt;
&lt;br /&gt;
Low boots literally only cover the foot.&amp;lt;br /&amp;gt;&lt;br /&gt;
High boots have [UPSTEP:1], so cover the lower leg. If you consider the upper legs can covered by [LBSTEP] from above, you can effectively have an entire layer of chain armour on the legs from high boots and a mail shirt even before adding leg armour. This is why I go with greaves for a plate layer.&lt;br /&gt;
Gauntlets have [UPSTEP:1], so cover the lower arms. Because there is no other protection for arms as there is for legs, you need gauntlets and mail shirts to protect your arms fully.&lt;br /&gt;
Chausses are a very rare sock substitute, but they are the only items to have [UPSTEP:MAX] and so offer full leg coverage while being exactly the same size as regular socks. The perfect undergarment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The whole method is pretty nifty with just two problems.&amp;lt;br /&amp;gt;&lt;br /&gt;
* Fingers/toes/faces can't be covered by hand/foot/head armour.&lt;br /&gt;
* They can be covered by MAX extended torso armour, despite it skipping the hands/feet/head.&lt;br /&gt;
&lt;br /&gt;
=== Other Restrictions ===&lt;br /&gt;
&lt;br /&gt;
In fortress mode, &amp;quot;under&amp;quot; layers cannot be put on over &amp;quot;over&amp;quot; layers, so, for instance, a dwarf cannot put on socks unless it first removes its shoes.  They can wear over layers without putting an under layer on first, which explains their fondness for &amp;quot;going commando&amp;quot; (trousers without loincloth).  Dwarves will only put on the specific armor they are told to put on -- unless they are not told what to wear.&lt;br /&gt;
&lt;br /&gt;
In adventurer mode, you have direct control over what armor you put on, and are only limited by permit and &amp;quot;one only&amp;quot; restrictions.  This means you can wear three suits of chain mail (total size 45) plus another suit of chain or plate on top of them.  On top of this, you can add six cloaks.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &amp;lt;br /&amp;gt; A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a (minor) bug.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
In adv and arena mode, putting a pair of socks(or any under-layer foot wear) on before putting on a pair of boots(or any over-layer foot wear) will keep you from putting on the last boot.  So the order sock, sock, boot, boot doesn't work, but changing the order to sock, boot, sock, boot does.  This is a very minor bug.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=122999</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=122999"/>
		<updated>2010-07-29T18:25:44Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Civilization Forge&lt;br /&gt;
|version = 2.1&lt;br /&gt;
|df version = 0.31.12&lt;br /&gt;
|last update = 07/18/2010&lt;br /&gt;
|download = http://dffd.wimbli.com/file.php?id=2277&lt;br /&gt;
}}&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2277 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring caravans of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves tainted by the powers of Chaos. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Tainted dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. Some few are even rumored to be possessed by demonic spirits, and possess unholy strength.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. They are found in the deep forests of the world.&lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and should they war upon you they will come swiftly and in great numbers.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants generally keep to their frozen strongholds, but any who incur their wrath have cause to fear their strength.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - A mountain-dwelling race of intelligent rodents. They're thieves like Kobolds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - A strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron and bronze and can speak with other races, which makes them a little more noticeable in the world than kobolds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapons====&lt;br /&gt;
&lt;br /&gt;
Mattock - A two-handed pick often used by dwarven miners. It is no military weapon, but can still do considerable damage when necessary.&lt;br /&gt;
&lt;br /&gt;
Club - A simple blunt weapon, usually used by more primitive races&lt;br /&gt;
&lt;br /&gt;
Hand Axe - Lighter than a Battle Axe, the hand axe hits with less force but has greater speed.&lt;br /&gt;
&lt;br /&gt;
War Axe - Larger and heavier than a Battle Axe, the war axe is often used two-handed by dwarves.&lt;br /&gt;
&lt;br /&gt;
[[http://en.wikipedia.org/wiki/File:Bec_de_Corbin.jpg Raven's Beak]] - A pole weapon with a hammer-head shaped much like a Raven's Beak. It is useful when fighting armored opponents.&lt;br /&gt;
&lt;br /&gt;
Skullcracker - A dwarven maul that has been adopted by a few other races. The Skullcracker is heavy, and usually used two-handed.&lt;br /&gt;
&lt;br /&gt;
Light Hammer - A common dwarven working hammer, the Light Hammer can be used in combat as well. It is not a particularly good weapon, however, and is usually reserved for civilians to use for self defense.&lt;br /&gt;
&lt;br /&gt;
[[http://www.realmcollections.com/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/S/w/Swords_Celtic_Flame_Sword_2017_93.jpg Flambard]] - A one-handed sword with a blade that is curved like fire.&lt;br /&gt;
&lt;br /&gt;
[[http://swordforum.com/swd/dt/dt-falcata-largesand.jpg Falcata]] - A long bladed sword curved inward and weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.levantia.com.au/military/pictures/falchion.jpg Falcion]] - A short, heavy sword weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.kultofathena.com/images%5CAH4317_l.jpg Kopesh]] - An ancient design, the Kopesh is a sword with a sickle-like blade. It is favored by Bugbears, but generally considered inferior by other races.&lt;br /&gt;
&lt;br /&gt;
Bastard Sword - A large sword in-between a long sword and a two-handed sword.&lt;br /&gt;
&lt;br /&gt;
Dire Blade - A humongous sword wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Spear - A humongous spear wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Maul - A humongous hammer wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Axe - A humongous axe wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dread Star - A humongous spiked mace wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Scorpion Dagger - A thin-bladed dagger used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
&lt;br /&gt;
Scorpion Blade- A thin-bladed sword used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
&lt;br /&gt;
Scorpion Spear - A thin-bladed spear used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
&lt;br /&gt;
Mail Vest - A light vest made of woven chain. It provides less cover than a chain shirt, but requires fewer materials and is considerably lighter.&lt;br /&gt;
&lt;br /&gt;
[[http://home.messiah.edu/~gdaub/armor/pictures/fletcher/hauberk.jpg Mail Hauberk]] - A long coat made of woven chain. It provides even better protection than a chain shirt, but requires more materials and is considerably heavier.&lt;br /&gt;
&lt;br /&gt;
[[http://www.globaleffects.com/C_pages/Rental/Wardrobe/Armor/Period/CompleteSuit/European/Armor_scale817_hi.jpg Scale Armor]] - A coat of armor made with overlapping scales. It is generally equivalent to chain.&lt;br /&gt;
&lt;br /&gt;
Scale Hauberk - A long coat of armor made with overlapping scales. It is generally equivalent to a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
[[http://www.metmuseum.org/special/Warriors_of_the_Himalayas/images/6-lamellar-armor.L.jpg Lamellar Armor]] - A coat of armor made with small plates sewn next to each other. It is stiffer than chain, and so provides better protection against blunt attacks. However, it is heavier and less flexible.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar Armor - A long coat of Lamellar. It provides great protection, but is quite heavy.&lt;br /&gt;
&lt;br /&gt;
Apron - A work apron often worn by dwarves. It can be made of leather, which provides some amount of protection in combat.&lt;br /&gt;
&lt;br /&gt;
Scale Leggings - Armored leggings made of overlapping scales. Generally equivalent to chain leggings.&lt;br /&gt;
&lt;br /&gt;
Lamellar Leggings - Armored leggings made of small plates sewn together. Slightly better than chain leggings, but a bit heavier.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
[[http://www.thinkgeek.com/images/products/zoom/b53e_chain_mail_coif.jpg Chain coif]] - A hood of woven chain. It provides better cover than a metal cap, though it protects less against blunt attacks.&lt;br /&gt;
&lt;br /&gt;
Chain gauntlet - A glove of woven chain. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Scale gauntlet - A glove of overlapping scales. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Lamellar gauntlet - A glove of small plates. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Shields====&lt;br /&gt;
&lt;br /&gt;
Kite Shield - A large shield with a pointed tip at the bottom. It provides better cover than a standard round shield, but is heavier.&lt;br /&gt;
&lt;br /&gt;
Tower Shield - A very large shield that acts as a portable wall. It provides the best cover, but is very heavy.&lt;br /&gt;
&lt;br /&gt;
Targe - A small round shield, in between a standard Round and a Buckler. It provides decent protection and is fairly light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Pig''' - Cheaper than cows and provide a lot of meat when butchered.&lt;br /&gt;
&lt;br /&gt;
'''Chicken''' - No eggs yet, but they are cheap and breed quickly. A good renewable source of food.&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting. A powerful asset for any fort.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting. It can also be butchered for meat and shells.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in its meat.&lt;br /&gt;
&lt;br /&gt;
'''Land Strider''' - A huge creature found wandering the grasslands of the world. It is often domesticated for its immense strength and used to haul goods.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - A serious threat found in Savage lands, the Giant Wasp is nearly the size of a dwarf and boasts a deadly poisoned stinger. They will raid your fortress for food. It is recommended that young forts simply appease them with a pile of extra food stuffs well away from the fortress rather than attempt to actually fight the wasps.&lt;br /&gt;
&lt;br /&gt;
'''Redstripe Wasp''' - These medium-sized forest critters can be a serious pest. About the size of a cat, these wasps will raid your fortress for food. Not too dangerous, generally, but their poisonous stings can be deadly.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - While only a minor pest to an established fortress, they can be a serious hazard to a young outpost. They will attempt to raid your food supplies, and Soldier ants especially can be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Fire Beetle''' - A rare beetle found in savage lands. It is generally docile, but can spit a gout of fire when threatened.&lt;br /&gt;
&lt;br /&gt;
'''Spike Beetle''' - A medium sized insect that roams the forests of the world. They can be hostile, but are generally too small to be a threat.&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand addition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
'''Web Lichen''' - A delicate and somewhat rare underground plant, it can be eaten raw or brewed into firewater.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Cane''' - Produces sugar, molasses, or Rum. &lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
'''Silverwood''' - A rare tree that grows only in goodly lands, the wood of this tree is said to be as hard as iron. It is highly prized by the Elves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Flint- A blueish stone found as pockets within Chalk and Limestone. It can be used to make stone weapons.&lt;br /&gt;
&lt;br /&gt;
Alum Shale - An oil shale that can be used to make Alum. This Sedimentary Layer stone is dark blue.&lt;br /&gt;
&lt;br /&gt;
Melanterite - This green stone is often found in veins of coal or iron ore. It is used in alchemy.&lt;br /&gt;
&lt;br /&gt;
Chalcanthite - This blue stone is often found in veins of copper ore. It is used in alchemy.&lt;br /&gt;
&lt;br /&gt;
Truesilver - This purple ore is the only source of Mithril in the world. The mithril must be separated from the silver in the ore in a Separation Chamber&lt;br /&gt;
&lt;br /&gt;
Levitite - This green ore is the only source of Levisium in the world. The levisium must be separated from the copper in the ore in a Separation Chamber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Nightfire - A Precious gem occasionally found within clusters of Fine Jet.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
&lt;br /&gt;
Frost Crystal - A hardened shard of Elemental Water. It can be combined with iron to make Glacium&lt;br /&gt;
&lt;br /&gt;
Fireheart - A hardened shard of Elemental Fire. It can be combined with iron to make Incendium&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - A hardened shard of Elemental Fire. It can be combined with iron to make Tempestium&lt;br /&gt;
&lt;br /&gt;
Ward Crystal - A hardened shard of Elemental Fire. It can be combined with iron to make Ward Iron&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - A strange glowing gem. It can be combined with Fireheart to make blazing Incendium, a very dangerous material&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ironworks Industry===&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
'''Wrought Iron''' - Iron created at the smelter can no longer be used for weapons and armor. Instead, Iron can be work-hardened at the Finishing Forge to create Wrought Iron, which is about equal to Bronze.&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is no longer created at the Smelter. Instead, I am using some more historically accurate was to create steel.&lt;br /&gt;
&lt;br /&gt;
''''Pattern-welded steel'''' - This method of creating steel is done by taking Iron Bars, Pig Iron Bars, and charcoal or coke and hammering them together at the Finishing Forge to balance out the carbon levels between the two types of iron. This is the most labor intensive way to make steel, and dwarves usually have better options, but can be done if other resources are lacking. Note that Pig Iron no longer requires Flux&lt;br /&gt;
&lt;br /&gt;
'''Crucible''' - Two types of Steel are made at the new Crucible furnace. Normal steel is made by taking Iron Bars and Wood and heating them with fuel or magma to add carbon to the iron to make steel. Crucible Steel is a special form of naturally alloyed steel made from Ilmenite (now an iron ore found in gabbro). Crucible Steel is made using Ilmenite, Wood, raw green glass, and fuel/magma. It is stronger than normal steel due to impurities of Vanadium in the Ilmentite.&lt;br /&gt;
&lt;br /&gt;
'''Blast Furnace''' -  This dwarf-only building allows for large-scale steel production. Six iron ore, six flux stones, and six coke/charcoal are placed into the blast furnace and fired with fuel or magma to create six steel bars. This is by far the most efficient way to make steel, but since it only works in large batches and requires flux you may still find yourself making steel using the other two methods as well. It requires 3 blocks, two units of leather for bellows, and a wrought iron bar to stir the molten iron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charcoal furnace''' - This high efficiency furnace turns wood into two units of Charcoal, although it is slightly harder to make than a normal wood burning furnace. It requires stone blocks to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemy Industry===&lt;br /&gt;
&lt;br /&gt;
====Alchemical Items====&lt;br /&gt;
Alchemical Jar - Used for Alchemy Jars&lt;br /&gt;
&lt;br /&gt;
Transport Tube - Used to trade Alchemical substances with merchants&lt;br /&gt;
&lt;br /&gt;
====New Workshops====&lt;br /&gt;
Alchemy Laboratory - Used to perform most Alchemical jobs&lt;br /&gt;
&lt;br /&gt;
Alchemy Workbench - Used to transfer Alchemical Components between transport bars and alchemical jars&lt;br /&gt;
&lt;br /&gt;
Jarmaker's Workshop - Used to create Alchemical Jars from glass&lt;br /&gt;
&lt;br /&gt;
Saltpeter Beds - Used to create Saltpeter for Alchemy&lt;br /&gt;
&lt;br /&gt;
Oil Press - Used to Press oils from plants. Currently only for alchemical purposes.&lt;br /&gt;
&lt;br /&gt;
Frothing Pool - Used to separate out usable minerals from Cobaltite&lt;br /&gt;
&lt;br /&gt;
Tempering Chamber - Used to create the various Tempered Crystal bars&lt;br /&gt;
&lt;br /&gt;
Separation Chamber - Used to separate Mithral and Levitite from their ores&lt;br /&gt;
&lt;br /&gt;
Infusion Chamber - Creates powerful Elemental metals&lt;br /&gt;
&lt;br /&gt;
Crystal Furnace - Workaround building to make Crystal Glass items, since they are currently bugged in DF&lt;br /&gt;
&lt;br /&gt;
====Alchemical Metals====&lt;br /&gt;
Mithril - A rare and precious metal, Mithril is stronger than steel and much lighter&lt;br /&gt;
&lt;br /&gt;
Bright Silver - When smelted normally, Truesilver gives Bright Silver. This shiny metal is roughly equivalent to Iron or Bronze, though a good bit lighter&lt;br /&gt;
&lt;br /&gt;
Orihalcum - Mithril can be alloyed with Gold and Platinum to create Orihalcum. This Red metal is dense, but much harder than steel&lt;br /&gt;
&lt;br /&gt;
Royal Bronze - When alloyed with Copper and Tin, Mithril gives you the purple Royal Bronze. This metal is stronger than regular bronze and a bit lighter&lt;br /&gt;
&lt;br /&gt;
Levisium - Nearly weightless, this bright green metal does not make for good weapons. However, it does make for decent armor that won't weigh down the wearer.&lt;br /&gt;
&lt;br /&gt;
Green Copper - When smelted normally, Levitite gives Green Copper. This metal is a bit stronger than copper and a bit lighter.&lt;br /&gt;
&lt;br /&gt;
Verdant Bronze - When alloyed with copper and tin Levisium gives the brilliantly green Verdant Bronze. This metal is slightly lighter than regular bronze, and nearly as strong.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When alloyed with iron in the creation of steel, Levesium gives you the glittering Shimmersteel. This metal is slightly lighter than regular steel and nearly as strong.&lt;br /&gt;
&lt;br /&gt;
Tempered Crystal - When tempered properly, Crystal Glass can be made into metallic bars. By themselves these bars are a good bit weaker than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - When crystal glass is tempered with Quicksilver you get Blood Crystal. Stronger than iron and razor sharp it makes for superb weapons.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - When crystal glass is tempered with Midnight Elixir you get Night Crystal. Stronger than iron, this dark blue metal makes good armor and blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - When crystal glass is tempered with Quicksilver, Midnight Exlixir, and Black Antimony you get the nearly black Void Crystal. This crystal is stronger and sharper than steel.&lt;br /&gt;
&lt;br /&gt;
Glacium - Imbued with Elemental Water this metal is permanently cold to the touch. It is far superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Incendium - Imbued with Elemental Fire this metal is permanently warm to the touch. Some of the best weapons in the world are made from this metal.&lt;br /&gt;
&lt;br /&gt;
Blazing Incendium - Imbued with Elemental Fire this metal is permanently hot to the touch. It is quite hazardous to work with.&lt;br /&gt;
&lt;br /&gt;
Tempestium - Imbued with Elemental Air this metal crackles with energy. It can only be worked in small amounts, but ammo created with it can pierce the strongest armor.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - Imbued with Elemental Earth this metal is fantastically tough. Some of the best armor in the world is made from this metal.&lt;br /&gt;
&lt;br /&gt;
Elementium - Imbued with all four Elements, this Metal is superior to everything but the fabled Adamantine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alchemical Recipies====&lt;br /&gt;
[[Alchemy Basics]]&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
NOTE - Neither of these graphic sets has been confirmed to work with the new version&lt;br /&gt;
&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge/Alchemy_basics&amp;diff=122009</id>
		<title>Modification:Civilization Forge/Alchemy basics</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge/Alchemy_basics&amp;diff=122009"/>
		<updated>2010-07-20T21:21:26Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: Created page with '===Alchemy Guide===  This is the Basic Alchemy Guide for the Civilization Forge Mod  ====Basic Alchemy items====  Alchemical Jars: These jars are the basic unit to hold alche…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Alchemy Guide===&lt;br /&gt;
&lt;br /&gt;
This is the Basic Alchemy Guide for the [[Civilization Forge]] Mod&lt;br /&gt;
&lt;br /&gt;
====Basic Alchemy items====&lt;br /&gt;
&lt;br /&gt;
Alchemical Jars: These jars are the basic unit to hold alchemical items. They are created at the Jar Maker's workshop from raw glass (green, clear, or crystal). Note that many reactions require 5 jars, so it is wise to keep many extras on hand.&lt;br /&gt;
&lt;br /&gt;
Alchemical Transport Tubes: These are 'metal' bars that you can import that contain a jar's worth of an alchemical substance. Their contents can be transferred to a jar at the Alchemy Workbench.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
General Note: All reactions here are assumed to be at the Alchemist's workshop unless stated otherwise&lt;br /&gt;
&lt;br /&gt;
Alchemical Components:&lt;br /&gt;
&lt;br /&gt;
Oil&lt;br /&gt;
    Found: Extracted from Oil Nuts or Tunnel Tube in an Oil Press&lt;br /&gt;
     Uses: Used to create Night Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 bunch of Oil Nuts and 1 alchemical jar OR 1 tunnel tube log and 3 alchemical jars&lt;br /&gt;
     Produces: 1 jar of Oil or 3 jars of Oil&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quicksilver&lt;br /&gt;
    Found: Extracted from Cinnabar&lt;br /&gt;
     Uses: Used to create Blood Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Cinnabar and 1 alchemical jar&lt;br /&gt;
     Produces: 1 jar of quicksilver&lt;br /&gt;
&lt;br /&gt;
Midnight Elixir&lt;br /&gt;
    Found: Created from Cobaltite and Oil in a Frothing Pool&lt;br /&gt;
     Uses: Used to create Night Crystal and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Cobaltite and 5 alchemical jars filled with Oil&lt;br /&gt;
     Produces: 5 jars of Midnight Elixir&lt;br /&gt;
&lt;br /&gt;
Black Antimony&lt;br /&gt;
    Found: Extracted from Stibnite&lt;br /&gt;
     Uses: Used to create Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Stibnite and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Black Antimony&lt;br /&gt;
&lt;br /&gt;
Saltpeter&lt;br /&gt;
   Found: Either dug from the earth or created from Potash in the Saltpeter beds.&lt;br /&gt;
    Uses: Used to create Emen Aren&lt;br /&gt;
    Requires: 1 bar of potash&lt;br /&gt;
    Produces: 1 boulder of saltpeter&lt;br /&gt;
    &lt;br /&gt;
Green Vitriol&lt;br /&gt;
   Found: Extracted from Melanterite&lt;br /&gt;
    Uses: Can be distilled to Oil of Vitriol&lt;br /&gt;
    Requires: 1 boulder of Melanterite and 5 alchemical jars &lt;br /&gt;
    Produces: 5 jars of Green Vitriol&lt;br /&gt;
    &lt;br /&gt;
Oil of Vitriol&lt;br /&gt;
   Found: Distilled from Green Vitriol or Alum&lt;br /&gt;
    Uses: Used to create Emen Aren&lt;br /&gt;
    Requires: 1 jar of Green Vitriol OR 1 Jar of Alum&lt;br /&gt;
    Produces: 1 jar of Oil of Vitriol   &lt;br /&gt;
    &lt;br /&gt;
Blue Vitriol&lt;br /&gt;
   Found: Extracted from Chalcanthite&lt;br /&gt;
    Uses: Used to create Night Crystal and Emen Aren&lt;br /&gt;
    Requires: 1 boulder of Chalcanthite and 5 alchemical jars &lt;br /&gt;
    Produces: 5 jars of Blue Vitriol&lt;br /&gt;
    &lt;br /&gt;
Alum&lt;br /&gt;
    Found: Extracted from Alunite, Bauxite, or Alum Shale&lt;br /&gt;
     Uses: Used to make Oil of Vitriol and Emen Aren&lt;br /&gt;
     Requires: 1 boulder of an Alum Stone, 1 bar of Potash, and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Alum&lt;br /&gt;
     &lt;br /&gt;
Emen Aren (Strong Water)&lt;br /&gt;
    Found: Made from combining Saltpeter and Oil of Vitriol or combining Blue Vitriol, Saltpeter, and Alum&lt;br /&gt;
     Uses: Used to create Relon Aren and separate Mithril/Levisium from ore&lt;br /&gt;
     Requires: 1 boulder of Saltpeter and 5 alchemical jars filled with Oil of Vitriol OR 2 alchemical jars filled with Blue Vitriol, 1 boulder of Saltpeter, and 1 jar filled with Alum&lt;br /&gt;
     Produces: 5 jars of Emen Aren OR 3 jars of Emen Aren&lt;br /&gt;
     &lt;br /&gt;
Salt&lt;br /&gt;
    Found: Mined from Rock Salt&lt;br /&gt;
     Uses: Used to create Nabid Ubal&lt;br /&gt;
     Requires: 1 boulder of Rock Salt and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Salt&lt;br /&gt;
     &lt;br /&gt;
Nabid Ubal (Spirit of Salt)&lt;br /&gt;
    Found: Made from Salt and Oil of Vitriol&lt;br /&gt;
     Uses: Used to create Relon Aren  &lt;br /&gt;
     Requires: 1 jar of Salt and 1 jar of Oil of Vitriol &lt;br /&gt;
     Produces: 1 jar of Nabid Ubal and 1 empty alchemical jar             &lt;br /&gt;
     &lt;br /&gt;
Relon Aren (Royal Water)&lt;br /&gt;
    Found: Made from Nabid Ubal and Emen Aren&lt;br /&gt;
     Uses: Used to create the various Elemental Metals&lt;br /&gt;
     Requires: 3 jar of Nabid Ubal and 1 jar of Emen Aren&lt;br /&gt;
     Produces: 4 jars of Relon Aren    &lt;br /&gt;
&lt;br /&gt;
Ikal Nabid (Healing Salts)&lt;br /&gt;
    Found: Made from Dolomite, talc, or olivine&lt;br /&gt;
     Uses: Used to create Tempered Crystal, Blood Crystal, Night Crystal, and Void Crystal&lt;br /&gt;
     Requires: 1 boulder of Dolomite, talc, or olivine and 5 alchemical jars &lt;br /&gt;
     Produces: 5 jars of Ikal Nabid&lt;br /&gt;
          &lt;br /&gt;
Elixir of Frost&lt;br /&gt;
    Found: Made from Frost Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Glacium bars&lt;br /&gt;
     Requires: 1 cut Frost Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Frost          &lt;br /&gt;
&lt;br /&gt;
Elixir of Fire&lt;br /&gt;
    Found: Made from Fireheart and Relon Aren&lt;br /&gt;
     Uses: Used to create Incendium bars&lt;br /&gt;
     Requires: 1 cut Fireheart gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Fire&lt;br /&gt;
     &lt;br /&gt;
Elixir of Fury&lt;br /&gt;
    Found: Made from Storm Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Tempestium bars&lt;br /&gt;
     Requires: 1 cut Storm Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Fury&lt;br /&gt;
     &lt;br /&gt;
Elixir of Stone&lt;br /&gt;
    Found: Made from Ward Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Ward Iron bars&lt;br /&gt;
     Requires: 1 cut Ward Crystal gem and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Elixir of Stone&lt;br /&gt;
     &lt;br /&gt;
Pure Elixir&lt;br /&gt;
    Found: Made from Frost Crystal, Fireheart, Storm Crystal, Ward Crystal and Relon Aren&lt;br /&gt;
     Uses: Used to create Elementium bars     &lt;br /&gt;
     Requires: 1 cut Ward Crystal, 1 Frost Crystal, 1 Fireheart, 1 Storm Crystal, and 5 jars of Relon Aren&lt;br /&gt;
     Produces: 5 jars of Pure Elixir&lt;br /&gt;
     &lt;br /&gt;
-----------------&lt;br /&gt;
Infusion Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
The Infusion Chamber is used to create the various Elemental Metals&lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Frost = 1 Glacium Bar                      &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Fire = 1 Incendium Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Fury = 1 Tempestium Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Elixir of Stone = 1 Ward Iron Bar &lt;br /&gt;
&lt;br /&gt;
1 bar of iron + 1 Pure Elixir = 1 Elementium Bar &lt;br /&gt;
    &lt;br /&gt;
-----------------&lt;br /&gt;
Tempering Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
The Tempering Chamber is used to turn Raw Crystal Glass into the various Crystal Bars&lt;br /&gt;
   &lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Fuel = 1 Tempered Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Midnight Elixir + Fuel = 1 Night Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Quicksilver + Fuel = 1 Blood Crystal Bar&lt;br /&gt;
&lt;br /&gt;
1 Raw Crystal Glass + Ikal Nabid + Quicksilver + Midnight Elixir + Black Antimony + Fuel = 1 Void Crystal Bar&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
-----------------&lt;br /&gt;
Separation Chamber &lt;br /&gt;
-----------------&lt;br /&gt;
Used to Separate Mithril from Truesilver and Levisium from Levitite&lt;br /&gt;
&lt;br /&gt;
1 boulder Truesilver + Emen Aren = 1 Silver Bar + 1 Mithril Bar (20% chance)              &lt;br /&gt;
&lt;br /&gt;
1 boulder Levitite + Emen Aren = 1 Copper Bar + 1 Levisium Bar (33% chance)&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=122008</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=122008"/>
		<updated>2010-07-20T21:19:56Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Civilization Forge&lt;br /&gt;
|version = 2.1&lt;br /&gt;
|df version = 0.31.10&lt;br /&gt;
|last update = 07/18/2010&lt;br /&gt;
|download = http://dffd.wimbli.com/file.php?id=2277&lt;br /&gt;
}}&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2277 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring caravans of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves tainted by the powers of Chaos. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Tainted dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. Some few are even rumored to be possessed by demonic spirits, and possess unholy strength.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. They are found in the deep forests of the world.&lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and should they war upon you they will come swiftly and in great numbers.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants generally keep to their frozen strongholds, but any who incur their wrath have cause to fear their strength.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - A mountain-dwelling race of intelligent rodents. They're thieves like Kobolds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - A strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron and bronze and can speak with other races, which makes them a little more noticeable in the world than kobolds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapons====&lt;br /&gt;
&lt;br /&gt;
Mattock - A two-handed pick often used by dwarven miners. It is no military weapon, but can still do considerable damage when necessary.&lt;br /&gt;
&lt;br /&gt;
Club - A simple blunt weapon, usually used by more primitive races&lt;br /&gt;
&lt;br /&gt;
Hand Axe - Lighter than a Battle Axe, the hand axe hits with less force but has greater speed.&lt;br /&gt;
&lt;br /&gt;
War Axe - Larger and heavier than a Battle Axe, the war axe is often used two-handed by dwarves.&lt;br /&gt;
&lt;br /&gt;
[[http://en.wikipedia.org/wiki/File:Bec_de_Corbin.jpg Raven's Beak]] - A pole weapon with a hammer-head shaped much like a Raven's Beak. It is useful when fighting armored opponents.&lt;br /&gt;
&lt;br /&gt;
Skullcracker - A dwarven maul that has been adopted by a few other races. The Skullcracker is heavy, and usually used two-handed.&lt;br /&gt;
&lt;br /&gt;
Light Hammer - A common dwarven working hammer, the Light Hammer can be used in combat as well. It is not a particularly good weapon, however, and is usually reserved for civilians to use for self defense.&lt;br /&gt;
&lt;br /&gt;
[[http://www.realmcollections.com/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/S/w/Swords_Celtic_Flame_Sword_2017_93.jpg Flambard]] - A one-handed sword with a blade that is curved like fire.&lt;br /&gt;
&lt;br /&gt;
[[http://swordforum.com/swd/dt/dt-falcata-largesand.jpg Falcata]] - A long bladed sword curved inward and weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.levantia.com.au/military/pictures/falchion.jpg Falcion]] - A short, heavy sword weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.kultofathena.com/images%5CAH4317_l.jpg Kopesh]] - An ancient design, the Kopesh is a sword with a sickle-like blade. It is favored by Bugbears, but generally considered inferior by other races.&lt;br /&gt;
&lt;br /&gt;
Bastard Sword - A large sword in-between a long sword and a two-handed sword.&lt;br /&gt;
&lt;br /&gt;
Dire Blade - A humongous sword wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Spear - A humongous spear wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Maul - A humongous hammer wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Axe - A humongous axe wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dread Star - A humongous spiked mace wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Scorpion Dagger - A thin-bladed dagger used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
&lt;br /&gt;
Scorpion Blade- A thin-bladed sword used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
&lt;br /&gt;
Scorpion Spear - A thin-bladed spear used by the Sand Raiders. It is good at piercing armor.&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
&lt;br /&gt;
Mail Vest - A light vest made of woven chain. It provides less cover than a chain shirt, but requires fewer materials and is considerably lighter.&lt;br /&gt;
&lt;br /&gt;
[[http://home.messiah.edu/~gdaub/armor/pictures/fletcher/hauberk.jpg Mail Hauberk]] - A long coat made of woven chain. It provides even better protection than a chain shirt, but requires more materials and is considerably heavier.&lt;br /&gt;
&lt;br /&gt;
[[http://www.globaleffects.com/C_pages/Rental/Wardrobe/Armor/Period/CompleteSuit/European/Armor_scale817_hi.jpg Scale Armor]] - A coat of armor made with overlapping scales. It is generally equivalent to chain.&lt;br /&gt;
&lt;br /&gt;
Scale Hauberk - A long coat of armor made with overlapping scales. It is generally equivalent to a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
[[http://www.metmuseum.org/special/Warriors_of_the_Himalayas/images/6-lamellar-armor.L.jpg Lamellar Armor]] - A coat of armor made with small plates sewn next to each other. It is stiffer than chain, and so provides better protection against blunt attacks. However, it is heavier and less flexible.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar Armor - A long coat of Lamellar. It provides great protection, but is quite heavy.&lt;br /&gt;
&lt;br /&gt;
Apron - A work apron often worn by dwarves. It can be made of leather, which provides some amount of protection in combat.&lt;br /&gt;
&lt;br /&gt;
Scale Leggings - Armored leggings made of overlapping scales. Generally equivalent to chain leggings.&lt;br /&gt;
&lt;br /&gt;
Lamellar Leggings - Armored leggings made of small plates sewn together. Slightly better than chain leggings, but a bit heavier.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
[[http://www.thinkgeek.com/images/products/zoom/b53e_chain_mail_coif.jpg Chain coif]] - A hood of woven chain. It provides better cover than a metal cap, though it protects less against blunt attacks.&lt;br /&gt;
&lt;br /&gt;
Chain gauntlet - A glove of woven chain. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Scale gauntlet - A glove of overlapping scales. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Lamellar gauntlet - A glove of small plates. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Shields====&lt;br /&gt;
&lt;br /&gt;
Kite Shield - A large shield with a pointed tip at the bottom. It provides better cover than a standard round shield, but is heavier.&lt;br /&gt;
&lt;br /&gt;
Tower Shield - A very large shield that acts as a portable wall. It provides the best cover, but is very heavy.&lt;br /&gt;
&lt;br /&gt;
Targe - A small round shield, in between a standard Round and a Buckler. It provides decent protection and is fairly light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Pig''' - Cheaper than cows and provide a lot of meat when butchered.&lt;br /&gt;
&lt;br /&gt;
'''Chicken''' - No eggs yet, but they are cheap and breed quickly. A good renewable source of food.&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting. A powerful asset for any fort.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting. It can also be butchered for meat and shells.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in its meat.&lt;br /&gt;
&lt;br /&gt;
'''Land Strider''' - A huge creature found wandering the grasslands of the world. It is often domesticated for its immense strength and used to haul goods.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - A serious threat found in Savage lands, the Giant Wasp is nearly the size of a dwarf and boasts a deadly poisoned stinger. They will raid your fortress for food. It is recommended that young forts simply appease them with a pile of extra food stuffs well away from the fortress rather than attempt to actually fight the wasps.&lt;br /&gt;
&lt;br /&gt;
'''Redstripe Wasp''' - These medium-sized forest critters can be a serious pest. About the size of a cat, these wasps will raid your fortress for food. Not too dangerous, generally, but their poisonous stings can be deadly.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - While only a minor pest to an established fortress, they can be a serious hazard to a young outpost. They will attempt to raid your food supplies, and Soldier ants especially can be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Fire Beetle''' - A rare beetle found in savage lands. It is generally docile, but can spit a gout of fire when threatened.&lt;br /&gt;
&lt;br /&gt;
'''Spike Beetle''' - A medium sized insect that roams the forests of the world. They can be hostile, but are generally too small to be a threat.&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand addition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
'''Web Lichen''' - A delicate and somewhat rare underground plant, it can be eaten raw or brewed into firewater.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Cane''' - Produces sugar, molasses, or Rum. &lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
'''Silverwood''' - A rare tree that grows only in goodly lands, the wood of this tree is said to be as hard as iron. It is highly prized by the Elves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Flint- A blueish stone found as pockets within Chalk and Limestone. It can be used to make stone weapons.&lt;br /&gt;
&lt;br /&gt;
Alum Shale - An oil shale that can be used to make Alum. This Sedimentary Layer stone is dark blue.&lt;br /&gt;
&lt;br /&gt;
Melanterite - This green stone is often found in veins of coal or iron ore. It is used in alchemy.&lt;br /&gt;
&lt;br /&gt;
Chalcanthite - This blue stone is often found in veins of copper ore. It is used in alchemy.&lt;br /&gt;
&lt;br /&gt;
Truesilver - This purple ore is the only source of Mithril in the world. The mithril must be separated from the silver in the ore in a Separation Chamber&lt;br /&gt;
&lt;br /&gt;
Levitite - This green ore is the only source of Levisium in the world. The levisium must be separated from the copper in the ore in a Separation Chamber&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Nightfire - A Precious gem occasionally found within clusters of Fine Jet.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
&lt;br /&gt;
Frost Crystal - A hardened shard of Elemental Water. It can be combined with iron to make Glacium&lt;br /&gt;
&lt;br /&gt;
Fireheart - A hardened shard of Elemental Fire. It can be combined with iron to make Incendium&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - A hardened shard of Elemental Fire. It can be combined with iron to make Tempestium&lt;br /&gt;
&lt;br /&gt;
Ward Crystal - A hardened shard of Elemental Fire. It can be combined with iron to make Ward Iron&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - A strange glowing gem. It can be combined with Fireheart to make blazing Incendium, a very dangerous material&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ironworks Industry===&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
'''Wrought Iron''' - Iron created at the smelter can no longer be used for weapons and armor. Instead, Iron can be work-hardened at the Finishing Forge to create Wrought Iron, which is about equal to Bronze.&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is no longer created at the Smelter. Instead, I am using some more historically accurate was to create steel.&lt;br /&gt;
&lt;br /&gt;
''''Pattern-welded steel'''' - This method of creating steel is done by taking Iron Bars, Pig Iron Bars, and charcoal or coke and hammering them together at the Finishing Forge to balance out the carbon levels between the two types of iron. This is the most labor intensive way to make steel, and dwarves usually have better options, but can be done if other resources are lacking. Note that Pig Iron no longer requires Flux&lt;br /&gt;
&lt;br /&gt;
'''Crucible''' - Two types of Steel are made at the new Crucible furnace. Normal steel is made by taking Iron Bars and Wood and heating them with fuel or magma to add carbon to the iron to make steel. Crucible Steel is a special form of naturally alloyed steel made from Ilmenite (now an iron ore found in gabbro). Crucible Steel is made using Ilmenite, Wood, raw green glass, and fuel/magma. It is stronger than normal steel due to impurities of Vanadium in the Ilmentite.&lt;br /&gt;
&lt;br /&gt;
'''Blast Furnace''' -  This dwarf-only building allows for large-scale steel production. Six iron ore, six flux stones, and six coke/charcoal are placed into the blast furnace and fired with fuel or magma to create six steel bars. This is by far the most efficient way to make steel, but since it only works in large batches and requires flux you may still find yourself making steel using the other two methods as well. It requires 3 blocks, two units of leather for bellows, and a wrought iron bar to stir the molten iron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charcoal furnace''' - This high efficiency furnace turns wood into two units of Charcoal, although it is slightly harder to make than a normal wood burning furnace. It requires stone blocks to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Alchemy Industry===&lt;br /&gt;
&lt;br /&gt;
====Alchemical Items====&lt;br /&gt;
Alchemical Jar - Used for Alchemy Jars&lt;br /&gt;
&lt;br /&gt;
Transport Tube - Used to trade Alchemical substances with merchants&lt;br /&gt;
&lt;br /&gt;
====New Workshops====&lt;br /&gt;
Alchemy Laboratory - Used to perform most Alchemical jobs&lt;br /&gt;
&lt;br /&gt;
Alchemy Workbench - Used to transfer Alchemical Components between transport bars and alchemical jars&lt;br /&gt;
&lt;br /&gt;
Jarmaker's Workshop - Used to create Alchemical Jars from glass&lt;br /&gt;
&lt;br /&gt;
Saltpeter Beds - Used to create Saltpeter for Alchemy&lt;br /&gt;
&lt;br /&gt;
Oil Press - Used to Press oils from plants. Currently only for alchemical purposes.&lt;br /&gt;
&lt;br /&gt;
Frothing Pool - Used to separate out usable minerals from Cobaltite&lt;br /&gt;
&lt;br /&gt;
Tempering Chamber - Used to create the various Tempered Crystal bars&lt;br /&gt;
&lt;br /&gt;
Separation Chamber - Used to separate Mithral and Levitite from their ores&lt;br /&gt;
&lt;br /&gt;
Infusion Chamber - Creates powerful Elemental metals&lt;br /&gt;
&lt;br /&gt;
Crystal Furnace - Workaround building to make Crystal Glass items, since they are currently bugged in DF&lt;br /&gt;
&lt;br /&gt;
====Alchemical Metals====&lt;br /&gt;
Mithril - A rare and precious metal, Mithril is stronger than steel and much lighter&lt;br /&gt;
&lt;br /&gt;
Bright Silver - When smelted normally, Truesilver gives Bright Silver. This shiny metal is roughly equivalent to Iron or Bronze, though a good bit lighter&lt;br /&gt;
&lt;br /&gt;
Orihalcum - Mithril can be alloyed with Gold and Platinum to create Orihalcum. This Red metal is dense, but much harder than steel&lt;br /&gt;
&lt;br /&gt;
Royal Bronze - When alloyed with Copper and Tin, Mithril gives you the purple Royal Bronze. This metal is stronger than regular bronze and a bit lighter&lt;br /&gt;
&lt;br /&gt;
Levisium - Nearly weightless, this bright green metal does not make for good weapons. However, it does make for decent armor that won't weigh down the wearer.&lt;br /&gt;
&lt;br /&gt;
Green Copper - When smelted normally, Levitite gives Green Copper. This metal is a bit stronger than copper and a bit lighter.&lt;br /&gt;
&lt;br /&gt;
Verdant Bronze - When alloyed with copper and tin Levisium gives the brilliantly green Verdant Bronze. This metal is slightly lighter than regular bronze, and nearly as strong.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When alloyed with iron in the creation of steel, Levesium gives you the glittering Shimmersteel. This metal is slightly lighter than regular steel and nearly as strong.&lt;br /&gt;
&lt;br /&gt;
Tempered Crystal - When tempered properly, Crystal Glass can be made into metallic bars. By themselves these bars are a good bit weaker than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - When crystal glass is tempered with Quicksilver you get Blood Crystal. Stronger than iron and razor sharp it makes for superb weapons.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - When crystal glass is tempered with Midnight Elixir you get Night Crystal. Stronger than iron, this dark blue metal makes good armor and blunt weapons.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - When crystal glass is tempered with Quicksilver, Midnight Exlixir, and Black Antimony you get the nearly black Void Crystal. This crystal is stronger and sharper than steel.&lt;br /&gt;
&lt;br /&gt;
Glacium - Imbued with Elemental Water this metal is permanently cold to the touch. It is far superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Incendium - Imbued with Elemental Fire this metal is permanently warm to the touch. Some of the best weapons in the world are made from this metal.&lt;br /&gt;
&lt;br /&gt;
Blazing Incendium - Imbued with Elemental Fire this metal is permanently hot to the touch. It is quite hazardous to work with.&lt;br /&gt;
&lt;br /&gt;
Tempestium - Imbued with Elemental Air this metal crackles with energy. It can only be worked in small amounts, but ammo created with it can pierce the strongest armor.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - Imbued with Elemental Earth this metal is fantastically tough. Some of the best armor in the world is made from this metal.&lt;br /&gt;
&lt;br /&gt;
Elementium - Imbued with all four Elements, this Metal is superior to everything but the fabled Adamantine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alchemical Recipies====&lt;br /&gt;
[[Alchemy Basics]]&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
NOTE - Neither of these graphic sets has been confirmed to work with the new version&lt;br /&gt;
&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=115433</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=115433"/>
		<updated>2010-05-25T22:24:05Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Civilization Forge&lt;br /&gt;
|version = 2.1&lt;br /&gt;
|df version = 0.31.04&lt;br /&gt;
|last update = 05/17/2010&lt;br /&gt;
|download = http://dffd.wimbli.com/file.php?id=2277&lt;br /&gt;
}}&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2277 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring caravans of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tainted Dwarves''' - A twisted branch of dwarves tainted by the powers of Chaos. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Tainted dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. Some few are even rumored to be possessed by demonic spirits, and possess unholy strength. Note that they used to be called Chaos Dwarves, and might be again. For now, though, they're Tainted.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. They are found in the deep forests of the world.&lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and should they war upon you they will come swiftly and in great numbers.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants generally keep to their frozen strongholds, but any who incur their wrath have cause to fear their strength.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - A mountain-dwelling race of intelligent rodents. They're thieves like Kobolds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - A strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron and bronze and can speak with other races, which makes them a little more noticeable in the world than kobolds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapons====&lt;br /&gt;
&lt;br /&gt;
Mattock - A two-handed pick often used by dwarven miners. It is no military weapon, but can still do considerable damage when necessary.&lt;br /&gt;
&lt;br /&gt;
Club - A simple blunt weapon, usually used by more primitive races&lt;br /&gt;
&lt;br /&gt;
Hand Axe - Lighter than a Battle Axe, the hand axe hits with less force but has greater speed.&lt;br /&gt;
&lt;br /&gt;
War Axe - Larger and heavier than a Battle Axe, the war axe is often used two-handed by dwarves.&lt;br /&gt;
&lt;br /&gt;
[[http://en.wikipedia.org/wiki/File:Bec_de_Corbin.jpg Raven's Beak]] - A pole weapon with a hammer-head shaped much like a Raven's Beak. It is useful when fighting armored opponents.&lt;br /&gt;
&lt;br /&gt;
Skullcracker - A dwarven maul that has been adopted by a few other races. The Skullcracker is heavy, and usually used two-handed.&lt;br /&gt;
&lt;br /&gt;
[[http://www.realmcollections.com/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/S/w/Swords_Celtic_Flame_Sword_2017_93.jpg Flambard]] - A one-handed sword with a blade that is curved like fire.&lt;br /&gt;
&lt;br /&gt;
[[http://swordforum.com/swd/dt/dt-falcata-largesand.jpg Falcata]] - A long bladed sword curved inward and weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.levantia.com.au/military/pictures/falchion.jpg Falcion]] - A short, heavy sword weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.kultofathena.com/images%5CAH4317_l.jpg Kopesh]] - An ancient design, the Kopesh is a sword with a sickle-like blade. It is favored by Bugbears, but generally considered inferior by other races.&lt;br /&gt;
&lt;br /&gt;
Bastard Sword - A large sword in-between a long sword and a two-handed sword.&lt;br /&gt;
&lt;br /&gt;
Dire Blade - A humongous sword wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Spear - A humongous spear wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Maul - A humongous hammer wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Axe - A humongous axe wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dread Star - A humongous spiked mace wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
&lt;br /&gt;
Mail Vest - A light vest made of woven chain. It provides less cover than a chain shirt, but requires fewer materials and is considerably lighter.&lt;br /&gt;
&lt;br /&gt;
[[http://home.messiah.edu/~gdaub/armor/pictures/fletcher/hauberk.jpg Mail Hauberk]] - A long coat made of woven chain. It provides even better protection than a chain shirt, but requires more materials and is considerably heavier.&lt;br /&gt;
&lt;br /&gt;
[[http://www.globaleffects.com/C_pages/Rental/Wardrobe/Armor/Period/CompleteSuit/European/Armor_scale817_hi.jpg Scale Armor]] - A coat of armor made with overlapping scales. It is generally equivalent to chain.&lt;br /&gt;
&lt;br /&gt;
Scale Hauberk - A long coat of armor made with overlapping scales. It is generally equivalent to a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
[[http://www.metmuseum.org/special/Warriors_of_the_Himalayas/images/6-lamellar-armor.L.jpg Lamellar Armor]] - A coat of armor made with small plates sewn next to each other. It is stiffer than chain, and so provides better protection against blunt attacks. However, it is heavier and less flexible.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar Armor - A long coat of Lamellar. It provides great protection, but is quite heavy.&lt;br /&gt;
&lt;br /&gt;
Scale Leggings - Armored leggings made of overlapping scales. Generally equivalent to chain leggings.&lt;br /&gt;
&lt;br /&gt;
Lamellar Leggings - Armored leggings made of small plates sewn together. Slightly better than chain leggings, but a bit heavier.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
[[http://www.thinkgeek.com/images/products/zoom/b53e_chain_mail_coif.jpg Chain coif]] - A hood of woven chain. It provides better cover than a metal cap, though it protects less against blunt attacks.&lt;br /&gt;
&lt;br /&gt;
Chain gauntlet - A glove of woven chain. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Scale gauntlet - A glove of overlapping scales. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Lamellar gauntlet - A glove of small plates. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Shields====&lt;br /&gt;
&lt;br /&gt;
Kite Shield - A large shield with a pointed tip at the bottom. It provides better cover than a standard round shield, but is heavier.&lt;br /&gt;
&lt;br /&gt;
Tower Shield - A very large shield that acts as a portable wall. It provides the best cover, but is very heavy.&lt;br /&gt;
&lt;br /&gt;
Targe - A small round shield, in between a standard Round and a Buckler. It provides decent protection and is fairly light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Pig''' - Cheaper than cows and provide a lot of meat when butchered.&lt;br /&gt;
&lt;br /&gt;
'''Chicken''' - No eggs yet, but they are cheap and breed quickly. A good renewable source of food.&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting. A powerful asset for any fort.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting. It can also be butchered for meat and shells.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in its meat.&lt;br /&gt;
&lt;br /&gt;
'''Land Strider''' - A huge creature found wandering the grasslands of the world. It is often domesticated for its immense strength and used to haul goods.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - A serious threat found in Savage lands, the Giant Wasp is nearly the size of a dwarf and boasts a deadly poisoned stinger. They will raid your fortress for food. It is recommended that young forts simply appease them with a pile of extra food stuffs well away from the fortress rather than attempt to actually fight the wasps.&lt;br /&gt;
&lt;br /&gt;
'''Redstripe Wasp''' - These medium-sized forest critters can be a serious pest. About the size of a cat, these wasps will raid your fortress for food. Not too dangerous, generally, but their poisonous stings can be deadly.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - While only a minor pest to an established fortress, they can be a serious hazard to a young outpost. They will attempt to raid your food supplies, and Soldier ants especially can be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Fire Beetle''' - A rare beetle found in savage lands. It is generally docile, but can spit a gout of fire when threatened.&lt;br /&gt;
&lt;br /&gt;
'''Spike Beetle''' - A medium sized insect that roams the forests of the world. They can be hostile, but are generally too small to be a threat.&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand addition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
'''Web Lichen''' - A delicate and somewhat rare underground plant, it can be eaten raw or brewed into firewater.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Cane''' - Produces sugar, molasses, or Rum. &lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Nightfire - A Precious gem occasionally found within clusters of Fine Jet.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ironworks Industry===&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
'''Wrought Iron''' - Iron created at the smelter can no longer be used for weapons and armor. Instead, Iron can be work-hardened at the Finishing Forge to create Wrought Iron, which is about equal to Bronze.&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is no longer created at the Smelter. Instead, I am using some more historically accurate was to create steel.&lt;br /&gt;
&lt;br /&gt;
''''Pattern-welded steel'''' - This method of creating steel is done by taking Iron Bars, Pig Iron Bars, and charcoal or coke and hammering them together at the Finishing Forge to balance out the carbon levels between the two types of iron. This is the most labor intensive way to make steel, and dwarves usually have better options, but can be done if other resources are lacking. Note that Pig Iron no longer requires Flux&lt;br /&gt;
&lt;br /&gt;
'''Crucible''' - Two types of Steel are made at the new Crucible furnace. Normal steel is made by taking Iron Bars and Wood and heating them with fuel or magma to add carbon to the iron to make steel. Crucible Steel is a special form of naturally alloyed steel made from Ilmenite (now an iron ore found in gabbro). Crucible Steel is made using Ilmenite, Wood, raw green glass, and fuel/magma. It is stronger than normal steel due to impurities of Vanadium in the Ilmentite.&lt;br /&gt;
&lt;br /&gt;
'''Blast Furnace''' -  This dwarf-only building allows for large-scale steel production. Six iron ore, six flux stones, and six coke/charcoal are placed into the blast furnace and fired with fuel or magma to create six steel bars. This is by far the most efficient way to make steel, but since it only works in large batches and requires flux you may still find yourself making steel using the other two methods as well. It requires 3 blocks, two units of leather for bellows, and a wrought iron bar to stir the molten iron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charcoal furnace''' - This high efficiency furnace turns wood into two units of Charcoal, although it is slightly harder to make than a normal wood burning furnace. It requires stone blocks to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
NOTE - Neither of these graphic sets has been confirmed to work with the new version&lt;br /&gt;
&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=115430</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=115430"/>
		<updated>2010-05-25T22:23:12Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
{{Modification&lt;br /&gt;
|name = Civilization Forge&lt;br /&gt;
|version = 2.1&lt;br /&gt;
|df version = 0.31.04&lt;br /&gt;
|last update = 05/17/2010&lt;br /&gt;
|download = http://dffd.wimbli.com/file.php?id=2277&lt;br /&gt;
}}&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=2277 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring caravans of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Tainted Dwarves''' - A twisted branch of dwarves tainted by the powers of Chaos. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Tainted dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. Some few are even rumored to be possessed by demonic spirits, and possess unholy strength. Note that they used to be called Chaos Dwarves, and might be again. For now, though, they're Tainted.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. They are found in the deep forests of the world.&lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and should they war upon you they will come swiftly and in great numbers.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants generally keep to their frozen strongholds, but any who incur their wrath have cause to fear their strength.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - A mountain-dwelling race of intelligent rodents. They're thieves like Kobolds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - A strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron and bronze and can speak with other races, which makes them a little more noticeable in the world than kobolds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapons====&lt;br /&gt;
&lt;br /&gt;
Mattock - A two-handed pick often used by dwarven miners. It is no military weapon, but can still do considerable damage when necessary.&lt;br /&gt;
&lt;br /&gt;
Club - A simple blunt weapon, usually used by more primitive races&lt;br /&gt;
&lt;br /&gt;
Hand Axe - Lighter than a Battle Axe, the hand axe hits with less force but has greater speed.&lt;br /&gt;
&lt;br /&gt;
War Axe - Larger and heavier than a Battle Axe, the war axe is often used two-handed by dwarves.&lt;br /&gt;
&lt;br /&gt;
[[http://en.wikipedia.org/wiki/File:Bec_de_Corbin.jpg Raven's Beak]] - A pole weapon with a hammer-head shaped much like a Raven's Beak. It is useful when fighting armored opponents.&lt;br /&gt;
&lt;br /&gt;
Skullcracker - A dwarven maul that has been adopted by a few other races. The Skullcracker is heavy, and usually used two-handed.&lt;br /&gt;
&lt;br /&gt;
[[http://www.realmcollections.com/media/catalog/product/cache/1/image/5e06319eda06f020e43594a9c230972d/S/w/Swords_Celtic_Flame_Sword_2017_93.jpg Flambard]] - A one-handed sword with a blade that is curved like fire.&lt;br /&gt;
&lt;br /&gt;
[[http://swordforum.com/swd/dt/dt-falcata-largesand.jpg Falcata]] - A long bladed sword curved inward and weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.levantia.com.au/military/pictures/falchion.jpg Falcion]] - A short, heavy sword weighted for hacking.&lt;br /&gt;
&lt;br /&gt;
[[http://www.kultofathena.com/images%5CAH4317_l.jpg Kopesh]] - An ancient design, the Kopesh is a sword with a sickle-like blade. It is favored by Bugbears, but generally considered inferior by other races.&lt;br /&gt;
&lt;br /&gt;
Bastard Sword - A large sword in-between a long sword and a two-handed sword.&lt;br /&gt;
&lt;br /&gt;
Dire Blade - A humongous sword wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Spear - A humongous spear wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Maul - A humongous hammer wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dire Axe - A humongous axe wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
Dread Star - A humongous spiked mace wielded by the Frost Giants. It is unlikely that any normal creature could use one.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
&lt;br /&gt;
Mail Vest - A light vest made of woven chain. It provides less cover than a chain shirt, but requires fewer materials and is considerably lighter.&lt;br /&gt;
&lt;br /&gt;
[[http://home.messiah.edu/~gdaub/armor/pictures/fletcher/hauberk.jpg Mail Hauberk]] - A long coat made of woven chain. It provides even better protection than a chain shirt, but requires more materials and is considerably heavier.&lt;br /&gt;
&lt;br /&gt;
[[http://www.globaleffects.com/C_pages/Rental/Wardrobe/Armor/Period/CompleteSuit/European/Armor_scale817_hi.jpg Scale Armor]] - A coat of armor made with overlapping scales. It is generally equivalent to chain.&lt;br /&gt;
&lt;br /&gt;
Scale Hauberk - A long coat of armor made with overlapping scales. It is generally equivalent to a chain hauberk.&lt;br /&gt;
&lt;br /&gt;
[[http://www.metmuseum.org/special/Warriors_of_the_Himalayas/images/6-lamellar-armor.L.jpg Lamellar Armor]] - A coat of armor made with small plates sewn next to each other. It is stiffer than chain, and so provides better protection against blunt attacks. However, it is heavier and less flexible.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar Armor - A long coat of Lamellar. It provides great protection, but is quite heavy.&lt;br /&gt;
&lt;br /&gt;
Scale Leggings - Armored leggings made of overlapping scales. Generally equivalent to chain leggings.&lt;br /&gt;
&lt;br /&gt;
Lamellar Leggings - Armored leggings made of small plates sewn together. Slightly better than chain leggings, but a bit heavier.&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
[[http://www.thinkgeek.com/images/products/zoom/b53e_chain_mail_coif.jpg Chain coif]] - A hood of woven chain. It provides better cover than a metal cap, though it protects less against blunt attacks.&lt;br /&gt;
&lt;br /&gt;
Chain gauntlet - A glove of woven chain. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Scale gauntlet - A glove of overlapping scales. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
Lamellar gauntlet - A glove of small plates. Not as protective as full plate gauntlets, but they are much lighter&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====New Shields====&lt;br /&gt;
&lt;br /&gt;
Kite Shield - A large shield with a pointed tip at the bottom. It provides better cover than a standard round shield, but is heavier.&lt;br /&gt;
&lt;br /&gt;
Tower Shield - A very large shield that acts as a portable wall. It provides the best cover, but is very heavy.&lt;br /&gt;
&lt;br /&gt;
Targe - A small round shield, in between a standard Round and a Buckler. It provides decent protection and is fairly light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Pig''' - Cheaper than cows and provide a lot of meat when butchered.&lt;br /&gt;
&lt;br /&gt;
'''Chicken''' - No eggs yet, but they are cheap and breed quickly. A good renewable source of food.&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting. A powerful asset for any fort.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting. It can also be butchered for meat and shells.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in its meat.&lt;br /&gt;
&lt;br /&gt;
'''Land Strider''' - A huge creature found wandering the grasslands of the world. It is often domesticated for its immense strength and used to haul goods.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - A serious threat found in Savage lands, the Giant Wasp is nearly the size of a dwarf and boasts a deadly poisoned stinger. They will raid your fortress for food. It is recommended that young forts simply appease them with a pile of extra food stuffs well away from the fortress rather than attempt to actually fight the wasps.&lt;br /&gt;
&lt;br /&gt;
'''Redstripe Wasp''' - These medium-sized forest critters can be a serious pest. About the size of a cat, these wasps will raid your fortress for food. Not too dangerous, generally, but their poisonous stings can be deadly.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - While only a minor pest to an established fortress, they can be a serious hazard to a young outpost. They will attempt to raid your food supplies, and Soldier ants especially can be quite dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Fire Beetle''' - A rare beetle found in savage lands. It is generally docile, but can spit a gout of fire when threatened.&lt;br /&gt;
&lt;br /&gt;
'''Spike Beetle''' - A medium sized insect that roams the forests of the world. They can be hostile, but are generally too small to be a threat.&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand addition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
'''Web Lichen''' - A delicate and somewhat rare underground plant, it can be eaten raw or brewed into firewater.&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Cane''' - Produces sugar, molasses, or Rum. &lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Nightfire - A Precious gem occasionally found within clusters of Fine Jet.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Ironworks Industry===&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
'''Wrought Iron''' - Iron created at the smelter can no longer be used for weapons and armor. Instead, Iron can be work-hardened at the Finishing Forge to create Wrought Iron, which is about equal to Bronze.&lt;br /&gt;
&lt;br /&gt;
'''Steel''' is no longer created at the Smelter. Instead, I am using some more historically accurate was to create steel.&lt;br /&gt;
&lt;br /&gt;
''''Pattern-welded steel'''' - This method of creating steel is done by taking Iron Bars, Pig Iron Bars, and charcoal or coke and hammering them together at the finishing forge to balance out the carbon levels between the two types of iron. This is the most labor intensive way to make steel, and dwarves usually have better options, but can be done if other resources are lacking. Note that Pig Iron no longer requires Flux&lt;br /&gt;
&lt;br /&gt;
'''Crucible''' - Two types of Steel are made at the new Crucible furnace. Normal steel is made by taking Iron Bars and Wood and heating them with fuel or magma to add carbon to the iron to make steel. Crucible Steel is a special form of naturally alloyed steel made from Ilmenite (now an iron ore found in gabbro). Crucible Steel is made using Ilmenite, Wood, raw green glass, and fuel/magma. It is stronger than normal steel due to impurities of Vanadium in the Ilmentite.&lt;br /&gt;
&lt;br /&gt;
'''Blast Furnace''' -  This dwarf-only building allows for large-scale steel production. Six iron ore, six flux stones, and six coke/charcoal are placed into the blast furnace and fired with fuel or magma to create six steel bars. This is by far the most efficient way to make steel, but since it only works in large batches and requires flux you may still find yourself making steel using the other two methods as well. It requires 3 blocks, two units of leather for bellows, and a wrought iron bar to stir the molten iron.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Charcoal furnace''' - This high efficiency furnace turns wood into two units of Charcoal, although it is slightly harder to make than a normal wood burning furnace. It requires stone blocks to create.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
&lt;br /&gt;
NOTE - Neither of these graphic sets has been confirmed to work with the new version&lt;br /&gt;
&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=115428</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=115428"/>
		<updated>2010-05-25T22:17:38Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
For information on how to make your own mods, visit the [[Modding Guide]].&lt;br /&gt;
&lt;br /&gt;
==[[DF2010:Civilization_Forge|Civilization Forge Mod]]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.1]''''' for '''''DF Version 0.31.03+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Civilization_Forge|Civilization Forge Wiki Page]]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2316 Dwarf Chocolate]==&lt;br /&gt;
'''''Current version: 0.23''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:SethCreiyd|SethCreiyd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:  Contains many additions to Dwarf Fortress with the intention of diversifying the game while retaining its flavor.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56828.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF Version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=115427</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=115427"/>
		<updated>2010-05-25T22:16:37Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
For information on how to make your own mods, visit the [[Modding Guide]].&lt;br /&gt;
&lt;br /&gt;
==[[DF2010:Civilization_Forge|Civilization Forge Mod]]==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.1]''''' for '''''DF Version 0.31.03+'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
[[DF2010:Civilization_Forge|Civilization Forge Wiki Page]]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2316 Dwarf Chocolate]==&lt;br /&gt;
'''''Current version: 0.23''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:SethCreiyd|SethCreiyd]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary:  Contains many additions to Dwarf Fortress with the intention of diversifying the game while retaining its flavor.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56828.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF Version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=105069</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=105069"/>
		<updated>2010-05-06T20:28:34Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF Version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;br /&gt;
&lt;br /&gt;
==Civilization Forge Mod==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.02]''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
[http://df.magmawiki.com/index.php/DF2010:Civilization_Forge Wiki Page]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=105068</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=105068"/>
		<updated>2010-05-06T20:28:13Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF Version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;br /&gt;
&lt;br /&gt;
==Civilization Forge Mod==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.02]''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&lt;br /&gt;
[[http://df.magmawiki.com/index.php/DF2010:Civilization_Forge Wiki Page]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=103829</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=103829"/>
		<updated>2010-05-05T17:47:47Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Modifications =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=2281 Dig Deeper]==&lt;br /&gt;
'''''Current version: ALPHA''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:The13thRonin|The13thRonin]]&amp;lt;br/&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br/&amp;gt;&lt;br /&gt;
Summary: Adds a whole lot of different changes.&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=56229.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF Version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;br /&gt;
&lt;br /&gt;
==Civilization Forge Mod==&lt;br /&gt;
'''''Current version: [http://dffd.wimbli.com/file.php?id=2277 2.02]''''' for '''''DF Version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=100893</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=100893"/>
		<updated>2010-04-29T19:09:47Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Major Mods =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;br /&gt;
&lt;br /&gt;
==Civilization Forge Mod==&lt;br /&gt;
'''''Current version: NOT YET RELEASED''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=31157.0 Forum Thread]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=100892</id>
		<title>v0.31:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:List_of_mods&amp;diff=100892"/>
		<updated>2010-04-29T19:09:12Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
  {| align=&amp;quot;right&amp;quot;&lt;br /&gt;
  | __TOC__&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
= Major Mods =&lt;br /&gt;
&lt;br /&gt;
Major modifications generally add or change a significant portion of the game, such as adding in new civilizations or altering the placement and properties of the game's metals and minerals.  Major modifications normally require a new world to be generated using the modified files before they can be played.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Due to the wide range of modified files, major modifications have high likelihoods of conflicting with each other.  Make sure to check for compatibility issues before attempting to install multiple mods.&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1993 Genesis Mod]==&lt;br /&gt;
'''''Current version: 1.2''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Deon|Deon]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Total Conversion&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous playable races, exotic animals, and dangerous hazards.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;br /&gt;
&lt;br /&gt;
==[http://dffd.wimbli.com/file.php?id=1975 Kobold Camp]==&lt;br /&gt;
'''''Current version: Alpha 0.3''''' for '''''DF version 0.31.01'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: Pathos&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Makes Kobolds into a playable race, with new workshops, items, and weapons.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52540.0 Forum Thread]&amp;lt;br /&amp;gt;&lt;br /&gt;
A more recent version with pre-packed graphics can be found [http://dffd.wimbli.com/file.php?id=2071 here.]&lt;br /&gt;
&lt;br /&gt;
==Civilization Forge Mod==&lt;br /&gt;
'''''Current version: NOT YET RELEASED''''' for '''''DF version 0.31.03'''''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
Author: [[User:Mephansteras|Mephansteras]]&amp;lt;br /&amp;gt;&lt;br /&gt;
Type: Major&amp;lt;br /&amp;gt;&lt;br /&gt;
Summary: Adds numerous races, animals, and items to Dwarf Fortress as well as rebalancing many aspects of the game.&amp;lt;br /&amp;gt;&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=52988.0 Forum Thread]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=78185</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=78185"/>
		<updated>2010-04-02T15:03:09Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
Just a quick aid for confused players, please reformat this, anyone who knows more:&lt;br /&gt;
&lt;br /&gt;
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.&lt;br /&gt;
The squad defaults to training all the time (see its 's'chedule on the military screen).&lt;br /&gt;
To actually make them train, though, you need to activate them:  's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.&lt;br /&gt;
You also need to create a barracks from a bed, armour stand, or weapon rack, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.&lt;br /&gt;
&lt;br /&gt;
{{L|Military/Guide|Quickstart Guide}}&lt;br /&gt;
&lt;br /&gt;
==Kill orders - the most important command; aka I NEED THIS DEAD NOW==&lt;br /&gt;
The kill command allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarf's booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Kill Order steps - as DF2010 can be unclear:&lt;br /&gt;
&lt;br /&gt;
1. Have a squad(s) set up through the 'm'ilitary menu at the main screen. Start a new squad if necessary by moving over to the dwarves and selecting them. Now assign proper weapons and armor. You do not need to mess with alerts or schedules at this time. You should always have a squad set up before everything goes to Armok, but this command may be utilized to have civilians join in a last ditch defense.&lt;br /&gt;
&lt;br /&gt;
2. Go back to the main screen, then press 's' to access the 's'quad menu. &lt;br /&gt;
&lt;br /&gt;
3. Press either 'a' or 'A' to select the squad(s) that will execute the Kill Order. You may press 'p' if you want to toggle between having an individual dwarf or the squad perform the kill order.&lt;br /&gt;
&lt;br /&gt;
4. After selecting which dwarves will execute the kill order, press 'k' for &amp;quot;Attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now you have several options, you can move the cursor to what you want to die and press 'enter', press 'l'ist and select what you want to die from a list, or 'r'ectangle to select an area of things you want dead.&lt;br /&gt;
&lt;br /&gt;
6. Watch your dwarves fulfill their beardhood or join the halls of their fathers.&lt;br /&gt;
&lt;br /&gt;
==Alert levels==&lt;br /&gt;
&lt;br /&gt;
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.&lt;br /&gt;
&lt;br /&gt;
Each alert level also carries instructions for military dwarves when it is activated. Unlike the civilian level, which applies to your entire fort, the military alert level can be set individually for each squad. To set a squad to an alert level, either select it from the squad menu (s) and press 't' until the desired alert level is selected, or go to the alert menu (m then a), highlight the correct alert level in the left pane, then highlight the correct squad in the middle pane, then press Shift-Enter.&lt;br /&gt;
&lt;br /&gt;
==Scheduling==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given a schedule to follow for an entire year. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen. &lt;br /&gt;
&lt;br /&gt;
On the main scheduling page, you will see a list of months on the left side, and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the / and * numpad keys. You can use the + and - numpad keys to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate up and down the month list, and the left/right arrow keys to navigate between the squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.&lt;br /&gt;
&lt;br /&gt;
When you press 'e', a screen will come up saying something like 'o: Train'. Press o to change the order's type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|Burrow}}, {{L|Station}}, or {{L|Route}}. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to and press Enter. It should be highlighted in green. When you are done, press Shift-Enter to save the order and return to the schedule screen.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing Shift-Tab in the main military screen, you can flip the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
==Marksdwarves==&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, you need two things. First, they must have quivers. Archers will no longer fire bolts without a quiver to store them in. Second, you need to have an archery range that is set up for the squad and listed as a Training area for that squad.&lt;br /&gt;
&lt;br /&gt;
'''See Also: [[DF2010:Military/Guide]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=78184</id>
		<title>v0.31:Military</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Military&amp;diff=78184"/>
		<updated>2010-04-02T15:02:48Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
Just a quick aid for confused players, please reformat this, anyone who knows more:&lt;br /&gt;
&lt;br /&gt;
You can load dwarves into a squad from the 'm'ilitary screen, after you've defined a military commander.&lt;br /&gt;
The squad defaults to training all the time (see its 's'chedule on the military screen).&lt;br /&gt;
To actually make them train, though, you need to activate them:  's'quads from the main screen, then press the letter of your squad, then 't' to change it from inactive to active.&lt;br /&gt;
You also need to create a barracks from a bed, armour stand, or weapon rack, then assign the squad to train in it with the 't' key. This makes them immediately start to train there.&lt;br /&gt;
&lt;br /&gt;
{{L|Military/Guide|Quickstart Guide}}&lt;br /&gt;
&lt;br /&gt;
==Kill orders - the most important command; aka I NEED THIS DEAD NOW==&lt;br /&gt;
The kill command allows your military to focus their attack on one or more specific targets. It is a very unsubtle way of beating into your dwarf's booze addled minds that they are to kill your target or be killed in the attempt. It may very well be your last command to your dwarves.&lt;br /&gt;
&lt;br /&gt;
Kill Order steps - as DF2010 can be unclear:&lt;br /&gt;
&lt;br /&gt;
1. Have a squad(s) set up through the 'm'ilitary menu at the main screen. Start a new squad if necessary by moving over to the dwarves and selecting them. Now assign proper weapons and armor. You do not need to mess with alerts or schedules at this time. You should always have a squad set up before everything goes to Armok, but this command may be utilized to have civilians join in a last ditch defense.&lt;br /&gt;
&lt;br /&gt;
2. Go back to the main screen, then press 's' to access the 's'quad menu. &lt;br /&gt;
&lt;br /&gt;
3. Press either 'a' or 'A' to select the squad(s) that will execute the Kill Order. You may press 'p' if you want to toggle between having an individual dwarf or the squad perform the kill order.&lt;br /&gt;
&lt;br /&gt;
4. After selecting which dwarves will execute the kill order, press 'k' for &amp;quot;Attack&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
5. Now you have several options, you can move the cursor to what you want to die and press 'enter', press 'l'ist and select what you want to die from a list, or 'r'ectangle to select an area of things you want dead.&lt;br /&gt;
&lt;br /&gt;
6. Watch your dwarves fulfill their beardhood or join the halls of their fathers.&lt;br /&gt;
&lt;br /&gt;
==Alert levels==&lt;br /&gt;
&lt;br /&gt;
The ''alert level'' is a fundamental concept of military management. In each alert level, you can program instructions for your military and civilian dwarves to follow. The game contains two alert levels by default - 'Inactive' and 'Active/Train'. In 'Inactive', all squads are assigned no orders. In 'Active/Train', all squads are assigned to train the entire year.&lt;br /&gt;
&lt;br /&gt;
Your entire fortress is always set to exactly one 'Civilian alert level'. This restricts where civilians may go. To define the restriction area, you must first create a {{L|Burrow}} encompassing the area you want to restrict your civilians to. Then, go to the alert screen (m then a), create a new alert level (call it something like 'Danger'), highlight it in the left pane, then press enter on the correct burrow in the right pane. You can change the currently active civilian alert level by pressing enter on the correct alert level in the left pane.&lt;br /&gt;
&lt;br /&gt;
Each alert level also carries instructions for military dwarves when it is activated. Unlike the civilian level, which applies to your entire fort, the military alert level can be set individually for each squad. To set a squad to an alert level, either select it from the squad menu (s) and press 't' until the desired alert level is selected, or go to the alert menu (m then a), highlight the correct alert level in the left pane, then highlight the correct squad in the middle pane, then press Shift-Enter.&lt;br /&gt;
&lt;br /&gt;
==Scheduling==&lt;br /&gt;
&lt;br /&gt;
Each squad can be given a schedule to follow for an entire year. Each squad has a separate schedule for each alert level; it can be swapped between these schedules with the procedure outlined in the previous section. The main scheduling screen can be accessed by pressing s from the main military screen. &lt;br /&gt;
&lt;br /&gt;
On the main scheduling page, you will see a list of months on the left side, and a list of all of the squads in your fortress along the top edge. Scheduling is done separately for each alert level; to switch between alert levels use the / and * numpad keys. You can use the + and - numpad keys to scroll through the squads at the top if you have more than will fit on one screen. Use the up/down arrow keys to navigate up and down the month list, and the left/right arrow keys to navigate between the squads.  The orders in the currently selected cell are displayed in blue towards the bottom of the screen. When you've highlighted a cell, press Tab to switch focus to this order list. From here, you can press e to edit the orders.&lt;br /&gt;
&lt;br /&gt;
When you press 'e', a screen will come up saying something like 'o: Train'. Press o to change the order's type. This cycles between 'Train', 'Defend Burrow', 'Patrol Route', and 'Station'. To use any of the orders other than Train, you will first need to set up the appropriate {{L|Burrow}}, {{L|Station}}, or {{L|Route}}. When you cycle to the order you want, highlight the burrow, station, or route you want the order to go to and press Enter. It should be highlighted in green. When you are done, press Shift-Enter to save the order and return to the schedule screen.&lt;br /&gt;
&lt;br /&gt;
Note that the text displayed on each cell (like 'Train') is a completely customized text; it does NOT reflect the actual orders in the cell! When you have a cell highlighted, you can press 'n' to edit the label. Don't be confused by the fact that when you edit the orders in a cell, the label does not change to reflect your changes. You need to update the cell text yourself to be consistent with the orders.&lt;br /&gt;
&lt;br /&gt;
To eliminate some of the tedium in scheduling many months, you can copy-paste orders from one cell to another with the c and p keys. Press c in the cell you want to copy from, then go to the cells you want to paste to and press p in each one. &lt;br /&gt;
&lt;br /&gt;
By pressing Shift-Tab in the main military screen, you can flip the rows and columns in the main grid. This allows you to see more squads, but fewer months. This can be useful if you want to see all your squads at the cost of not seeing the entire year's schedule. This change is cosmetic only; the tools still work the same way.&lt;br /&gt;
&lt;br /&gt;
==Marksdwarves==&lt;br /&gt;
&lt;br /&gt;
To get marksdwarves to train in any way other then bashing each other with their crossbows, you need two things. First, they must have quivers. Archers will no longer fire bolts without a quiver to store them in. Second, you need to have an archery range that is set up for the squad and listed as a Training area for that squad.&lt;br /&gt;
'''See Also: [[DF2010:Military/Guide]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=73489</id>
		<title>40d:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=73489"/>
		<updated>2010-03-19T00:41:03Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarfs or other creatures armed with [[crossbow]]s deal &amp;quot;[[Weapon#Damage calculation|pierce]]&amp;quot; damage from a long distance. A marks'''dwarf''' will usually open fire at a distance of 20 tiles or so from their target, but a bolt may carry 30 or more*.  While also doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure and instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''&lt;br /&gt;
&lt;br /&gt;
A '''marksdwarf''' who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.&lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts.  Immigrating [[ranger]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Increasing Marksman skill requires firing upon a target (hitting is not required), with &amp;quot;live targets&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts fired in practice vs 17 bolts fired against live enemies to achieve novice rank (verified by Jim Groovester). Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice.&lt;br /&gt;
&lt;br /&gt;
===Known issues===&lt;br /&gt;
Training marksdwarves can lead to a number of problems. Marksdwarves only train with bone or wood bolts.  They need individual [[archery range]]s of adequate size (3 tiles minimum) set up.  Any activated military will only practice if they are &amp;quot;standing down&amp;quot; (not &amp;quot;on duty&amp;quot;), which can be toggled only in the {{k|m}}ilitary screen, and then by {{k|v}}iewing any member within a squad and giving that squad orders - the entire squad will have the same orders, whether that squad has 1 dwarf or dozens.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will not equip bolts and practice (or fight) with bolts if they are carrying items in hand (as checked via {{k|v}}iew {{k|i}}nventory). Items get in hand if the marksdwarf has been wrestling, a frequent [[Cross-training]] exercise. You can force the dwarf to drop them (or rather, have another dwarf snatch it from them) by selecting the items from their inventory using {{k|enter}}, then {{k|d}}umping them.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=73488</id>
		<title>40d:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=73488"/>
		<updated>2010-03-19T00:40:14Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: /* Training */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarfs or other creatures armed with [[crossbow]]s deal &amp;quot;[[Weapon#Damage calculation|pierce]]&amp;quot; damage from a long distance. A marks'''dwarf''' will usually open fire at a distance of 20 tiles or so from their target, but a bolt may carry 30 or more*.  While also doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure and instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''&lt;br /&gt;
&lt;br /&gt;
A '''marksdwarf''' who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.&lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts.  Immigrating [[ranger]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Increasing Marksman skill requires firing upon a target (hitting is not required), with &amp;quot;live targets&amp;quot; granting much more experience than an [[archery target]]. The difference is huge, on the order of ~67 bolts in practice vs 17 bolts against live enemies (verified by Jim Groovester). Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice.&lt;br /&gt;
&lt;br /&gt;
===Known issues===&lt;br /&gt;
Training marksdwarves can lead to a number of problems. Marksdwarves only train with bone or wood bolts.  They need individual [[archery range]]s of adequate size (3 tiles minimum) set up.  Any activated military will only practice if they are &amp;quot;standing down&amp;quot; (not &amp;quot;on duty&amp;quot;), which can be toggled only in the {{k|m}}ilitary screen, and then by {{k|v}}iewing any member within a squad and giving that squad orders - the entire squad will have the same orders, whether that squad has 1 dwarf or dozens.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will not equip bolts and practice (or fight) with bolts if they are carrying items in hand (as checked via {{k|v}}iew {{k|i}}nventory). Items get in hand if the marksdwarf has been wrestling, a frequent [[Cross-training]] exercise. You can force the dwarf to drop them (or rather, have another dwarf snatch it from them) by selecting the items from their inventory using {{k|enter}}, then {{k|d}}umping them.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=73486</id>
		<title>40d:Crossbowman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Crossbowman&amp;diff=73486"/>
		<updated>2010-03-19T00:08:37Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dwarfs or other creatures armed with [[crossbow]]s deal &amp;quot;[[Weapon#Damage calculation|pierce]]&amp;quot; damage from a long distance. A marks'''dwarf''' will usually open fire at a distance of 20 tiles or so from their target, but a bolt may carry 30 or more*.  While also doing decent general [[Weapon#Weapon statistics|damage]], a [[bolt]] does a fine job at piercing the internal organs of a [[creature]], which can possibly cause organ failure and instant death, [[unconscious]]ness or crippling of any size target. This is of limited use against creatures without internal organs, such as [[Magma man|magma men]]. Occasionally a bolt will get stuck in a target; the only known use for this is that a [[wrestling]] dwarf may grab the bolt and twist it in the [[wound]].&lt;br /&gt;
&lt;br /&gt;
: ''(* Note that increase in height (z-levels) ''hurts'' range, rather than helps it.)''&lt;br /&gt;
&lt;br /&gt;
A '''marksdwarf''' who is forced into melee will use the [[hammerdwarf]] skill to bash enemies with their crossbow. If you'd prefer your marksdwarves to reload instead of going into melee combat, you can go the {{key|m}}ilitary menu, {{key|v}}iew their squad, and then toggle {{key|c}} to tell them to stay close to their station. This will cause them to go and collect bolts, then start shooting again, instead of either standing in place because they don't have a path to the enemy, or running out to smack the enemy with their crossbow.&lt;br /&gt;
&lt;br /&gt;
[[Immigrant|Immigrating]] marksdwarves bring their own crossbows and 30-40 bolts.  Immigrating [[ranger]]s often arrive with Novice Marksdwarf skill, though will only bring a crossbow and bolts if they also have [[ambusher]] skill.  (See [[Ambusher]] for more details.)&lt;br /&gt;
&lt;br /&gt;
==Training==&lt;br /&gt;
Increasing Marksman skill requires firing upon a target (hitting is not required), with &amp;quot;live targets&amp;quot; granting more experience than an [[archery target]]{{verify}}. Higher skill grants better accuracy and higher rate of fire. An archery range is only used by [[military]] dwarves that are off duty, and they will only use [[wood]] or [[bone]] bolts during practice.&lt;br /&gt;
&lt;br /&gt;
===Known issues===&lt;br /&gt;
Training marksdwarves can lead to a number of problems. Marksdwarves only train with bone or wood bolts.  They need individual [[archery range]]s of adequate size (3 tiles minimum) set up.  Any activated military will only practice if they are &amp;quot;standing down&amp;quot; (not &amp;quot;on duty&amp;quot;), which can be toggled only in the {{k|m}}ilitary screen, and then by {{k|v}}iewing any member within a squad and giving that squad orders - the entire squad will have the same orders, whether that squad has 1 dwarf or dozens.&lt;br /&gt;
&lt;br /&gt;
Marksdwarves will not equip bolts and practice (or fight) with bolts if they are carrying items in hand (as checked via {{k|v}}iew {{k|i}}nventory). Items get in hand if the marksdwarf has been wrestling, a frequent [[Cross-training]] exercise. You can force the dwarf to drop them (or rather, have another dwarf snatch it from them) by selecting the items from their inventory using {{k|enter}}, then {{k|d}}umping them.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]][[Category:Military]][[Category:Combat Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=57755</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=57755"/>
		<updated>2009-11-09T23:55:15Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: /* Variants */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1247 Civilization Forge: Unleashed] - Dyansauri, Hobgoblins, and Frost Giants will now siege instead of trade with you.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=57754</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=57754"/>
		<updated>2009-11-09T23:54:53Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{mod}}&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the '''Civilization Forge [[Modding|Mod]]'''.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Download the Mod Here]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1247 Civilization Forge: Unleashed] - Dyansauri, Hobgoblins, and Frost Giants will now siege instead of trade with you.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30493</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30493"/>
		<updated>2009-08-17T22:54:32Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Angler Mod 2==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
adds 35 new fish&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1327 Angler Mod 2 Download]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.81&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[[Civilization_Forge|Wiki page]]&lt;br /&gt;
&lt;br /&gt;
== Dendrology Mod ==&lt;br /&gt;
&lt;br /&gt;
Updated August 11, 2009&lt;br /&gt;
&lt;br /&gt;
Adds 67 new trees.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1326 Dendrology Mod Download]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarf Fortress Dig Deeper Mod ==&lt;br /&gt;
&lt;br /&gt;
Expands upon existing Dwarf Fortress game-play to deliver much, much, much more variance from the small things to the large things. Includes a slew of plausible and well researched new creatures, metals, plants, gems, wood and more.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=35736.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Legendary Lands Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds a significant amount of difficulty and a bunch of new races.  It also changes the balance of the game.&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=19228.0 Forum thread]&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod 3.5 ==&lt;br /&gt;
&lt;br /&gt;
Updated July 16, 2009&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds 84 diverse domestic and wild animals from the real world, with full graphics, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Wonderment Mod v1.0 ==&lt;br /&gt;
&lt;br /&gt;
Updated August, 2009&lt;br /&gt;
&lt;br /&gt;
The Wonderment Mod makes changes to minerals, metals, and gems to focus on the partially medieval, partially fantasy setting that most of us feel is appropriate for dwarves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Every single mineral, every single metal, and every single gem should have character; you should be able to feel that each one belongs in the game, that it adds to the experience.  Painstakingly researched realism, abundant imagination, and careful adaptation to the inner workings of DF together will, I hope, let you delve more deeply, build more grandly ... and create more Wonderment!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1324 Download]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=40229.0 Discussion thread]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46684</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46684"/>
		<updated>2009-07-22T03:26:41Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=1247 Civilization Forge: Unleashed] - Dyansauri, Hobgoblins, and Frost Giants will now siege instead of trade with you.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46683</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46683"/>
		<updated>2009-06-18T16:55:42Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46682</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46682"/>
		<updated>2009-06-18T16:55:21Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod.&lt;br /&gt;
Undeadstag has taken up the mantel, and has a fairly [http://dffd.wimbli.com/file.php?id=1119 complete Graphics pack] done.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46681</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46681"/>
		<updated>2009-06-01T15:02:52Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like Elves, they do not seem to mind other races cutting down trees they way Elves do.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46680</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46680"/>
		<updated>2009-03-19T19:11:02Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Variants===&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46679</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46679"/>
		<updated>2009-03-19T16:39:43Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Variants====&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=909 Frost Giant Citadel] - Replaces dwarves with the Frost Giants as the Fortress mode race.&lt;br /&gt;
&lt;br /&gt;
====Graphics====&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46678</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46678"/>
		<updated>2009-03-19T16:38:25Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
'''Moose''' - New cold-weather animal&lt;br /&gt;
&lt;br /&gt;
'''Woolly Mammoth''' - Elephants of the Tundra&lt;br /&gt;
&lt;br /&gt;
'''Arctic Fox''' - Silver-white fox&lt;br /&gt;
&lt;br /&gt;
'''Ice Troll''' - Cold weather version of the normal Troll&lt;br /&gt;
&lt;br /&gt;
'''Frost Ogre''' - Cold weather version of the normal Ogre&lt;br /&gt;
&lt;br /&gt;
'''Ice Drake''' - Domesticated by the Frost Giants, these distant relatives of the dragon are found in the icy wastelands of the world &lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries, Crowberries, Lingonberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
'''Rime Berries''' - A rare tundra plant, these berries make a drink of unsurpassed quality&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
&lt;br /&gt;
Dire Weapons - New huge weapons used by the Frost Giants in combat&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Nivocite - A blueish-gray stone, this mineral is highly resistant to heat. It shows up in volcanic regions. According to some scholars, it is the result of magma coming in contact with traces of elemental water.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Graphics====&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46677</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46677"/>
		<updated>2009-02-08T01:47:50Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Graphics====&lt;br /&gt;
Stridor has started making a [http://dffd.wimbli.com/file.php?id=831 Graphics pack] for the mod!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46676</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46676"/>
		<updated>2009-02-08T01:46:35Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Civilization Forge Mod==&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Races===&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
===New Animals===&lt;br /&gt;
&lt;br /&gt;
'''Giant Beetle''' - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Emerald Wasp''' - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
&lt;br /&gt;
'''Cave Crab''' - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
'''Giant Wasp''' - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
'''Giant Ants''' - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
'''Sugar Beetles''' - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
'''Dinosaurs''' - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
'''Oozes''' - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
'''Flying jellyfish''' - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
===Guardians===&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
===New Plants===&lt;br /&gt;
&lt;br /&gt;
====Underground====&lt;br /&gt;
'''Glowcaps''' - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
&lt;br /&gt;
'''Crystal stalk grasses''' - The crystals that grow on these fibrous plants makes excellent dyes. The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
&lt;br /&gt;
'''Slime Mold''' - Not very tasty, but edible and grows fast.&lt;br /&gt;
&lt;br /&gt;
'''Cave Bulb''' - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
====Normal====&lt;br /&gt;
'''Blueberries, Blackberries, Raspberries''' - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
&lt;br /&gt;
'''Cotton''' - new, high value clothing plant&lt;br /&gt;
&lt;br /&gt;
'''Cinnamon, Black pepper''' - more spices.&lt;br /&gt;
&lt;br /&gt;
===New Equipment===&lt;br /&gt;
&lt;br /&gt;
====New Weapon====&lt;br /&gt;
War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
&lt;br /&gt;
Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
&lt;br /&gt;
Club - a Crude bludgeoning weapon&lt;br /&gt;
&lt;br /&gt;
Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
&lt;br /&gt;
Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
&lt;br /&gt;
Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
&lt;br /&gt;
Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
&lt;br /&gt;
Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
 &lt;br /&gt;
====New Armor==== &lt;br /&gt;
Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
&lt;br /&gt;
Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===New Materials===&lt;br /&gt;
&lt;br /&gt;
====Stone====&lt;br /&gt;
Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
&lt;br /&gt;
Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
&lt;br /&gt;
Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
&lt;br /&gt;
New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
&lt;br /&gt;
Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
&lt;br /&gt;
Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
====Gems====&lt;br /&gt;
Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
&lt;br /&gt;
Amazonite - Gemstone quality Microcline. &lt;br /&gt;
   &lt;br /&gt;
Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
&lt;br /&gt;
Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.&lt;br /&gt;
    &lt;br /&gt;
Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
====Metals====&lt;br /&gt;
Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse than bronze or iron.&lt;br /&gt;
&lt;br /&gt;
Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
&lt;br /&gt;
Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
&lt;br /&gt;
Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
&lt;br /&gt;
Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Alloys====&lt;br /&gt;
Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
&lt;br /&gt;
Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
&lt;br /&gt;
Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
&lt;br /&gt;
Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
&lt;br /&gt;
Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
&lt;br /&gt;
Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.&lt;br /&gt;
  &lt;br /&gt;
Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
&lt;br /&gt;
Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
&lt;br /&gt;
Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
&lt;br /&gt;
Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Graphics====&lt;br /&gt;
Stridor has started making a [url=http://dffd.wimbli.com/file.php?id=831]Graphics pack[/url] for the mod!&lt;br /&gt;
&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30482</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30482"/>
		<updated>2009-01-05T21:33:15Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: /* Civilization Forge Mod */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.7&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/Civilization_Forge Wiki page]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30481</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30481"/>
		<updated>2009-01-05T21:32:54Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/forum/index.php?topic=18927.0&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.7&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
[http://www.dwarffortresswiki.net/index.php/Civilization_Forge Wiki page]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46674</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46674"/>
		<updated>2009-01-02T02:18:50Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''==Civilization Forge Mod=='''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Animals'''&lt;br /&gt;
&lt;br /&gt;
    Giant Beetle - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Emerald Wasp - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy &lt;br /&gt;
archers.&lt;br /&gt;
&lt;br /&gt;
    Cave Crab - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Giant Wasp - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
    Giant Ants - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
    Sugar Beetles - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
    Dinosaurs - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
    Oozes - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
    Flying jellyfish - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Guardians'''&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
    '''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
    '''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
    '''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Plants'''&lt;br /&gt;
&lt;br /&gt;
Underground:&lt;br /&gt;
     Glowcaps - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
     Crystal stalk grasses - The crystals that grow on these fibrous plants makes excellent dyes.&lt;br /&gt;
         The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
     Slime Mold - Not very tasty, but edible and grows fast.&lt;br /&gt;
     Cave Bulb - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
Normal:&lt;br /&gt;
     Blueberries, Blackberries, Raspberries - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
     Cotton - new, high value clothing plant&lt;br /&gt;
     Cinnamon, Black pepper - more spices.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Equipment'''&lt;br /&gt;
&lt;br /&gt;
New Weapon -&lt;br /&gt;
      War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
      Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
      Club - a Crude bludgeoning weapon&lt;br /&gt;
      Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
      Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
      Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
      Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
      Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
      Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
 &lt;br /&gt;
New Armor - &lt;br /&gt;
      Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
      Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Materials'''&lt;br /&gt;
&lt;br /&gt;
'''Stone'''&lt;br /&gt;
    Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
    Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
    Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
    Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
    New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
    Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
    Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
'''Gems'''&lt;br /&gt;
    Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
    Amazonite - Gemstone quality Microcline.    &lt;br /&gt;
    Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
    Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
    Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.    &lt;br /&gt;
    Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
    Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
'''Metals'''&lt;br /&gt;
    Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse then bronze or iron.&lt;br /&gt;
    Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
    Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
    Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
    Mithril - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
    Levisium - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alloys'''&lt;br /&gt;
    Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
    Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
    Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
    Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
    Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
    Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.  &lt;br /&gt;
    Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
    Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
    Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
    Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46673</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46673"/>
		<updated>2009-01-02T02:18:18Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''==Civilization Forge Mod=='''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Animals'''&lt;br /&gt;
&lt;br /&gt;
    Giant Beetle - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Emerald Wasp - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy &lt;br /&gt;
archers.&lt;br /&gt;
&lt;br /&gt;
    Cave Crab - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Giant Wasp - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
    Giant Ants - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
    Sugar Beetles - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
    Dinosaurs - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
    Oozes - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
    Flying jellyfish - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Guardians'''&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
    '''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
    '''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
    '''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Plants'''&lt;br /&gt;
&lt;br /&gt;
Underground:&lt;br /&gt;
     Glowcaps - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
     Crystal stalk grasses - The crystals that grow on these fibrous plants makes excellent dyes.&lt;br /&gt;
         The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
     Slime Mold - Not very tasty, but edible and grows fast.&lt;br /&gt;
     Cave Bulb - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
Normal:&lt;br /&gt;
     Blueberries, Blackberries, Raspberries - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
     Cotton - new, high value clothing plant&lt;br /&gt;
     Cinnamon, Black pepper - more spices.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Equipment'''&lt;br /&gt;
&lt;br /&gt;
New Weapon -&lt;br /&gt;
      War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
      Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
      Club - a Crude bludgeoning weapon&lt;br /&gt;
      Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
      Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
      Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
      Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
      Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
      Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
 &lt;br /&gt;
New Armor - &lt;br /&gt;
      Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
      Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Materials'''&lt;br /&gt;
&lt;br /&gt;
'''Stone'''&lt;br /&gt;
    Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
    Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
    Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
    Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
    New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
    Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
    Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
'''Gems'''&lt;br /&gt;
    Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
    Amazonite - Gemstone quality Microcline.    &lt;br /&gt;
    Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
    Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
    Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.    &lt;br /&gt;
    Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
    Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
'''Metals'''&lt;br /&gt;
    Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse then bronze or iron.&lt;br /&gt;
    [[Blood Crystal]] - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
    [[Night Crystal]] - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
    [[Void Crystal]] - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
    [[Mithril ]] - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
    [[Levisium]] - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alloys'''&lt;br /&gt;
    Incendium - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
    Glacium - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
    Ward Iron - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
    Tempestium - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
    Elementium - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
    Bright Silver - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.  &lt;br /&gt;
    Royal Bronze - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
    Orihalcum - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
    Shimmersteel - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
    Verdent Bronze - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46672</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46672"/>
		<updated>2009-01-02T02:17:03Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''==[[Civilization Forge Mod]]=='''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Animals'''&lt;br /&gt;
&lt;br /&gt;
    Giant Beetle - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Emerald Wasp - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy &lt;br /&gt;
archers.&lt;br /&gt;
&lt;br /&gt;
    Cave Crab - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Giant Wasp - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
    Giant Ants - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
    Sugar Beetles - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
    Dinosaurs - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
    Oozes - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
    Flying jellyfish - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Guardians'''&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
    '''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
    '''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
    '''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Plants'''&lt;br /&gt;
&lt;br /&gt;
Underground:&lt;br /&gt;
     Glowcaps - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
     Crystal stalk grasses - The crystals that grow on these fibrous plants makes excellent dyes.&lt;br /&gt;
         The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
     Slime Mold - Not very tasty, but edible and grows fast.&lt;br /&gt;
     Cave Bulb - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
Normal:&lt;br /&gt;
     Blueberries, Blackberries, Raspberries - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
     Cotton - new, high value clothing plant&lt;br /&gt;
     Cinnamon, Black pepper - more spices.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Equipment'''&lt;br /&gt;
&lt;br /&gt;
New Weapon -&lt;br /&gt;
      War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
      Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
      Club - a Crude bludgeoning weapon&lt;br /&gt;
      Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
      Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
      Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
      Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
      Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
      Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
 &lt;br /&gt;
New Armor - &lt;br /&gt;
      Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
      Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Materials'''&lt;br /&gt;
&lt;br /&gt;
'''Stone'''&lt;br /&gt;
    Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
    Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
    Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal and various types of jade. Common to many stone layers.&lt;br /&gt;
    Nightstone - A bright blue stone. It's mainly a decorative stone to use for crafts and furniture. Worth more then basic stone. Generally found in Alunite and Orthoclase.&lt;br /&gt;
    New micas - Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so they're worth mining out.&lt;br /&gt;
    Levitite - A rare bright green ore found in Marble. It contains copper and traces of Levisium.&lt;br /&gt;
    Truesilver - A rare purple ore found in Granite and Gneiss, it contains silver and traces of Mithril.&lt;br /&gt;
&lt;br /&gt;
'''Gems'''&lt;br /&gt;
    Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
    Amazonite - Gemstone quality Microcline.    &lt;br /&gt;
    Fireheart- This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons. Found in Granite, Schist, and Marble.&lt;br /&gt;
    Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons. Found in Microcline.&lt;br /&gt;
    Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts. Found in Granite, Schist, and Marble.    &lt;br /&gt;
    Ward Crystal- This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor. Found in Granite, Schist, and Marble.&lt;br /&gt;
    Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time. Found in Granite, Schist, and Marble.&lt;br /&gt;
&lt;br /&gt;
'''Metals'''&lt;br /&gt;
    Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is better then copper, but worse then bronze or iron.&lt;br /&gt;
    [[Blood Crystal]] - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
    [[Night Crystal]] - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to bronze, though not as good as Steel.&lt;br /&gt;
    [[Void Crystal]] - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
    [[Mithril ]] - This bright silvery metal is lighter, stronger, and holds an edge better then steel. It is quite rare.&lt;br /&gt;
    [[Levisium]] - This bright green metal is virtually weightless. While only slightly stronger than copper, it is very malleable can be used to make a wide variety of things, including clothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Alloys'''&lt;br /&gt;
    [[Incendium]] - This bright red metal is infused with Elemental Fire. It makes for vastly superior weapons. It is created by infusing Iron with cut Fireheart crystals.&lt;br /&gt;
    [[Glacium]] - This bright blue metal is infused with Elemental Water. It makes for superior weapons. It is created by infusing Iron with cut Frost Crystals.&lt;br /&gt;
    [[Ward Iron]] - This green metal is infused with Elemental Earth. It makes for vastly superior armor. It is created by infusing Iron with cut Ward Crystals.&lt;br /&gt;
    [[Tempestium]] - This blue metal is infused with Elemental Air. It makes for vastly superior bolts and arrows. It is created by infusing Iron with cut Storm Crystals.&lt;br /&gt;
    [[Elementium]] - This purple metal is infused with Elemental Fire, Water, and Air. It makes for superior armor and weapons.&lt;br /&gt;
    [[Bright Silver]] - An alloy of Silver and Mithril, this white metal makes for Good armor and weapons.  &lt;br /&gt;
    [[Royal Bronze]] - An alloy of Mithril, Copper, and Tin, this violet metal makes for Good armor and decent weapons.&lt;br /&gt;
    [[Orihalcum]] - An alloy of Gold, Platinum, and Mithril, this red metal makes for excellent armor and weapons. It is quite heavy, however.&lt;br /&gt;
    [[Shimmersteel]] - When Levisium is added to iron and pig iron in steel creation, you get Shimmersteel. It is slightly weaker, but much lighter.&lt;br /&gt;
    [[Verdent Bronze]] - An alloy of Copper, Tin, and Levisium, this bright green metal makes for decent armor and moderate weapons. All are much lighter then bronze.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46671</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46671"/>
		<updated>2009-01-02T01:37:20Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''==[[Civilization Forge Mod]]=='''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Animals'''&lt;br /&gt;
&lt;br /&gt;
    Giant Beetle - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Emerald Wasp - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy &lt;br /&gt;
archers.&lt;br /&gt;
&lt;br /&gt;
    Cave Crab - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
    Giant Wasp - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
    Giant Ants - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
    Sugar Beetles - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
    Dinosaurs - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
    Oozes - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
    Flying jellyfish - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Guardians'''&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
    '''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
    '''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
    '''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Plants'''&lt;br /&gt;
&lt;br /&gt;
Underground:&lt;br /&gt;
     Glowcaps - Strange glowing mushrooms. They take a long time to grow, and the yield is small, but they produce one of the finest drinks in the world.&lt;br /&gt;
     Crystal stalk grasses - The crystals that grow on these fibrous plants makes excellent dyes.&lt;br /&gt;
         The types are Golden, Verdant, Crimson, and Dark&lt;br /&gt;
     Slime Mold - Not very tasty, but edible and grows fast.&lt;br /&gt;
     Cave Bulb - Milled into spice, or brewed into a drink, this is a grand edition to any dwarven kitchen.&lt;br /&gt;
&lt;br /&gt;
Normal:&lt;br /&gt;
     Blueberries, Blackberries, Raspberries - Just to add some variety. They're on par with wild strawberries.&lt;br /&gt;
     Cotton - new, high value clothing plant&lt;br /&gt;
     Cinnamon, Black pepper - more spices.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Equipment'''&lt;br /&gt;
&lt;br /&gt;
New Weapon -&lt;br /&gt;
      War Axe - A two handed axe used by the Dwarves to cause more damage to their enemies.&lt;br /&gt;
      Hand Axe - A light axe used mostly for chopping wood&lt;br /&gt;
      Club - a Crude bludgeoning weapon&lt;br /&gt;
      Kopesh - Large axe-sword, used by Bugbears. Not a very efficient design, but it packs a punch.&lt;br /&gt;
      Falcata - Similar to a long sword, but curved inward for a more powerful hit. Doesn't have the improved chance at crits that a long sword does, but does more damage.&lt;br /&gt;
      Falcion - Similar to a short sword, but heavy and curved for a more powerful hit. Doesn't have the improved chance at crits that a short sword does, but does more damage.&lt;br /&gt;
      Flambard - A long sword with a wavy blade. Simply for flavor.&lt;br /&gt;
      Raven's Beak - Also called a bec de corbin or crow's beak. It is effectivly a two-handed war hammer.&lt;br /&gt;
      Mattock - Large two-handed pick. Miners will need to be set to use two weapons to use it, but it makes them more effective if they have to fight.&lt;br /&gt;
 &lt;br /&gt;
New Armor - &lt;br /&gt;
      Lamellar - A new chain equivalent armor. It's a little better then chain.&lt;br /&gt;
      Heavy Lamellar - A new plate equivalent armor. It's a little worse then plate.&lt;br /&gt;
Dwarves do not generally use either of these armors, although they have been known to show up from strange moods.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Materials'''&lt;br /&gt;
&lt;br /&gt;
Stone&lt;br /&gt;
    Bladestone - A rock found in small pockets around the world, this stone can be easily chipped into very sharp stone weapons.&lt;br /&gt;
    Marble variations - Marble will now have veins of Green, Black, Midnight, and Celestial marble running through it. They are used primarily for decorative purposes, although Celestial Marble is very valuable and the others can be used as flux.&lt;br /&gt;
&lt;br /&gt;
Gems&lt;br /&gt;
&lt;br /&gt;
Metals&lt;br /&gt;
&lt;br /&gt;
Alloys&lt;br /&gt;
&lt;br /&gt;
    &lt;br /&gt;
    Tempered Crystal - Raw crystal glass can be tempered in the smelter to create bars of crystal suitable for making weapons and armor. It is roughly equivalent to bronze.&lt;br /&gt;
    Blood Crystal - Crystal tempered with Cinnabar makes a blood red crystal that makes weapons superior to iron, though not as good as Steel.&lt;br /&gt;
    Night Crystal - Crystal tempered with Cobaltite makes a dark blue crystal that makes armor superior to iron, though not as good as Steel.&lt;br /&gt;
    Void Crystal - Crystal tempered with both Cinnabar and Cobaltite makes a dark purple crystal that is superior to Steel.&lt;br /&gt;
    Levisium - A rare metal found in Marble that has almost no weight. Usually found mixed with copper. By itself it is fairly soft, but it can be alloyed with bronze or into steel to make bars much lighter then thier normal counterparts.&lt;br /&gt;
    Truesilver - A rare metal that can be found in veins within Granite or Gniess. Truesilver contains trace amounts of Mithril, which is superior to steel in every way.&lt;br /&gt;
    Ward Crystal - This rare gem, when cut properly, can be infused into iron to create Ward Iron, which can be used to make vastly superior armor.&lt;br /&gt;
    FireHeart - This rare gem, when cut properly, can be infused into iron to create Incendium, which can be used to make vastly superior weapons.&lt;br /&gt;
    Frost Crystal - This rare gem, when cut properly, can be infused into iron to create Glacium, which can be used to make superior armor and weapons.&lt;br /&gt;
    Storm Crystal - This rare gem, when cut properly, can infused into iron to create Tempestium, which can be used to make vastly superior bolts.     &lt;br /&gt;
    Flare Crystal - This rare gem, when cut properly, can be used to fuel the forges of the fortress for quite a long time.&lt;br /&gt;
    Fine Jet - Gemstone quality Jet. Should be fairly common in jet clusters.&lt;br /&gt;
    Amazonite - Gemstone quality Microcline.&lt;br /&gt;
    Verdenite - A new bright green stone, which I added in to round out the selection of stone colors to work with. Also works as a good source of rock crystal.&lt;br /&gt;
    Nightstone - A bright blue stone.&lt;br /&gt;
    New micas: Lepidolite, Zinnwaldite, Muscovite, Phlogophite. These show up as colored mica veins within the mica blobs. Not quite accurate, but it adds some additional flavor. They're worth more then normal stones, so thier worth mining out.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46670</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46670"/>
		<updated>2009-01-02T01:20:27Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Civilization Forge Mod'''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''New Animals'''&lt;br /&gt;
&lt;br /&gt;
Giant Beetle - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
Emerald Wasp - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy &lt;br /&gt;
archers.&lt;br /&gt;
&lt;br /&gt;
Cave Crab - Another cavern based domestic animal, the Cave crab is a hardy creature. It is often trained for war or hunting.&lt;br /&gt;
&lt;br /&gt;
Giant Wasp - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
&lt;br /&gt;
Giant Ants - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
&lt;br /&gt;
Sugar Beetles - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
&lt;br /&gt;
Dinosaurs - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
&lt;br /&gt;
Oozes - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
&lt;br /&gt;
Flying jellyfish - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
&lt;br /&gt;
New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Guardians'''&lt;br /&gt;
&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46669</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46669"/>
		<updated>2009-01-02T01:14:57Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Civilization Forge Mod'''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''New Animals'''&lt;br /&gt;
    Giant Beetle - A domestic animal used frequently by dwarves, the Giant Beetle can be used as both a pack animal as well as trained for war or hunting.&lt;br /&gt;
    Emerald Wasp - About the size of a kitten, the Emerald Wasp is used by dwarves to hunt down vermin. Very affectionate to the right people. Also make good distractions for enemy archers.&lt;br /&gt;
    Giant Wasp - Dangerous versions of their smaller cousins, the Giant wasps inhabit the Temperate zones of the world. Be wary around them, although the lucky fortress that captures them can train a very powerful war beast.&lt;br /&gt;
    Giant Ants - Common animals in many area, the giant ants are several feet long and can show up in large numbers. Often hunted for their meat and chitin.&lt;br /&gt;
    Sugar Beetles - A large beetle (about cat sized) that builds up lots of sugary goodness in it's meat.&lt;br /&gt;
    Dinosaurs - Several different types. You can find them in Untamed Wilds&lt;br /&gt;
    Oozes - Dangerous oozes now inhabit the swamps of the world&lt;br /&gt;
    Flying jellyfish - Normally drifting among the clouds, they occasionally get swept down to the surface areas of the world. Some are edible, others are just dangerous.&lt;br /&gt;
    New mega and Semi-mega beasts. You get to find out about them on your own.&lt;br /&gt;
&lt;br /&gt;
---&lt;br /&gt;
'''Guardians'''&lt;br /&gt;
Guardians are Stone golems created by Dwarven priests. How they are made is a secret, but their use is well known. The guardians are taken as 'pets' by dwarves, which causes the Guardian to follow the dwarf around and protect it from harm. Some Fortresses prefer to have the Guardians unattached to any particular dwarf, and instead have them freely roaming the halls and grounds. They make excellent thief detectors and can be instrumental in holding off an ambush party long enough for civilian dwarves to flee.&lt;br /&gt;
&lt;br /&gt;
There are three types of Guardians.&lt;br /&gt;
'''Felsite''' - The basic guardian. It is tough and strong, and like all Guardians about Dwarf sized.&lt;br /&gt;
'''Diorite''' - A very durable guardian, these can take more punishment then the other types.&lt;br /&gt;
'''Obsidian''' - These Guardians are equipped with razor-sharp blades on their arms, making them effective fighters.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46668</id>
		<title>Modification:Civilization Forge</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modification:Civilization_Forge&amp;diff=46668"/>
		<updated>2009-01-02T00:50:24Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: In depth page for the Civilization Forge mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Civilization Forge Mod'''&lt;br /&gt;
&lt;br /&gt;
by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This page is an in-depth Wiki for the Civilization Forge Mod.&lt;br /&gt;
&lt;br /&gt;
The basis for the mod is pretty simple, it's my own edited version of Dwarf Fortress with a bunch of elements that I wanted to add in. New races, creatures, metals, stones, gems, plants, pretty much everything. These are all additions to the basic DF, so this isn't a full conversion mod. Much of what I want to do is still impossible, but as Toady fleshes out Dwarf Fortress more I'll be able to tweak things to my satisfaction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''New Races'''&lt;br /&gt;
&lt;br /&gt;
I've added in quite a few new races to this mod. They add flavor, increase your trading options, and give a bit more challenge besides. Originally Hobgoblins, Dyansauri, and Frost Giants were enemies, but with the Army Arc changes they've been reduced to minor trading partners unless you managed to start at war with them. Hopefully as the Army Arc continues they'll go back to being their vicious, conquering selves. Until then, the various baby-snatching races will have to do.&lt;br /&gt;
&lt;br /&gt;
The High Elves and Chaos Dwarves may end up going away at some point, since my main reason for adding them in was to get some racial variety. If we can get Steel-using elves or Mad evil Dwarves out of the basic races, I'll be happy. In any case they're creature files are effectively identical to Elves and Dwarves, it's just the civ entries that make them different.&lt;br /&gt;
&lt;br /&gt;
'''High Elves''' - Noble and Wise, the high elves are a little more similar to Humans then their woodland cousins, living in cities and using metal weapons and armor. They are known for forging weapons of great beauty and power. They will accept items made of wood, but still hold life in high regard.&lt;br /&gt;
&lt;br /&gt;
'''Silver Xelics''' - A strange race of Insectoids, these creatures live in the wetlands of the world. The Silver Xelics appear as large, humanoid beetles with brilliantly silver carapaces. While at peace with the world, like elves, they do not seem to mind other races use of wood and animals.&lt;br /&gt;
&lt;br /&gt;
'''Vamarii''' - A race of ice-dwelling fox-like humanoids, they live off of the land and sea. When the snows come, they bring wagonloads of goods to trade for dwarven crafts, metals, and weapons.&lt;br /&gt;
&lt;br /&gt;
'''Chaos Dwarves''' - A twisted branch of dwarves dedicated to dark gods. They have no honor, black souls, and foul tempers. Otherwise, identical to normal dwarves. Chaos dwarves are a baby snatching race, and are always your enemies. They are a difficult foe, since they fight as well as dwarves and avoid most traps. However, since they are dwarves all of the equipment they drop is readily used by your own soldiers.&lt;br /&gt;
&lt;br /&gt;
'''Hobgoblins''' - A cruel but noble race, the Hobgoblins have more honor then their smaller cousins. They do not hold with the thieving ways of goblins, and will not approach an enemy until it is rich enough to be worthwhile attacking. When they come, however, it is in force. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Bugbears''' - Large and brutish, unskilled in metalworking, they attempt to take what they cannot make themselves. Generally an easier foe then goblins, and found in the deep forests of the world. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Dyansauri''' - A race of Savage saurian warriors who live to fight and die in battle. They do not sneak, they do not steal, and they will attack as soon as they know of your existence.&lt;br /&gt;
At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat.&lt;br /&gt;
&lt;br /&gt;
'''Violet Xelics''' - Evil kindred to the Silver Xelics, the Violets ones make dark fortresses within the swamps of the world. They use no armor, nor do they need it. Unlike goblins, a single Xelic is more then a match for a dwarf, and fighting them should be done cautiously. The Violet Xelics appear as large, humanoid beetles with multi-hued purple carapaces. They are a baby snatching race, and are always your enemies. Xelic warriors use their four arms to good effect, carrying multiple shields into battle.&lt;br /&gt;
&lt;br /&gt;
'''Frost Giants''' - Twice as large as a dwarf, and with hearts as cold as the glaciers they live on. Frost giants use no bows, and have no use for thieves. At this point, they only attack if they are at war with you. Otherwise, they are minor trading partners, mostly bringing leather, cloth, and meat. On the bright side, their caravan guards are more then a match for any ambushing forces.&lt;br /&gt;
&lt;br /&gt;
'''Sand Raiders''' - A mysterious race of robed humanoids that lives in the deserts of the world. They frequently raid surrounding settlements. They are very stealthy, and even their sieges are done in stealth. They are a baby snatching race, and are always your enemies. &lt;br /&gt;
&lt;br /&gt;
'''Zephyrs''' - a mountain dwelling race of intelligent rodents. They're thieves like Kobalds, and usually killed for the vermin they are.&lt;br /&gt;
&lt;br /&gt;
'''Jawas''' - a strange desert dwelling race. They sometimes sneak into the settlements of other races to steal things, or perhaps just cause a bit of mischief. They use iron, and can speak, which makes them a little more noticeable in the world then kobolds.&lt;br /&gt;
&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30479</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30479"/>
		<updated>2008-11-20T03:38:41Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Samurai Fortress Mod ==&lt;br /&gt;
&lt;br /&gt;
Play as a Japanese Samurai clan against Chinese, Koreans, Thais, invading Mongols and Ninjas.&lt;br /&gt;
&lt;br /&gt;
With authentic weapons, monsters, items from mythical Japan.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=648 Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=26970.0 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, makes the standard metals more realistic, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!] Version 1.7&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30477</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30477"/>
		<updated>2008-10-06T23:31:05Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30476</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30476"/>
		<updated>2008-10-06T23:30:35Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;br /&gt;
&lt;br /&gt;
== Primitive Civilizations Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a minor mod to Dwarf Fortress. It adds in new primitive beastman races. Populate your world with Lizardmen, Wolfmen, Goatmen, and more!&lt;br /&gt;
Also includes two primitive weapons, the hand axe and club.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=544 Full details and Download!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9801</id>
		<title>40d:Strange mood</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Strange_mood&amp;diff=9801"/>
		<updated>2008-10-02T21:57:24Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''.  Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures.  If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward. &lt;br /&gt;
==Overview==&lt;br /&gt;
The entire process can be summarised as follows:&lt;br /&gt;
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.&lt;br /&gt;
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).&lt;br /&gt;
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.&lt;br /&gt;
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.&lt;br /&gt;
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will gain a legendary skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Conditions ==&lt;br /&gt;
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, you have had a population higher then 20 at some point and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.&lt;br /&gt;
&lt;br /&gt;
=== Eligibility ===&lt;br /&gt;
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.&lt;br /&gt;
&lt;br /&gt;
=== Maximum number of artifacts ===&lt;br /&gt;
The maximum number of artifacts in any one fortress is limited by the lower of:&lt;br /&gt;
* The number of items created divided by 200&lt;br /&gt;
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).&lt;br /&gt;
&lt;br /&gt;
=== Frequency ===&lt;br /&gt;
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key.  All moody dwarves will have &amp;quot;Strange Mood&amp;quot; listed as their active task.&lt;br /&gt;
&lt;br /&gt;
=== Fey ===&lt;br /&gt;
* ''Taken by a fey mood!''&lt;br /&gt;
* ''Has the aspect of one fey!''&lt;br /&gt;
&lt;br /&gt;
This is the most basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.&lt;br /&gt;
&lt;br /&gt;
=== Secretive ===&lt;br /&gt;
* ''Withdraws from society...''&lt;br /&gt;
* ''Peculiarly secretive...''&lt;br /&gt;
&lt;br /&gt;
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.&lt;br /&gt;
&lt;br /&gt;
=== Possessed ===&lt;br /&gt;
* ''Has been possessed!''&lt;br /&gt;
* ''Possessed by unknown forces!''&lt;br /&gt;
&lt;br /&gt;
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods.&lt;br /&gt;
&lt;br /&gt;
=== Fell ===&lt;br /&gt;
* ''Looses a roaring laughter, fell and terrible!''&lt;br /&gt;
* ''Has a horrible fell look!''&lt;br /&gt;
&lt;br /&gt;
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.&lt;br /&gt;
&lt;br /&gt;
Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.&lt;br /&gt;
&lt;br /&gt;
=== Macabre ===&lt;br /&gt;
* ''Begins to stalk and brood...''&lt;br /&gt;
* ''Brooding darkly...''&lt;br /&gt;
&lt;br /&gt;
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to &amp;quot;make&amp;quot; some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Skills and workshops ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; cellpadding=&amp;quot;4&amp;quot; style=&amp;quot;border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background-color:#eee;border-bottom:1px solid black;text-align:center;&amp;quot; | Artifact Skill Rewards&lt;br /&gt;
|- &lt;br /&gt;
! Highest skill&lt;br /&gt;
! Workshop used&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Armorsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bonecarver]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Bowyer]]&lt;br /&gt;
| [[Bowyer's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Carpenter]]&lt;br /&gt;
| [[Carpenter's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Clothier]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Engraver]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem cutter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Gem setter]]&lt;br /&gt;
| [[Jeweler's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Glassmaker]]&lt;br /&gt;
| [[Glass furnace]] or [[Magma glass furnace]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Leatherworker]]&lt;br /&gt;
| [[Leatherworks]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mason]]&lt;br /&gt;
| [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Mechanic]]&lt;br /&gt;
| [[Mechanic's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metal crafter]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Metalsmith (skill)|Metalsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Miner]]&lt;br /&gt;
| [[Craftdwarf's workshop]] or [[Mason's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Stone crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Tanner]]&lt;br /&gt;
| [[Tanner's shop]] or [[Leather works]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]]&lt;br /&gt;
| [[Magma forge]] or [[Metalsmith's forge]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Weaver]]&lt;br /&gt;
| [[Clothier's shop]]&lt;br /&gt;
|- style=&amp;quot;border-top:1px solid #aaa;vertical-align:top;&amp;quot;&lt;br /&gt;
| [[Wood crafter]]&lt;br /&gt;
| [[Craftdwarf's workshop]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available, if possible. (i.e. if you have a magma forge, you may have to build a regular forge for him). If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  &lt;br /&gt;
&lt;br /&gt;
Skills which do not produce artifacts:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- style=&amp;quot;vertical-align:top;&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding-right:30px;&amp;quot; |&lt;br /&gt;
* [[Animal caretaker]]{{Verify}}&lt;br /&gt;
* [[Animal dissector]]{{Verify}}&lt;br /&gt;
* [[Animal trainer]]&lt;br /&gt;
* [[Brewer]]&lt;br /&gt;
* [[Butcher]]{{Verify}}&lt;br /&gt;
* [[Cheese maker]]{{Verify}}&lt;br /&gt;
* [[Cook]]&lt;br /&gt;
* [[Dyer]]&lt;br /&gt;
* [[Fish cleaner]]&lt;br /&gt;
* [[Fish dissector]]{{Verify}}&lt;br /&gt;
* [[Fisherdwarf]]&lt;br /&gt;
* [[Furnace Operator]]&lt;br /&gt;
* [[Grower]]&lt;br /&gt;
* [[Herbalist]]{{Verify}}&lt;br /&gt;
* [[Lye maker]]{{Verify}}&lt;br /&gt;
|&lt;br /&gt;
* [[Milker]]{{Verify}}&lt;br /&gt;
* [[Miller]]&lt;br /&gt;
* [[Potash maker]]{{Verify}}&lt;br /&gt;
* [[Pump operator]]&lt;br /&gt;
* [[Siege engineer]]&lt;br /&gt;
* [[Siege operator]]{{Verify}}&lt;br /&gt;
* [[Soaper]]{{Verify}}&lt;br /&gt;
* [[Thresher]]&lt;br /&gt;
* [[Trapper]]{{Verify}}&lt;br /&gt;
* [[Wood cutter]]&lt;br /&gt;
* [[Wood burner]]&lt;br /&gt;
* All [[military]] skills&lt;br /&gt;
* All [[social skills]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a &amp;quot;dabbling&amp;quot; skill is the highest they have, that is the skill that will be used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear:both;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Demands ==&lt;br /&gt;
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|b}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with &amp;quot;TSK&amp;quot; next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.&lt;br /&gt;
&lt;br /&gt;
If a dwarf has a personality preference for a specific material, such as Bismuth or Steel, then that specific sub type of material may be required (verified by Mephansteras 9/30/2008), such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.&lt;br /&gt;
&lt;br /&gt;
The various demands are translated here:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:left;width:90%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
! Fey&lt;br /&gt;
! Secretive&lt;br /&gt;
! Possessed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; screams &amp;quot;I must have &amp;lt;demand&amp;gt;!&amp;quot;&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; sketches pictures of &amp;lt;demand&amp;gt;.&lt;br /&gt;
| &amp;lt;dwarf&amp;gt; mutters &amp;quot;&amp;lt;artifact&amp;gt; needs &amp;lt;demand&amp;gt;...&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]&lt;br /&gt;
| rock{{verify}}&lt;br /&gt;
| a quarry&lt;br /&gt;
| stone... rock&lt;br /&gt;
|-&lt;br /&gt;
| Stone [[block]]&lt;br /&gt;
| rock blocks&lt;br /&gt;
| square blocks&lt;br /&gt;
| blocks... bricks&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]&lt;br /&gt;
| wood logs&lt;br /&gt;
| a forest&lt;br /&gt;
| tree... life&lt;br /&gt;
|-&lt;br /&gt;
| Metal [[bar]]&lt;br /&gt;
| metal bars&lt;br /&gt;
| shining bars of metal&lt;br /&gt;
| bars... metal&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (cut)&lt;br /&gt;
| cut gems&lt;br /&gt;
| cut gems&lt;br /&gt;
| gems... shining&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem]]s (raw)&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough gems&lt;br /&gt;
| rough... color&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (green)&lt;br /&gt;
| raw green glass&lt;br /&gt;
| glass&lt;br /&gt;
| raw... green&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (clear)&lt;br /&gt;
| ?&lt;br /&gt;
| glass and burning wood&lt;br /&gt;
| raw... clear&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]] (crystal)&lt;br /&gt;
| ?&lt;br /&gt;
| rough gems and glass&lt;br /&gt;
| raw... crystal&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&lt;br /&gt;
| bones&lt;br /&gt;
| skeletons&lt;br /&gt;
| bones... yes&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]&lt;br /&gt;
| shells&lt;br /&gt;
| a shell&lt;br /&gt;
| a shell...&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]&lt;br /&gt;
| tanned hides&lt;br /&gt;
| stacked leather&lt;br /&gt;
| leather... skin&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (plant)&lt;br /&gt;
| plant fiber cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]] (silk)&lt;br /&gt;
| silk cloth&lt;br /&gt;
| stacked cloth&lt;br /&gt;
| cloth... thread&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Artifacts created ==&lt;br /&gt;
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or crossbows, and that thing is an available choice given the dwarf's profession, he will generally create an object of that type.&lt;br /&gt;
&lt;br /&gt;
The first object grabbed by the dwarf will be the &amp;quot;primary&amp;quot; substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an &amp;quot;onyx bed&amp;quot;, but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].&lt;br /&gt;
&lt;br /&gt;
Once created, the [[artifact]] will be available for use just like a normal item of its type.  Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.&lt;br /&gt;
&lt;br /&gt;
== Failure ==&lt;br /&gt;
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:&lt;br /&gt;
&lt;br /&gt;
* Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point.  They may also hurl themselves into the [[river]], [[chasm]], or [[magma]] immediately.&lt;br /&gt;
* Become a babbling wreck.  A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.&lt;br /&gt;
* Go on a murderous rampage.&lt;br /&gt;
&lt;br /&gt;
The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.&lt;br /&gt;
&lt;br /&gt;
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop. Notably, giving birth while in a strange mood does not interrupt the dwarf; she will ignore the baby until her mood is resolved and it will wander off in the meantime.&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30475</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30475"/>
		<updated>2008-09-02T20:10:48Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, weapons, armor, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!]&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18746.0 Join the discussion!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27713</id>
		<title>40d:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Creature_token&amp;diff=27713"/>
		<updated>2008-08-21T16:34:47Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything here can be applied to all creature files, e.g. creature_domestic, creature_standard, even creature_equipment.&lt;br /&gt;
&lt;br /&gt;
Since the game is in the Alpha stage, consider everything '''tentative'''.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
=Tokens=&lt;br /&gt;
==A==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADD_VERSION&lt;br /&gt;
| version&lt;br /&gt;
| In which version of the game said creature was introduced. Not used anymore in the 3D version.&lt;br /&gt;
[ADD_VERSION:1069]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALCOHOL_DEPENDENT&lt;br /&gt;
| &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_ACTIVE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALTTILE&lt;br /&gt;
| [[Character Table|CP437 ordinal]] or 'character'&lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE].&lt;br /&gt;
[ALTTILE:157] or [ALTTILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHPREDATOR&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMPHIBIOUS&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe with or without water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AQUATIC&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK&lt;br /&gt;
| &lt;br /&gt;
| See the [[#Attacks|Attacks section]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABY&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a baby becomes a child. Without this tag, all creatures born will skip the baby stage and be children upon birth.&lt;br /&gt;
[BABY:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BEACH_FREQUENCY&lt;br /&gt;
| value&lt;br /&gt;
| Whales and jellyfish have this.&lt;br /&gt;
[BEACH_FREQUENCY:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENIGN&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes [[Elephants|elephants]]), which will generally avoid dwarves, although they may chase and/or attack them if they get too close).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME:*&lt;br /&gt;
| &lt;br /&gt;
| See [[Biome Tokens|biome tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BLOODTYPE&lt;br /&gt;
| type&lt;br /&gt;
| Sets the creatures' blood type (default red):&lt;br /&gt;
*R - Red blood&lt;br /&gt;
*G - Green blood&lt;br /&gt;
*B - Blue blood&lt;br /&gt;
*M - Magenta blood&lt;br /&gt;
*C - Cyan blood&lt;br /&gt;
*Y - Yellow pus&lt;br /&gt;
*W - White ichor&lt;br /&gt;
*0 - Black goo&lt;br /&gt;
*VOMIT&lt;br /&gt;
*SLIME&lt;br /&gt;
[BLOODTYPE:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BODY&lt;br /&gt;
| parts[:...]&lt;br /&gt;
| Sets the body parts a creature has. Can supply as many as you want.&lt;br /&gt;
[BODY:HUMANOID:2EYES:2EARS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Bodygloss|BODYGLOSS]]&lt;br /&gt;
| gloss&lt;br /&gt;
| A body_default.txt function. It replaces a part's description with another. e.g. feet with hooves.&lt;br /&gt;
[BODYGLOSS:HOOF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature boils into goo. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The boiling point of the creature's bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature at which the creature's bones start getting damaged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's bones give off.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature where the bones start taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which point the creature's bones burst into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's bones melt.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|BONE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BONECARN&lt;br /&gt;
| &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILDINGDESTROYER&lt;br /&gt;
| value&lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Creatures with BUILDINGDESTROYER will actively seek out your constructions and destroy them. A creature can have this value at 1 or 2. When the value is 1, the creature will go after wooden hatches, wooden doors, supports, statues, windows and archery targets only.  They can't destroy homes during world gen as (semi)megabeasts.  &lt;br /&gt;
When the value is 2 the creature will actively seek out most (all?) constructions and destroy them. They can also destroy buildings during world-gen with this tag. Megabeasts rely on this token for their pathing when attacking your fort.&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUTCHERABLE_NONSTANDARD&lt;br /&gt;
|&lt;br /&gt;
| If a creature has this tag, it may only be slaughtered (that is, the live creature is taken to the [[Butcher's Shop]] and slain). If it dies of any other cause, the corpse cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_CIV&lt;br /&gt;
| &lt;br /&gt;
| Can create civilizations.  This tag may activate hunger and thirst.  Needs confirmation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_LEARN&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag can gain skill experience.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAN_SPEAK&lt;br /&gt;
| &lt;br /&gt;
| Can talk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANNOT_UNDEAD&lt;br /&gt;
| &lt;br /&gt;
| Cannot become undead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CARNIVORE&lt;br /&gt;
| &lt;br /&gt;
| Creature only eats meat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CANOPENDOORS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to open doors.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAVE_ADAPT&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese (if any) starts taking cold damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature emitted by one unit of the creature's cheese (if any).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the cheese made from the creature's milk starts taking damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's cheese melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|CHEESE_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHEESE_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of cheese made from the creature's milk (if applicable). Note that only vermin as of current can be milked.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILD&lt;br /&gt;
| age&lt;br /&gt;
| Age at which a child becomes an adult.&lt;br /&gt;
[CHILD:12]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHILDNAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Gives the child a special name, eg &amp;quot;hippo calf&amp;quot; instead of &amp;quot;hippo child&amp;quot;.&lt;br /&gt;
[CHILDNAME:hippo calf:hippo calves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHITIN&lt;br /&gt;
| &lt;br /&gt;
| When the creature is butchered, it drops chitin, which functions as leather.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTSMAN_NAME&lt;br /&gt;
| &lt;br /&gt;
* singular&lt;br /&gt;
* plural&lt;br /&gt;
| Sets the name of the craftsman profession.&lt;br /&gt;
[CRAFTSMAN_NAME:craftsdwarf:craftsdwarves]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREPUSCULAR&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTER_NUMBER&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster.&lt;br /&gt;
[CLUSTER_NUMBER:1:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
|&lt;br /&gt;
* fg (foreground)&lt;br /&gt;
* bg (background)&lt;br /&gt;
* br (brightness)&lt;br /&gt;
| [[Color]] of the creature's tile.&lt;br /&gt;
[COLOR:3:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COOKABLE_LIVE&lt;br /&gt;
| &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without having to butcher it first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| name&lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_EATER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_ITEM&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to steal things (usually [[food]]?). &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURIOUSBEAST_GUZZLER&lt;br /&gt;
| &lt;br /&gt;
| Will steal [[alcohol]]? Implies CURIOUSBEAST.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DAMBLOCK&lt;br /&gt;
| value&lt;br /&gt;
| How much natural armor a creature has. Can be set to negative numbers, so the creature takes more damage than usual.&lt;br /&gt;
[DAMBLOCK:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFENDER&lt;br /&gt;
| &lt;br /&gt;
| Appears from the glowing pits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIFFICULTY&lt;br /&gt;
| number&lt;br /&gt;
| [[Toady]]: ''&amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot;''&lt;br /&gt;
[DIFFICULTY:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in day.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRAGONFIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| Creature breathes dragon level fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|DRINK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ENDING&lt;br /&gt;
| &lt;br /&gt;
| Will show up after your fortress went 'Too Deep'. (confirm)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON&lt;br /&gt;
| &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPS&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| Determines what can be extracted from the creature, what it's called, how valuable it is, and what you can make from it. Note, it appears that the extraction process is hardcoded into the game, and can't be altered from objects/raw.&lt;br /&gt;
[EXTRACT:cow's milk:7:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_ANTIDOTE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| [EXTRACT_ANTIDOTE:cave spider antivenin:7:0:0:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature value at which a unit of the creature's extract boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_CHEESE&lt;br /&gt;
| &lt;br /&gt;
* name&lt;br /&gt;
* value&lt;br /&gt;
* ?&lt;br /&gt;
* ?&lt;br /&gt;
| The extract gotten from the creature is a unit of cheese.&lt;br /&gt;
[EXTRACT_CHEESE:cow cheese:6:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COOKABLE&lt;br /&gt;
| &lt;br /&gt;
| Extract is cookable.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The low temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that the creature's extract generates on its own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The high temperature value at which the creature's extract starts to take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract bursts into flame (NOT the container it's in).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature's extract melts into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis that lasts until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PARALYZE_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing paralysis on occasional intervals until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_PERMANENT&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) The effects of the creature's extract are permanent once applied and do not wear off naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_SIZE&lt;br /&gt;
| size&lt;br /&gt;
| &lt;br /&gt;
[EXTRACT_SIZE:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|EXTRACT_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN&lt;br /&gt;
| &lt;br /&gt;
| (conjectural) Extract is poisonous, causing a permanent stun effect until the extract wears off.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STUN_INTERMITTENT&lt;br /&gt;
| &lt;br /&gt;
| (verified) Extract is poisonous, causing temporary stuns on semi-occasional intervals.  Can be delivered by SPECIALATTACK_INJECT_EXTRACT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VALUE&lt;br /&gt;
| value&lt;br /&gt;
| The value per unit of the creature's extract.&lt;br /&gt;
[EXTRACT_VALUE:20]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRAVISION&lt;br /&gt;
| &lt;br /&gt;
| Creature has enhanced vision (longer vision range, ie. at night).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FANCIFUL&lt;br /&gt;
| &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FAT&lt;br /&gt;
| value&lt;br /&gt;
| How much fat a creature has when it is butchered.&lt;br /&gt;
[FAT:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREBREATH&lt;br /&gt;
| &lt;br /&gt;
| The creature breathes fire.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all forms of fire, except DRAGONFIREBREATH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIREIMMUNE_SUPER&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. Implies FIREIMMUNE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FISHITEM&lt;br /&gt;
| &lt;br /&gt;
| Needs to be cleaned at a fishery.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The natural heat generated by the creature. [FIXED_TEMP:1-?]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLEEQUICK&lt;br /&gt;
| &lt;br /&gt;
| Determines how soon a creature flees in a losing battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLIER&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to fly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| time&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurences per time unit (needs confirmation). Creatures without a frequency statement appear to be on the map at all times. Almost all others have [FREQUENCY:5].&lt;br /&gt;
[FREQUENCY:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENPOWER&lt;br /&gt;
| rate?&lt;br /&gt;
| Not used anymore and can be removed safely. Was related to magic.&lt;br /&gt;
[GENPOWER:3]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWCOLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| The colour of the GLOWTILE of the creature (see below).&lt;br /&gt;
&lt;br /&gt;
[GLOWCOLOR:4:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOWTILE&lt;br /&gt;
| ascii&lt;br /&gt;
'character'&lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode).  The tile is what replaces the being's current tile when it is obscured from your sight by darkness.  The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect.&lt;br /&gt;
&lt;br /&gt;
[GLOWTILE:'&amp;quot;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GNAWER&lt;br /&gt;
| &lt;br /&gt;
| The creature chews on food storage containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps (see [[Creatures#Threat Matrix|Threat Matrix]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASSTRAMPLE&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much grass is trampled when they walk on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature. &lt;br /&gt;
[GRASSTRAMPLE:42]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HAS_RACEGLOSS&lt;br /&gt;
| gloss&lt;br /&gt;
| Links a material glossary to the entity, located in the file &amp;quot;matgloss_[name].txt&amp;quot;; in this example, matgloss_wood.txt&lt;br /&gt;
[HAS_RACEGLOSS:WOOD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HASSHELL&lt;br /&gt;
| &lt;br /&gt;
| Creature will leave behind a shell when eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HOMEOTHERM&lt;br /&gt;
| value&lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature. Combined with LAYERING, sets the temperature range under which it can live. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HORN&lt;br /&gt;
| &lt;br /&gt;
| Creature drops a horn or horns when butchered, which presumably acts like bone. This tag is broken.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will burst into flames. [[Temperature scale|DF temperature scale]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOLATE&lt;br /&gt;
| &lt;br /&gt;
| Possessed by fire snake. Allows them to burn items they are standing on (food stockpile infested with fire snakes will be covered in spilled booze)?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMMOBILE_LAND&lt;br /&gt;
|&lt;br /&gt;
| The creature is immobile while on land&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INTELLIGENT&lt;br /&gt;
| &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE&lt;br /&gt;
| &lt;br /&gt;
* [[Item Tokens|item token]]&lt;br /&gt;
* subtype&lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
* [[Material_Tokens|material token]]&lt;br /&gt;
* NO_RACEGLOSS&lt;br /&gt;
USE_RACEGLOSS&lt;br /&gt;
USE_SHARPSTONE&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc).  The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;IRON&amp;quot; if the corpse type is &amp;quot;STATUE&amp;quot;).  USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;HAS_RACEGLOSS:&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
[ITEMCORPSE:[[Tokens#Item_Tokens|WOOD]]:NO_SUBTYPE:[[Tokens#Material_Tokens|WOOD]]:USE_RACEGLOSS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMCORPSE_QUALITY&lt;br /&gt;
| quality&lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level.&lt;br /&gt;
[ITEMCORPSE_QUALITY:5]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IVORY&lt;br /&gt;
| &lt;br /&gt;
| Creature will produce ivory when butchered. Currently doesn't work.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near cave rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_CHASM&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near chasms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_LAVA&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns from/near magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_PREDATOR&lt;br /&gt;
| &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress(&amp;quot;ere the wolves get hungry.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LARGE_ROAMING&lt;br /&gt;
| &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYERING&lt;br /&gt;
| value&lt;br /&gt;
| How well-protected the creature is from low temperatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will boil away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature that leather made from the creature's skins generates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will take damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will burst into flames.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LEATHER_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which leather made from the creature's skins will melt away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|LEATHER_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_GEN&lt;br /&gt;
| &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_FIGHTING&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature &amp;quot;takes pleasure in slaughter&amp;quot; (after killing something in battle).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LISP&lt;br /&gt;
| &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOCKPICKER&lt;br /&gt;
| &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LOOSE_CLUSTERS&lt;br /&gt;
| &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGICAL&lt;br /&gt;
| &lt;br /&gt;
| Allows a creature to use magic? (Requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAGMA_VISION&lt;br /&gt;
|&lt;br /&gt;
|Creature's able to see while covered in magma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| The creature is always male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material Tokens|Material token]]&lt;br /&gt;
* USE_RACEGLOSS&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATUTINAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAXAGE&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Sets the Min Max age for a creature. Used in world generating and Fortress Mode.&lt;br /&gt;
[MAXAGE:150:170]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEANDERER&lt;br /&gt;
| &lt;br /&gt;
| Gives a creature random movement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| The temperature at which the creature will melt into goo.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILKABLE&lt;br /&gt;
| frequency?&lt;br /&gt;
| Allows the creature to be milked. Currently only works with vermin creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MISCHIEVIOUS&lt;br /&gt;
| &lt;br /&gt;
| Will pull any levers it comes across. (requires confirmation)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MODVALUE&lt;br /&gt;
| number&lt;br /&gt;
| Multiplies the value of items made from the creature by the number in the tag.&lt;br /&gt;
[MODVALUE:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be mounted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOUNT_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to mount the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MULTIPLE_LITTER_RARE&lt;br /&gt;
| &lt;br /&gt;
| Makes litters with more than one offspring rare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MUNDANE&lt;br /&gt;
| &lt;br /&gt;
| Marks if the creature is an actual real-life creature.  Only used for age-names at present.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
* singular noun&lt;br /&gt;
* plural noun&lt;br /&gt;
* adjective&lt;br /&gt;
| What the creature is actually called in game. Make sure there is no space around the &amp;quot;:&amp;quot;.&lt;br /&gt;
[NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NARROW&lt;br /&gt;
| &lt;br /&gt;
| The creature can only wear things that have the narrow tag on it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NATURAL&lt;br /&gt;
| &lt;br /&gt;
| Animal&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_AUTUMN&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Autumn season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_DRINK&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to drink.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_EAT&lt;br /&gt;
| &lt;br /&gt;
| Creature does not need to eat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_GENDER&lt;br /&gt;
| &lt;br /&gt;
| No gender will be selected for the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SLEEP&lt;br /&gt;
|&lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SPRING&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Spring season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_SUMMER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Summer season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NO_WINTER&lt;br /&gt;
| &lt;br /&gt;
| Will not show up during the Winter season.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBREATHE&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body.  Cannot drown or be strangled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBLEED&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't bleed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOBONES&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop bones on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOCTURNAL&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEMOTION&lt;br /&gt;
| &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOEXERT&lt;br /&gt;
| &lt;br /&gt;
| Creature can't become tired or over-exerted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOFEAR&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOMEAT&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop meat on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NONAUSEA&lt;br /&gt;
| &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOPAIN&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't feel pain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKIN&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skin on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSKULL&lt;br /&gt;
| &lt;br /&gt;
| Creature will not drop skull on death.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSMELLYROT&lt;br /&gt;
| &lt;br /&gt;
| Creatures' corpse does not create miasma.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUCKINS&lt;br /&gt;
| &lt;br /&gt;
| Weapons can't be stuck in creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOSTUN&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be stunned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOTHOUGHT&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NOT_BUTCHERABLE&lt;br /&gt;
| &lt;br /&gt;
| Creature can't be butchered.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PARALYZEIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PEARL&lt;br /&gt;
| &lt;br /&gt;
| Creature will generate pearls.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PENETRATEPOWER&lt;br /&gt;
| value&lt;br /&gt;
|Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERSONALITY&lt;br /&gt;
|&lt;br /&gt;
* token&lt;br /&gt;
* lowest % chance&lt;br /&gt;
* median&lt;br /&gt;
* highest % chance&lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See [[Personality traits]] for more info.&lt;br /&gt;
[PERSONALITY:IMAGINATION:0:55:100]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be tamed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PET_EXOTIC&lt;br /&gt;
| &lt;br /&gt;
| You need the [[Dungeon master]] noble to tame the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PETVALUE&lt;br /&gt;
| value&lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token.&lt;br /&gt;
[PETVALUE:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POPULATION_NUMBER&lt;br /&gt;
|&lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
[POPULATION_NUMBER:42:42]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POWER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to be worshiped by entities with the RELIGION:ANY_APPROPRIATE_POWER tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| object&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot;&lt;br /&gt;
[PREFSTRING:beards]&lt;br /&gt;
Multiple entries will be chosen from at random.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
| &lt;br /&gt;
* fg&lt;br /&gt;
* bg&lt;br /&gt;
* br&lt;br /&gt;
| [REMAINS_COLOR:6:0:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
| &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEMIMEGABEAST&lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SESSILE_LAND&lt;br /&gt;
| &lt;br /&gt;
| Cannot move on land. (Note: No longer valid. Use [IMMOBLE_LAND].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEVERONBREAKS&lt;br /&gt;
| &lt;br /&gt;
| Limbs and body parts sever on breakage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_BOILING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs boils away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_COLDDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_FIXED_TEMP&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature generated by the creature's web silk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_HEATDAM_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs takes damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_IGNITE_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs bursts into flame.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SILK_MELTING_POINT&lt;br /&gt;
| temperature&lt;br /&gt;
| Temperature at which silk made from this creature's webs melts away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SILK_SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIZE&lt;br /&gt;
| value&lt;br /&gt;
| How big a creature is. 6 is for dwarf like creatures, 7 is for human like creatures. 16 is for giants.  Larger creatures are far more dangerous in combat. Also equals the amount of Meat/Chunks/Bones you get from the beast.&lt;br /&gt;
[SIZE:6]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLOW_LEARNER&lt;br /&gt;
| &lt;br /&gt;
| Presumably similar to [CAN_LEARN], but slower. Present in the entries for ogres and giants&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_CAVERIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_OCEAN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_RIVER&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALLAQUATIC_SWAMP&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SMALL_REMAINS&lt;br /&gt;
| &lt;br /&gt;
| If a creature has this tag, it'll leave a small corpse that only rots once, such as vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECNAME&lt;br /&gt;
|&lt;br /&gt;
*token&lt;br /&gt;
*singular noun&lt;br /&gt;
*plural noun&lt;br /&gt;
*adjective&lt;br /&gt;
| Sets a special name for certain instances.&lt;br /&gt;
[SPECNAME:MALE:bull:bulls:bull]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[Creature_Tokens/SPEC_HEAT|SPEC_HEAT]]&lt;br /&gt;
| &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; a temperature&lt;br /&gt;
| [SPEC_HEAT:409]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEECH&lt;br /&gt;
| filename&lt;br /&gt;
| Sets what speech.txt do use for the creature.&lt;br /&gt;
[SPEECH:dwarf.txt]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEED&lt;br /&gt;
| value&lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[SPEED X] is the resulting effect on creatures movement and workrates from default. See [[Speed]] for more information.&lt;br /&gt;
[SPEED:400]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STOUT&lt;br /&gt;
| &lt;br /&gt;
| Creature has a resistance to being knocked over.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_FLESH&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_INNATE&lt;br /&gt;
|&lt;br /&gt;
| The creature naturally knows how to swim, as opposed to swims_learned below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIMS_LEARNED&lt;br /&gt;
|&lt;br /&gt;
| The creature must learn to swim (via. dabbling swimmer, novice, etc) rather than knowing how naturally.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SWIM_SPEED&lt;br /&gt;
| value&lt;br /&gt;
| How fast the creature swims.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THICKWEB&lt;br /&gt;
| &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| CP437 ordinal or 'character'&lt;br /&gt;
| The graphical representation of the creature.&lt;br /&gt;
[TILE:157] or [TILE:'&amp;amp;']&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_CAPACITY&lt;br /&gt;
| weight&lt;br /&gt;
| How much the creature can carry when used by merchants.&lt;br /&gt;
[TRADE_CAPACITY:2000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAINABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of [[Kennels]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANCES&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to go into martial trances, and to create artifacts via moods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPAVOID&lt;br /&gt;
| &lt;br /&gt;
| The creature is immune to traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRIGGERABLE_GROUP&lt;br /&gt;
| &lt;br /&gt;
* minimum?&lt;br /&gt;
* maximum?&lt;br /&gt;
| [TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERSWIM&lt;br /&gt;
| &lt;br /&gt;
| Creature swims under the water and can't be seen.&lt;br /&gt;
|-&lt;br /&gt;
|UTTERANCES&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VEGETATION&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMINHUNTER&lt;br /&gt;
| &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_BITE&lt;br /&gt;
| &lt;br /&gt;
* amount injected?&lt;br /&gt;
* name&lt;br /&gt;
* effect (USE_EXTRACT)&lt;br /&gt;
| [VERMIN_BITE:10:bitten:USE_EXTRACT]&lt;br /&gt;
On very rare occasions, someone who remains in the same tile as this creature will be bitten by that creature, and the effect will be applied to the offender.  Used by (tiny) cave spiders to inject their venom into the occasional dwarf.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
| &lt;br /&gt;
| The creature can eat your food.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_GROUNDER&lt;br /&gt;
| &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
:I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. &amp;amp;ndash; [[User:Peristarkawan|Peristarkawan]] 17:27, 24 May 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_HATEABLE&lt;br /&gt;
| &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOFISH&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by fishing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOROAM&lt;br /&gt;
| &lt;br /&gt;
| The creature will not be observed randomly roaming about the map.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_NOTRAP&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL&lt;br /&gt;
|&lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_SOIL_COLONY&lt;br /&gt;
|&lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VESPERTINE&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| How far the creature can see?&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WAGON_PULLER&lt;br /&gt;
| &lt;br /&gt;
| Allows the creature to pull caravan wagons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBBER&lt;br /&gt;
| &lt;br /&gt;
| The creature will create webs. It also seems to make creatures flying. More testing is needed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEBIMMUNE&lt;br /&gt;
| &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Attacks=&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Tag&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|What It Does&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
&lt;br /&gt;
''Format:''&lt;br /&gt;
[ATTACK:''priority'':(BYTYPE:''type'' || BYTOKEN:''bodypart''):''&amp;quot;verb&amp;quot;'':''&amp;quot;conjugate verb&amp;quot;'':''min dmg'':''max dmg'':''dmg type'']([(ATTACKFLAG_WITH || ATTACKFLAG_CANLATCH)])([SPECIALATTACK_INJECT_EXTRACT:''min'':''max''])&lt;br /&gt;
|Sets what natural attacks a creature has.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MAIN&lt;br /&gt;
SECOND&lt;br /&gt;
|''MAIN'': Sets the attack to act as the creatures' main attack.&lt;br /&gt;
''SECOND'': The creature will only use this attack if it can't use the MAIN attack(s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BYTYPE:GRASP&lt;br /&gt;
BYTOKEN:TAIL_STINGER&lt;br /&gt;
|''BYTYPE'': Sets what body part type to use for the attack.  Possible values for &amp;quot;type&amp;quot; are GRASP, MOUTH, STANCE, THOUGHT, BREATHE, and the like.  See [[Body Tokens]].&lt;br /&gt;
''BYTOKEN'': Sets the explicit body part ID to use for the attack.  The token must exist as part of the creature's [[Creature Tokens#B|BODY]] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|punch:punches&lt;br /&gt;
|Sets the verb for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|1:2&lt;br /&gt;
|Sets the Min Max for the damage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|BLUDGEON, PIERCE, SLASH, GORE, BURN, HEAT, COLD&lt;br /&gt;
|Sets the damage type for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_WITH]&lt;br /&gt;
|Allows the creature to use weapons with the attack if they have one in a limb that can hold items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[ATTACKFLAG_CANLATCH]&lt;br /&gt;
|Allows the creature to latch on with the attack. &amp;quot;Crocodile latches on Blargg's head firmly.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_INJECT_EXTRACT:50:100]&lt;br /&gt;
|The creature injects an amount of its extract into a victim upon successfully using this attack.  The significance of the amount is unknown (but probably determines duration before the extract wears off).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
|When blood is drained from a creature, it causes heavy bleeding (depending on the attacking creatures ability to suck blood). It's unknown if blood suckers feed or regain health while doing this. (Numbers affect amount of blood drawn?)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8988</id>
		<title>40d:Utilities</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Utilities&amp;diff=8988"/>
		<updated>2008-07-22T19:37:31Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here are third party applications developed for Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
== Movies, Screenshots, Map Files ==&lt;br /&gt;
&lt;br /&gt;
=== DF Map Compressor / DF Map Archive ===&lt;br /&gt;
&lt;br /&gt;
*[http://shadowlord13.googlepages.com/dfmap-index.html SL's DF Map Compressor - Website]&lt;br /&gt;
*[http://mkv25.net/dfma/ Dwarf Fortress Map Archive]&lt;br /&gt;
&lt;br /&gt;
The DF Map Compressor encodes multiple bitmaps exported from Dwarf Fortress into a single, very compressed, .fdf-map file. The fdf-map file can then be shared with your friends by uploading to the DF Map Archive that features an online viewer (written in Flash).&lt;br /&gt;
&lt;br /&gt;
The map compressor was created by Shadowlord in May 2007. Extract from the website :&lt;br /&gt;
:&amp;quot;The '''DF Map Compressor''' is a program I made to encode Dwarf Fortress fortress or world map images into a much smaller format than is possible with normal image formats. Here's a quick summary of how it works: It determines the size of your tiles from your DF font file (or asks you), splits the map up into tiles, identifies duplicate tiles, writes out every unique tile image, and then writes out a list of ID#s for each tile position which points to the tile image for that tile. What it outputs is piped through the LZMA compressor (the one used in 7-zip), to compress it further. The .df-map file which it writes out is usually less than 100 KB in size. (By comparison, a PNG of the same map can exceed 2 megabytes, depending on how well you compress it, whether you change the color depth, and whether you are using a graphical tileset or detailed font).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Read more about the [[User:Markavian/DF_Map_Archive|DF Map Archive]] on Markavian's User page.&lt;br /&gt;
&lt;br /&gt;
=== CMVPlayer === &lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/CMVPlayer.zip Download CMVPlayer.zip] &lt;br /&gt;
&lt;br /&gt;
First released by Jifodus in April 2007. This application enables playback of the DF movies (.cmv) without starting DF. It also provides some more functionalities, such as :&lt;br /&gt;
* Rewind&lt;br /&gt;
* Pause&lt;br /&gt;
* Play frame per frame&lt;br /&gt;
&lt;br /&gt;
To use, simply unzip the file, and drop and drag the movie on CMVPlayer.exe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== 3Dwarf Visualizer - a tool to view maps in 3D ===&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001450 Bay12Forums Thread]&lt;br /&gt;
This is NOT realtime, that is still a long, long way off.&lt;br /&gt;
What this does is read the map out of your computer's memory when DF is running and save it to a file it can read. It can then open that file and show you your fort in glorious 3d.&lt;br /&gt;
Still in beta, obviously.&lt;br /&gt;
&lt;br /&gt;
=== Dwarvis / MapExtract ===&lt;br /&gt;
*[http://code.google.com/p/dwarvis/ dwarvis on Google Code]&lt;br /&gt;
This project is meant as a 3rd party utility for the cult-game dwarf fortress. Its purpose is to eventually provide 3-dimensional visualization of static snapshots of the ingame world of a given fortress.&lt;br /&gt;
&lt;br /&gt;
=== Dwarf Fortress File Depot ===&lt;br /&gt;
*[http://dffd.wimbli.com/ The Dwarf Fortress File Upload Service], an excellent place to store mods, community games, tilesets and other files. Courtesy of [http://www.dwarffortresswiki.net/index.php/User:Janus Janus]; for files related to Dwarf Fortress only.&lt;br /&gt;
&lt;br /&gt;
== Dwarf Companion ==&lt;br /&gt;
The [[User:Bartavelle/DwarfCompanion|Dwarf Companion]], created by [[User:Bartavelle|Bartavelle]] is a graphical helper utility for dwarf fortress that aims to fill the gaps in the user interface. It allows for some nefarious cheating. For example, you can now mark your nobles as butcherable, and change possessed dwarves to fey moods.&lt;br /&gt;
&lt;br /&gt;
== [[User:Rick|Rick]]'s utilities ==&lt;br /&gt;
Fabulous tools made by the marvelous Rick. All Hail Rick!&lt;br /&gt;
&lt;br /&gt;
=== [[User:Rick/Tweak|Gibbed's Dwarf Fortress Tweak]] ===&lt;br /&gt;
&lt;br /&gt;
A toolset with many modules for tweaking / editing Dwarf Fortress memory. [[User:Rick/Tweak|Check the full article for more details]].&lt;br /&gt;
&lt;br /&gt;
== Dwarf Foreman ==&lt;br /&gt;
[http://www.pavlovian.net/foreman/ Home page]. Makes switching jobs on and off for large numbers of dwarves simple. Dwarves are grouped by their profession, or custom profession if they have one. By clicking on the graph you can enable any job for all dwarves with that profession. Still in alpha for this version of DF, if it doesn't recognize one of the new professions, check the file '''debug.txt''' in the directory you run foreman from.&lt;br /&gt;
&lt;br /&gt;
Though prone to crashing currently, saving and exiting DF, starting foreman and then starting DF again will usually get it working again. Zorba would also appreciate it if you'd email him the crash log located in the Dwarf Foreman directory when this happens (zorba-foremancrash@pavlovian.net).&lt;br /&gt;
&lt;br /&gt;
Dwarf Foreman currently allows you to change the jobs of visiting merchants, outpost liaisons, children, and any other dwarves that aren't normally controllable. It is unsupported but occasionally hilarious, and allows you to finally put those lazy dwarven children to work.&lt;br /&gt;
&lt;br /&gt;
This handy utility would be an ideal complement to an updated LabourDF.&lt;br /&gt;
&lt;br /&gt;
Source code is available.&lt;br /&gt;
----&lt;br /&gt;
To make Foreman compatible with '''v0.27.168.33g''', download the new version and update the config file as shown below. - [http://forums.somethingawful.com/showthread.php?threadid=2677834&amp;amp;userid=0&amp;amp;perpage=40&amp;amp;pagenumber=74#post337422833 Originally posted by Mu.]&lt;br /&gt;
&amp;lt;pre&amp;gt;check=008c407c&lt;br /&gt;
critter_start=01427B50&lt;br /&gt;
dwarfidpos=01248AC8&lt;br /&gt;
profession_start=45c&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.173.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01E30A43&lt;br /&gt;
critter_start=01450E98&lt;br /&gt;
dwarfidpos=01271E10&lt;br /&gt;
profession_start=45c&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38a''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=023401d3&lt;br /&gt;
critter_start=01463378&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=480&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38b''', update config file as shown below.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01e3dbcc&lt;br /&gt;
critter_start=01463570&lt;br /&gt;
dwarfidpos=01284188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.27.176.38c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01cf4654&lt;br /&gt;
critter_start=01464570&lt;br /&gt;
dwarfidpos=01285188&lt;br /&gt;
profession_start=0470&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39a''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01aa9d3a&lt;br /&gt;
critter_start=015124f4&lt;br /&gt;
dwarfidpos=0131f1b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39b''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01a16957&lt;br /&gt;
critter_start=015134f4&lt;br /&gt;
dwarfidpos=013201b8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To make Foreman compatible with '''v0.28.181.39c''', update config file as shown below. Use the [[Talk:Utilities#Dwarf Foreman|talk page]] if it doesn't work.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
check=01b89dbc&lt;br /&gt;
critter_start=01513514&lt;br /&gt;
dwarfidpos=013201d8&lt;br /&gt;
profession_start=0474&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== StartProfile ==&lt;br /&gt;
Jifodus wrote a little utility that lets you maintain profiles of your starting dwarves.&lt;br /&gt;
Works for versions 0.27.169.33b, 0.27.169.33c, 0.27.169.33d, and 0.27.169.33e. Check the readme to find out how to switch between the different versions. If you wish to patch the executable yourself, please check [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001367 Discussion thread]&lt;br /&gt;
&lt;br /&gt;
Obsolete: [http://www.geocities.com/jifodus/StartProfile.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/jifodus/dfufend.zip StartProfile utility]&lt;br /&gt;
&lt;br /&gt;
Incidentally, if you try this utility, please report success/failure in [[Talk:Utilities#StartProfile|the utilities talk page]].&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
== [[User:0x517A5D|0x517A5D]]'s utilities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Attention!&amp;lt;/b&amp;gt;  As the host site of these utilities is placing links to amateur pornographic videos on the download pages, these links are currently &amp;lt;b&amp;gt;Not Safe For Work!&amp;lt;/b&amp;gt;  Please see my [[User_talk:0x517A5D|User Talk]] page for discussion and a blanket permission to take care of this &amp;lt;strike&amp;gt;issue&amp;lt;/strike&amp;gt; problem.  Sorry about this.  &amp;amp;mdash;[[User:0x517A5D|0x517A5D]]&lt;br /&gt;
&lt;br /&gt;
=== Enable Magma Buildings ===&lt;br /&gt;
Helper utility for Rick's reveal.exe&amp;lt;br/&amp;gt;&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=3935enable_magma_buildings.zip enable_magma_buildings.zip]&lt;br /&gt;
&lt;br /&gt;
You need this utility in the case that you used the reveal utility, and&lt;br /&gt;
you had not yet discovered any subsurface magma.&lt;br /&gt;
(If the hide utility is ever updated, you could also hide a few magma&lt;br /&gt;
tiles and then dig them out.  That worked in the old version.)&lt;br /&gt;
&lt;br /&gt;
Because there is no actual flag that controls whether magma has been seen&lt;br /&gt;
(the game searches a list, probably a list of notable events), I had to&lt;br /&gt;
patch the game's code.  This means you need to run the utility every time&lt;br /&gt;
you start dwarfort.exe.&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Regional Prospector ===&lt;br /&gt;
&lt;br /&gt;
For Dwarf Fortress 28.181.39a and newer: [http://www.bay12games.com/forum/index.php?topic=20643.0]&lt;br /&gt;
For older versions: [http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=regional_prospector.zip regional_prospector.zip]''(Careful, download link contains images of pornography as ads.)''&lt;br /&gt;
&lt;br /&gt;
A simple but very helpful utility that shows hidden map features at embark time.  &lt;br /&gt;
If you're trying to find the perfect start location by repeatedly embarking and &lt;br /&gt;
revealing, give this one a shot!&lt;br /&gt;
&lt;br /&gt;
Map key:&lt;br /&gt;
:{{Raw Tile|≈|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;volcano; magma reaches the surface&lt;br /&gt;
:{{Raw Tile|~|#F00|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground magma pipe or magma pool&lt;br /&gt;
:{{Raw Tile|≈|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground river&lt;br /&gt;
:{{Raw Tile|~|#00F|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;underground pool&lt;br /&gt;
:{{Raw Tile|#|#000|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;chasm&lt;br /&gt;
:{{Raw Tile|£|#0FF|#AAA}}&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;adamantine and pits&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This utility has been made version-independent.  &lt;br /&gt;
It is known to work with all releases from 32a to 33g.  &lt;br /&gt;
It is expected to work with future releases of Dwarf Fortress, &lt;br /&gt;
as long as the embark code doesn't change too much.&lt;br /&gt;
&lt;br /&gt;
Discussion and kudos can be left [[User_talk:0x517A5D#Seekret_Projekt|here]].&lt;br /&gt;
&lt;br /&gt;
=== Latitudes ===&lt;br /&gt;
&lt;br /&gt;
[http://www.yourfilehost.com/media.php?cat=other&amp;amp;file=latitudes.zip Latitudes] is a utility that, when on the embark map screen, shows the X/Y coordinates of the current region.   Until Toady adds [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=5&amp;amp;t=002191 proper support], this will do the trick.  Works in .32a through at least .33g.  Technical notes: uses memory injection, so it may be flagged as a suspicious file by anti-virus programs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Temporarily withdrawn as I am experiencing crashes of DF when invoking the utility.&amp;lt;br/&amp;gt;&amp;amp;mdash;[[User:0x517A5D|0x517A5D]] 14:26, 31 December 2007 (EST) --&amp;gt;&lt;br /&gt;
&amp;lt;!-- The bug I was experiencing was a regression in my development version.  It&lt;br /&gt;
does not occur in the current release.  So everything's okay. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Teleport ==&lt;br /&gt;
[http://angband.org/~erasmus/df/teleport22.zip teleport22.zip] -- Teleport dwarves and other creatures&lt;br /&gt;
&lt;br /&gt;
Version 2.2 is &amp;lt;u&amp;gt;really&amp;lt;/u&amp;gt; now independent of the DF version. (33c)&lt;br /&gt;
&lt;br /&gt;
Caveat: The teleport utility does not correctly set the occupancy flag for map squares.  As a results, dwarves will permanently crawl through the square that you teleported them out of.  In addition, you cannot build structures in those squares.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
[http://angband.org/~erasmus/df/water.exe water.exe] -- Quick hack to refill ponds.  Run this while your fortress is up, and it'll restore any &amp;quot;murky pool&amp;quot; tiles (i.e. the floor of ponds and lakes) to 7/7 water.  If you've tunneled into a pond, it'll still refill but will flow out normally.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e due to its &amp;quot;quick hack&amp;quot; status.&lt;br /&gt;
&lt;br /&gt;
Note:  If there is lava in a murky pool, it will be raised to depth 7/7.&lt;br /&gt;
&lt;br /&gt;
== Lava square ==&lt;br /&gt;
[http://angband.org/~erasmus/df/lavasquare.exe lavasquare.exe] -- Another quick hack to make a 7/7 unit of lava on the currently selected square.  Ignore the random text it spams, as it was quickly adapted from a map query tool, and I didn't bother removing the print statements.&lt;br /&gt;
&lt;br /&gt;
Only works with version 33e. To hack this executable for a later version of dwarf fortress see the [[Talk:Utilities#Lavasquare|talk page]].&lt;br /&gt;
&lt;br /&gt;
33g version plus autohotkey script: http://www.sendspace.com/file/xsl6gs --[[User:Jackard|Jackard]] 09:43, 13 January 2008 (EST)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [http://en.wikipedia.org/wiki/Macro_%28computer_science%29 Macro Programs] ==&lt;br /&gt;
A program that lets you program scripts/macros so that when you press a certain key combination, or in any other fashion activates the program, a series of keystrokes is sent to the active program instead.&lt;br /&gt;
&lt;br /&gt;
=== [http://www.autohotkey.com/ AutoHotKey] ===&lt;br /&gt;
AHK lets you define global hotkeys to send a sequence of keystrokes. For example, you can have {{key|alt}}+{{key|w}} replace {{key|b}}-{{key|C}}-{{key|w}}-{{key|Enter}}-{{key|Enter}} to make wall building much easier.  See [[Macros and Keymaps]] for a how-to and some example scripts.&lt;br /&gt;
----&lt;br /&gt;
See [[:Category:ahk scripts]] for a list of user submitted scripts.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Winmerge ==&lt;br /&gt;
&lt;br /&gt;
This utility allows you to compare folders or files. It highlights anything that does not fit in with the other file, so that you can see if you want to merge them into one file or not..&lt;br /&gt;
&lt;br /&gt;
Download at [http://winmerge.org/].&lt;br /&gt;
[[User:Omagaalpha|Omagaalpha]] 08:30, 13 February 2008 (EST)&lt;br /&gt;
Edit:--[[User:AtomicTroop|AtomicTroop]] 12:15, 23 March 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== DFWall ==&lt;br /&gt;
&lt;br /&gt;
An utility for automatisation of mass constructions. Features three modes:&lt;br /&gt;
&lt;br /&gt;
1. Rectangle rewalling - quickly build a rectangle of walls/floors using:&lt;br /&gt;
&lt;br /&gt;
a) the same saved material every time ([http://mkv25.net/dfma/movie-495-dfwalldemo DEMO])&lt;br /&gt;
&lt;br /&gt;
b) any material with at least 1/10/99 units&lt;br /&gt;
&lt;br /&gt;
2. Quick reselect (for ANY single unit construction) - save that green glass box and never again have to look for it between all the bags!&lt;br /&gt;
&lt;br /&gt;
3. Pattern construction - make a pattern file and have stuff constructed according to it ([http://mkv25.net/dfma/movie-520-dfwalldemo2 DEMO]).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For more details look here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001847 link]&lt;br /&gt;
&lt;br /&gt;
Get the newest version here: [http://dffd.wimbli.com/file.php?id=108 link]&lt;br /&gt;
&lt;br /&gt;
== Accent Removal ==&lt;br /&gt;
&lt;br /&gt;
This is a batch file compatible with [http://www.inforapid.de/html/searchreplace.htm InfoRapid Search &amp;amp; Replace.]&lt;br /&gt;
&lt;br /&gt;
It is used on the following raws to remove accented letters from translations:&lt;br /&gt;
*language_DWARF.txt&lt;br /&gt;
*language_ELF.txt&lt;br /&gt;
*language_GOBLIN.txt&lt;br /&gt;
*language_HUMAN.txt&lt;br /&gt;
&lt;br /&gt;
This could be useful for character sets that render accents improperly. Please remember to backup your raws before doing crazy things like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;„&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt; &amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ƒ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;†&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;…&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;a&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;c&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‚&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Š&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;ˆ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‰&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;e&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¡&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;Œ&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;‹&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;i&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¤&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;n&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;•&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;”&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;“&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;¢&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;o&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;—&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;–&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;£&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;u&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;Command&amp;gt;&lt;br /&gt;
	&amp;lt;Search&amp;gt;˜&amp;lt;/Search&amp;gt;&lt;br /&gt;
	&amp;lt;Replace&amp;gt;y&amp;lt;/Replace&amp;gt;&lt;br /&gt;
&amp;lt;/Command&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Dtil ==&lt;br /&gt;
*[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=001843 Forum Thread]&lt;br /&gt;
Dtil is a general purpose tool host that supplies a dynamically generated SDK for plugin authors.&lt;br /&gt;
&lt;br /&gt;
== Modbase ==&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
== DF World Generator ==&lt;br /&gt;
&lt;br /&gt;
Swiftly written supplement to the command line world generator. Written in Python, so you have to have Python installed to use this.&lt;br /&gt;
Follow [http://dffd.wimbli.com/file.php?id=278 this] link to get to the file. It must be run from the command line and be in the DF Directory to work. Running the program with no parameters will provoke a short help-me dialog which will explain how to run it properly.&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
== DF Log Parser ==&lt;br /&gt;
Written by Mephansteras&lt;br /&gt;
&lt;br /&gt;
This is a perl script that parses through the logs to show what civs owned what sites, what thier overall populations were, and what the overall population levels of cave critters were. The output file makes it pretty easy to see how the various races are doing.&lt;br /&gt;
&lt;br /&gt;
You will see:&lt;br /&gt;
Each Civilization, with overall ruler. Each site in that civ, with the local ruler. A summary of every entity in that civ.&lt;br /&gt;
A summary of every civ, by race&lt;br /&gt;
A listing of every Ruin&lt;br /&gt;
A listing of the total populations of cave critters&lt;br /&gt;
A listing of the total populations of civilized creatures&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=299 Raw perl script] - requires perl&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=311 Executable version] - does not require perl&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30474</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30474"/>
		<updated>2008-07-22T18:39:43Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= Modbase =&lt;br /&gt;
&lt;br /&gt;
Modbase is a great tool made by Sean Mirrsen which allows you to freely swap mods and tweak game settings.&lt;br /&gt;
[http://www.bay12games.com/forum/index.php?topic=18623.0 Get it now!]&lt;br /&gt;
For version 0.38c.&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== [[User:Jackard#Language_Mod|Language Mod]] ==&lt;br /&gt;
Enhances the game's vocabulary.&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod '''2'''==&lt;br /&gt;
&lt;br /&gt;
Adds 73 new plants, some indoor and lots outdoor&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod_2|Botany Mod 2]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;br /&gt;
&lt;br /&gt;
== Angler Mod ==&lt;br /&gt;
&lt;br /&gt;
adds 13 new fish&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Angler_Mod|Angler Mod]]&lt;br /&gt;
&lt;br /&gt;
== It's The Small Things Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds a ton of flavour text to the game including:&lt;br /&gt;
&lt;br /&gt;
- Over 100 new threats in adventurer mode. (The original only had one.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=184 Download!]&lt;br /&gt;
&lt;br /&gt;
- Over 200 new engravings in fortress and adventurer. (They appear as symbols too.)&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=183 Download!]&lt;br /&gt;
&lt;br /&gt;
- 5 new, non-repeating prefstrings (descriptive text) for each and every creature in the game.&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=182 Download!]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Get the whole set here: [http://dffd.wimbli.com/file.php?id=185 Download!]&lt;br /&gt;
&lt;br /&gt;
Forum thread here: [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000622&amp;amp;p= Link!]&lt;br /&gt;
&lt;br /&gt;
== Civilization Forge Mod ==&lt;br /&gt;
&lt;br /&gt;
This is a major mod to Dwarf Fortress. It adds in new races, animals, plants, stones, and metals. &lt;br /&gt;
It also rebalances farming, and makes several tweaks to the Civ Ethics for the base creatures.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=161 Full details and Download!]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=36355</id>
		<title>40d:Sphere</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=36355"/>
		<updated>2008-07-17T14:58:31Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: Added in Toady's description of the relationship between spheres.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[deity | Deities]], [[demons]], and [[Megabeasts]] are aligned in spheres. A sphere is an aspect where a being has influence.  [[Civilizations]] have sphere alignments as well.&lt;br /&gt;
&lt;br /&gt;
=== Understanding spheres ===&lt;br /&gt;
&lt;br /&gt;
A sphere is the aspect where a being, such as a deity or demon, has influence. As an example from real-world mythology, the Greek goddess [http://en.wikipedia.org/wiki/Athena Athena] is goddess in the spheres of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom.&lt;br /&gt;
&lt;br /&gt;
The following is according to Toady:&lt;br /&gt;
&lt;br /&gt;
Spheres have a parent/child list, a friend list, and a preclude list.  A deity has either one or two base spheres, and then they pick friends of those spheres, while never choosing a precluded or parent/child sphere of any of the spheres they already have.  I tried to be pretty lax with the preclude list so that interesting relationships could pop up.  There will obviously be problems and omissions and things here, since I had to match 100+ spheres together several times and no doubt made mistakes.  Feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
Parent/child relationships (note that a sphere can have more than one parent):&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
            SPHERE_FISH&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
            SPHERE_TREES&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_BOUNDARIES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
      SPHERE_COURAGE&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
&lt;br /&gt;
Friend relationships:&lt;br /&gt;
      SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
      SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_COASTS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_LABOR&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_CREATION&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
      SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LUST&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DUTY&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FAMILY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_RUMORS&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_FISHING&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_HUNTING&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GAMES&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_HUNTING&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
      SPHERE_JEWELS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_LABOR&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
      SPHERE_LUST&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
      SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
      SPHERE_METALS&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
      SPHERE_MINERALS&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_TORTURE&lt;br /&gt;
      SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_DUTY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_PAINTING&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
      SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SPEECH&lt;br /&gt;
      SPHERE_PLANTS&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_POETRY&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_RAIN&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_TREES&lt;br /&gt;
      SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_RUMORS&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
      SPHERE_SALT&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_SCHOLARSHIP&lt;br /&gt;
         SPHERE_WISDOM&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_SKY&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
      SPHERE_SONG&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_SPEECH&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
      SPHERE_STARS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_STORMS&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_THUNDER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
      SPHERE_TORTURE&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TREES&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
      SPHERE_VALOR&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VICTORY&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VOLCANOS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
      SPHERE_WAR&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
         SPHERE_VICTORY&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WIND&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WISDOM&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_WRITING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
&lt;br /&gt;
Preclude relationships:&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MUCK&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_JEALOUSY&lt;br /&gt;
      SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_FATE&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_FREEDOM&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_HEALING&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_JEALOUSY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_FATE&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
      SPHERE_MUCK&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_FREEDOM&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_REVENGE&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_SILENCE&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_THEFT&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_TRUTH&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
&lt;br /&gt;
=== Basic list of Sphere tokens ===&lt;br /&gt;
&lt;br /&gt;
 AGRICULTURE&lt;br /&gt;
 ANIMALS&lt;br /&gt;
 ART&lt;br /&gt;
 BALANCE&lt;br /&gt;
 BEAUTY&lt;br /&gt;
 BIRTH&lt;br /&gt;
 BLIGHT&lt;br /&gt;
 BOUNDARIES&lt;br /&gt;
 CAVERNS&lt;br /&gt;
 CHAOS&lt;br /&gt;
 CHARITY&lt;br /&gt;
 CHILDREN&lt;br /&gt;
 COASTS&lt;br /&gt;
 CONSOLATION&lt;br /&gt;
 COURAGE&lt;br /&gt;
 CRAFTS&lt;br /&gt;
 CREATION&lt;br /&gt;
 DANCE&lt;br /&gt;
 DARKNESS&lt;br /&gt;
 DAWN&lt;br /&gt;
 DAY&lt;br /&gt;
 DEATH&lt;br /&gt;
 DEFORMITY&lt;br /&gt;
 DEPRAVITY&lt;br /&gt;
 DISCIPLINE&lt;br /&gt;
 DISEASE&lt;br /&gt;
 DREAMS&lt;br /&gt;
 DUSK&lt;br /&gt;
 DUTY&lt;br /&gt;
 EARTH&lt;br /&gt;
 FAMILY&lt;br /&gt;
 FAME&lt;br /&gt;
 FATE&lt;br /&gt;
 FERTILITY&lt;br /&gt;
 FESTIVALS&lt;br /&gt;
 FIRE&lt;br /&gt;
 FISH&lt;br /&gt;
 FISHING&lt;br /&gt;
 FOOD&lt;br /&gt;
 FORGIVENESS&lt;br /&gt;
 FORTRESSES&lt;br /&gt;
 FREEDOM&lt;br /&gt;
 GAMBLING&lt;br /&gt;
 GAMES&lt;br /&gt;
 GENEROSITY&lt;br /&gt;
 HAPPINESS&lt;br /&gt;
 HEALING&lt;br /&gt;
 HOSPITALITY&lt;br /&gt;
 HUNTING&lt;br /&gt;
 INSPIRATION&lt;br /&gt;
 JEALOUSY&lt;br /&gt;
 JEWELS&lt;br /&gt;
 JUSTICE&lt;br /&gt;
 LABOR&lt;br /&gt;
 LAKES&lt;br /&gt;
 LAWS&lt;br /&gt;
 LIES&lt;br /&gt;
 LIGHT&lt;br /&gt;
 LIGHTNING&lt;br /&gt;
 LONGEVITY&lt;br /&gt;
 LOVE&lt;br /&gt;
 LOYALTY&lt;br /&gt;
 LUCK&lt;br /&gt;
 LUST&lt;br /&gt;
 MARRIAGE&lt;br /&gt;
 MERCY&lt;br /&gt;
 METALS&lt;br /&gt;
 MINERALS&lt;br /&gt;
 MISERY&lt;br /&gt;
 MIST&lt;br /&gt;
 MOON&lt;br /&gt;
 MOUNTAINS&lt;br /&gt;
 MUCK&lt;br /&gt;
 MURDER&lt;br /&gt;
 MUSIC&lt;br /&gt;
 NATURE&lt;br /&gt;
 NIGHT&lt;br /&gt;
 NIGHTMARES&lt;br /&gt;
 OATHS&lt;br /&gt;
 OCEANS&lt;br /&gt;
 ORDER&lt;br /&gt;
 PAINTING&lt;br /&gt;
 PEACE&lt;br /&gt;
 PERSUASION&lt;br /&gt;
 PLANTS&lt;br /&gt;
 POETRY&lt;br /&gt;
 PREGNANCY&lt;br /&gt;
 RAIN&lt;br /&gt;
 RAINBOWS&lt;br /&gt;
 REBIRTH&lt;br /&gt;
 REVELRY&lt;br /&gt;
 REVENGE&lt;br /&gt;
 RIVERS&lt;br /&gt;
 RULERSHIP&lt;br /&gt;
 RUMOR&lt;br /&gt;
 SACRIFICE&lt;br /&gt;
 SALT&lt;br /&gt;
 SCHOLARSHIP&lt;br /&gt;
 SEASONS&lt;br /&gt;
 SILENCE&lt;br /&gt;
 SKY&lt;br /&gt;
 SONG&lt;br /&gt;
 SPEECH&lt;br /&gt;
 STARS&lt;br /&gt;
 STORMS&lt;br /&gt;
 STRENGTH&lt;br /&gt;
 SUICIDE&lt;br /&gt;
 SUN&lt;br /&gt;
 THEFT&lt;br /&gt;
 THRALLDOM&lt;br /&gt;
 THUNDER&lt;br /&gt;
 TORTURE&lt;br /&gt;
 TRADE&lt;br /&gt;
 TRAVELERS&lt;br /&gt;
 TREACHERY&lt;br /&gt;
 TREES&lt;br /&gt;
 TRICKERY&lt;br /&gt;
 TRUTH&lt;br /&gt;
 TWILIGHT&lt;br /&gt;
 VALOR&lt;br /&gt;
 VICTORY&lt;br /&gt;
 VOLCANOS[sic]&lt;br /&gt;
 WAR&lt;br /&gt;
 WATER&lt;br /&gt;
 WEALTH&lt;br /&gt;
 WEATHER&lt;br /&gt;
 WIND&lt;br /&gt;
 WISDOM&lt;br /&gt;
 WRITING&lt;br /&gt;
 YOUTH&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=36354</id>
		<title>40d:Sphere</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Sphere&amp;diff=36354"/>
		<updated>2008-07-17T14:51:42Z</updated>

		<summary type="html">&lt;p&gt;Mephansteras: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[deity | Deities]], [[demons]], and [[Megabeasts]] are aligned in spheres. A sphere is an aspect where a being has influence.  [[Civilizations]] have sphere alignments as well.&lt;br /&gt;
&lt;br /&gt;
=== Understanding spheres ===&lt;br /&gt;
&lt;br /&gt;
A sphere is the aspect where a being, such as a deity or demon, has influence. As an example from real-world mythology, the Greek goddess [http://en.wikipedia.org/wiki/Athena Athena] is goddess in the spheres of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom.&lt;br /&gt;
&lt;br /&gt;
The following is according to Toady:&lt;br /&gt;
&lt;br /&gt;
Spheres have a parent/child list, a friend list, and a preclude list.  A deity has either one or two base spheres, and then they pick friends of those spheres, while never choosing a precluded or parent/child sphere of any of the spheres they already have.  I tried to be pretty lax with the preclude list so that interesting relationships could pop up.  There will obviously be problems and omissions and things here, since I had to match 100+ spheres together several times and no doubt made mistakes.  Feel free to discuss.&lt;br /&gt;
&lt;br /&gt;
Parent/child relationships (note that a sphere can have more than one parent):&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
            SPHERE_FISH&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
            SPHERE_TREES&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_BOUNDARIES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
      SPHERE_COURAGE&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
&lt;br /&gt;
Friend relationships:&lt;br /&gt;
      SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
      SPHERE_ART&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
      SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_COASTS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_LABOR&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_CREATION&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
      SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LUST&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DUTY&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_EARTH&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FAMILY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_RUMORS&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_FISHING&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_HUNTING&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GAMES&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_GENEROSITY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_HUNTING&lt;br /&gt;
         SPHERE_FISHING&lt;br /&gt;
      SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_ART&lt;br /&gt;
         SPHERE_PAINTING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
      SPHERE_JEWELS&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_LABOR&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_JUSTICE&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_GAMBLING&lt;br /&gt;
         SPHERE_GAMES&lt;br /&gt;
      SPHERE_LUST&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
      SPHERE_MARRIAGE&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
         SPHERE_PREGNANCY&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
      SPHERE_METALS&lt;br /&gt;
         SPHERE_CRAFTS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MINERALS&lt;br /&gt;
      SPHERE_MINERALS&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_METALS&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_TORTURE&lt;br /&gt;
      SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_MOUNTAINS&lt;br /&gt;
         SPHERE_CAVERNS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_VOLCANOS&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_NATURE&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_COASTS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
         SPHERE_SALT&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_DUTY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_PAINTING&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
      SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SPEECH&lt;br /&gt;
      SPHERE_PLANTS&lt;br /&gt;
         SPHERE_ANIMALS&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_POETRY&lt;br /&gt;
         SPHERE_INSPIRATION&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_PREGNANCY&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_FAMILY&lt;br /&gt;
         SPHERE_MARRIAGE&lt;br /&gt;
      SPHERE_RAIN&lt;br /&gt;
         SPHERE_AGRICULTURE&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_PLANTS&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
         SPHERE_TREES&lt;br /&gt;
      SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_REBIRTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CREATION&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_DANCE&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SONG&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_RUMORS&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
         SPHERE_GENEROSITY&lt;br /&gt;
      SPHERE_SALT&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
      SPHERE_SCHOLARSHIP&lt;br /&gt;
         SPHERE_WISDOM&lt;br /&gt;
         SPHERE_WRITING&lt;br /&gt;
      SPHERE_SKY&lt;br /&gt;
         SPHERE_MOON&lt;br /&gt;
         SPHERE_RAINBOWS&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
         SPHERE_STARS&lt;br /&gt;
         SPHERE_WEATHER&lt;br /&gt;
         SPHERE_WIND&lt;br /&gt;
      SPHERE_SONG&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
      SPHERE_SPEECH&lt;br /&gt;
         SPHERE_PERSUASION&lt;br /&gt;
      SPHERE_STARS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_STORMS&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_THUNDER&lt;br /&gt;
      SPHERE_SUICIDE&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_THUNDER&lt;br /&gt;
         SPHERE_LIGHTNING&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
         SPHERE_STORMS&lt;br /&gt;
      SPHERE_TORTURE&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TREES&lt;br /&gt;
         SPHERE_RAIN&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
      SPHERE_VALOR&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VICTORY&lt;br /&gt;
         SPHERE_WAR&lt;br /&gt;
      SPHERE_VOLCANOS&lt;br /&gt;
         SPHERE_EARTH&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
         SPHERE_MOUNTAINS&lt;br /&gt;
      SPHERE_WAR&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
         SPHERE_FORTRESSES&lt;br /&gt;
         SPHERE_VALOR&lt;br /&gt;
         SPHERE_VICTORY&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FISH&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_JEWELS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_WEATHER&lt;br /&gt;
         SPHERE_NATURE&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WIND&lt;br /&gt;
         SPHERE_SKY&lt;br /&gt;
      SPHERE_WISDOM&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_WRITING&lt;br /&gt;
         SPHERE_POETRY&lt;br /&gt;
         SPHERE_SCHOLARSHIP&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_BIRTH&lt;br /&gt;
         SPHERE_CHILDREN&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
&lt;br /&gt;
Preclude relationships:&lt;br /&gt;
      SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_MUCK&lt;br /&gt;
      SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_FOOD&lt;br /&gt;
         SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_CHARITY&lt;br /&gt;
         SPHERE_JEALOUSY&lt;br /&gt;
      SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_SUN&lt;br /&gt;
      SPHERE_DAWN&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_DAY&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_DREAMS&lt;br /&gt;
         SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_DEATH&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
         SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_YOUTH&lt;br /&gt;
      SPHERE_DEFORMITY&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_DISCIPLINE&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
      SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
         SPHERE_HEALING&lt;br /&gt;
      SPHERE_DREAMS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_DUSK&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_FAME&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_FATE&lt;br /&gt;
         SPHERE_LUCK&lt;br /&gt;
      SPHERE_FERTILITY&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_FIRE&lt;br /&gt;
         SPHERE_WATER&lt;br /&gt;
         SPHERE_OCEANS&lt;br /&gt;
         SPHERE_LAKES&lt;br /&gt;
         SPHERE_RIVERS&lt;br /&gt;
      SPHERE_FOOD&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
      SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_FREEDOM&lt;br /&gt;
         SPHERE_ORDER&lt;br /&gt;
      SPHERE_HAPPINESS&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_HEALING&lt;br /&gt;
         SPHERE_DISEASE&lt;br /&gt;
         SPHERE_BLIGHT&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_JEALOUSY&lt;br /&gt;
         SPHERE_CHARITY&lt;br /&gt;
      SPHERE_LAKES&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_LAWS&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_DEPRAVITY&lt;br /&gt;
         SPHERE_MURDER&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_LIES&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_LONGEVITY&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
      SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_LUCK&lt;br /&gt;
         SPHERE_FATE&lt;br /&gt;
      SPHERE_MERCY&lt;br /&gt;
         SPHERE_REVENGE&lt;br /&gt;
      SPHERE_MISERY&lt;br /&gt;
         SPHERE_CONSOLATION&lt;br /&gt;
         SPHERE_FESTIVALS&lt;br /&gt;
         SPHERE_REVELRY&lt;br /&gt;
         SPHERE_HAPPINESS&lt;br /&gt;
      SPHERE_MUCK&lt;br /&gt;
         SPHERE_BEAUTY&lt;br /&gt;
      SPHERE_MURDER&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
      SPHERE_MUSIC&lt;br /&gt;
         SPHERE_SILENCE&lt;br /&gt;
      SPHERE_NIGHT&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_DAWN&lt;br /&gt;
         SPHERE_DUSK&lt;br /&gt;
         SPHERE_TWILIGHT&lt;br /&gt;
      SPHERE_NIGHTMARES&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
      SPHERE_OATHS&lt;br /&gt;
         SPHERE_TREACHERY&lt;br /&gt;
      SPHERE_OCEANS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_ORDER&lt;br /&gt;
         SPHERE_CHAOS&lt;br /&gt;
         SPHERE_FREEDOM&lt;br /&gt;
      SPHERE_REVELRY&lt;br /&gt;
         SPHERE_MISERY&lt;br /&gt;
      SPHERE_REVENGE&lt;br /&gt;
         SPHERE_FORGIVENESS&lt;br /&gt;
         SPHERE_MERCY&lt;br /&gt;
      SPHERE_RIVERS&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_SACRIFICE&lt;br /&gt;
         SPHERE_WEALTH&lt;br /&gt;
      SPHERE_SILENCE&lt;br /&gt;
         SPHERE_FAME&lt;br /&gt;
         SPHERE_MUSIC&lt;br /&gt;
      SPHERE_SUN&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
      SPHERE_THEFT&lt;br /&gt;
         SPHERE_LAWS&lt;br /&gt;
         SPHERE_TRADE&lt;br /&gt;
      SPHERE_TRADE&lt;br /&gt;
         SPHERE_THEFT&lt;br /&gt;
      SPHERE_TREACHERY&lt;br /&gt;
         SPHERE_LOYALTY&lt;br /&gt;
         SPHERE_OATHS&lt;br /&gt;
      SPHERE_TRICKERY&lt;br /&gt;
         SPHERE_TRUTH&lt;br /&gt;
      SPHERE_TRUTH&lt;br /&gt;
         SPHERE_LIES&lt;br /&gt;
         SPHERE_TRICKERY&lt;br /&gt;
      SPHERE_TWILIGHT&lt;br /&gt;
         SPHERE_LIGHT&lt;br /&gt;
         SPHERE_DARKNESS&lt;br /&gt;
         SPHERE_DAY&lt;br /&gt;
         SPHERE_NIGHT&lt;br /&gt;
      SPHERE_WATER&lt;br /&gt;
         SPHERE_FIRE&lt;br /&gt;
      SPHERE_WEALTH&lt;br /&gt;
         SPHERE_SACRIFICE&lt;br /&gt;
      SPHERE_YOUTH&lt;br /&gt;
         SPHERE_DEATH&lt;br /&gt;
&lt;br /&gt;
Basic List of Sphere tokens:&lt;br /&gt;
&lt;br /&gt;
AGRICULTURE&lt;br /&gt;
ANIMALS&lt;br /&gt;
ART&lt;br /&gt;
BALANCE&lt;br /&gt;
BEAUTY&lt;br /&gt;
BIRTH&lt;br /&gt;
BLIGHT&lt;br /&gt;
BOUNDARIES&lt;br /&gt;
CAVERNS&lt;br /&gt;
CHAOS&lt;br /&gt;
CHARITY&lt;br /&gt;
CHILDREN&lt;br /&gt;
COASTS&lt;br /&gt;
CONSOLATION&lt;br /&gt;
COURAGE&lt;br /&gt;
CRAFTS&lt;br /&gt;
CREATION&lt;br /&gt;
DANCE&lt;br /&gt;
DARKNESS&lt;br /&gt;
DAWN&lt;br /&gt;
DAY&lt;br /&gt;
DEATH&lt;br /&gt;
DEFORMITY&lt;br /&gt;
DEPRAVITY&lt;br /&gt;
DISCIPLINE&lt;br /&gt;
DISEASE&lt;br /&gt;
DREAMS&lt;br /&gt;
DUSK&lt;br /&gt;
DUTY&lt;br /&gt;
EARTH&lt;br /&gt;
FAMILY&lt;br /&gt;
FAME&lt;br /&gt;
FATE&lt;br /&gt;
FERTILITY&lt;br /&gt;
FESTIVALS&lt;br /&gt;
FIRE&lt;br /&gt;
FISH&lt;br /&gt;
FISHING&lt;br /&gt;
FOOD&lt;br /&gt;
FORGIVENESS&lt;br /&gt;
FORTRESSES&lt;br /&gt;
FREEDOM&lt;br /&gt;
GAMBLING&lt;br /&gt;
GAMES&lt;br /&gt;
GENEROSITY&lt;br /&gt;
HAPPINESS&lt;br /&gt;
HEALING&lt;br /&gt;
HOSPITALITY&lt;br /&gt;
HUNTING&lt;br /&gt;
INSPIRATION&lt;br /&gt;
JEALOUSY&lt;br /&gt;
JEWELS&lt;br /&gt;
JUSTICE&lt;br /&gt;
LABOR&lt;br /&gt;
LAKES&lt;br /&gt;
LAWS&lt;br /&gt;
LIES&lt;br /&gt;
LIGHT&lt;br /&gt;
LIGHTNING&lt;br /&gt;
LONGEVITY&lt;br /&gt;
LOVE&lt;br /&gt;
LOYALTY&lt;br /&gt;
LUCK&lt;br /&gt;
LUST&lt;br /&gt;
MARRIAGE&lt;br /&gt;
MERCY&lt;br /&gt;
METALS&lt;br /&gt;
MINERALS&lt;br /&gt;
MISERY&lt;br /&gt;
MIST&lt;br /&gt;
MOON&lt;br /&gt;
MOUNTAINS&lt;br /&gt;
MUCK&lt;br /&gt;
MURDER&lt;br /&gt;
MUSIC&lt;br /&gt;
NATURE&lt;br /&gt;
NIGHT&lt;br /&gt;
NIGHTMARES&lt;br /&gt;
OATHS&lt;br /&gt;
OCEANS&lt;br /&gt;
ORDER&lt;br /&gt;
PAINTING&lt;br /&gt;
PEACE&lt;br /&gt;
PERSUASION&lt;br /&gt;
PLANTS&lt;br /&gt;
POETRY&lt;br /&gt;
PREGNANCY&lt;br /&gt;
RAIN&lt;br /&gt;
RAINBOWS&lt;br /&gt;
REBIRTH&lt;br /&gt;
REVELRY&lt;br /&gt;
REVENGE&lt;br /&gt;
RIVERS&lt;br /&gt;
RULERSHIP&lt;br /&gt;
RUMOR&lt;br /&gt;
SACRIFICE&lt;br /&gt;
SALT&lt;br /&gt;
SCHOLARSHIP&lt;br /&gt;
SEASONS&lt;br /&gt;
SILENCE&lt;br /&gt;
SKY&lt;br /&gt;
SONG&lt;br /&gt;
SPEECH&lt;br /&gt;
STARS&lt;br /&gt;
STORMS&lt;br /&gt;
STRENGTH&lt;br /&gt;
SUICIDE&lt;br /&gt;
SUN&lt;br /&gt;
THEFT&lt;br /&gt;
THRALLDOM&lt;br /&gt;
THUNDER&lt;br /&gt;
TORTURE&lt;br /&gt;
TRADE&lt;br /&gt;
TRAVELERS&lt;br /&gt;
TREACHERY&lt;br /&gt;
TREES&lt;br /&gt;
TRICKERY&lt;br /&gt;
TRUTH&lt;br /&gt;
TWILIGHT&lt;br /&gt;
VALOR&lt;br /&gt;
VICTORY&lt;br /&gt;
VOLCANOS[sic]&lt;br /&gt;
WAR&lt;br /&gt;
WATER&lt;br /&gt;
WEALTH&lt;br /&gt;
WEATHER&lt;br /&gt;
WIND&lt;br /&gt;
WISDOM&lt;br /&gt;
WRITING&lt;br /&gt;
YOUTH&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Mephansteras</name></author>
	</entry>
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