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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pbnjoe</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-08-26T14:39:02Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Skin&amp;diff=178831</id>
		<title>v0.34:Skin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Skin&amp;diff=178831"/>
		<updated>2012-11-20T00:23:31Z</updated>

		<summary type="html">&lt;p&gt;Pbnjoe: Fixed a couple periods.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|20:18, 5 March 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Skin''' is a tissue layer common to most [[creature]]s. Different types of creatures have different types of skin. &amp;quot;Normal&amp;quot; creatures (such as domestic creatures [[Cow]], [[Dog]], [[Cat]], large above-ground creatures, etc, for instance) have the skin called '''Raw hide'''. Insectoids, like [[Giant desert scorpion]], have the skin called '''Chitin'''. Aquatic creatures and reptilians skins, such as [[Carp]], or [[Dragon]]s are called '''Scales'''. Some aquatic creatures may too have the common '''Raw hide''' skin (an example is the [[Whale]]) &amp;quot;Spine&amp;quot; (The spikes, not the bone) can be had from Echidnas or hedgehogs.  These also have no use.&lt;br /&gt;
&lt;br /&gt;
Skins are stored in a refuse stockpile (both fresh and rotten).&lt;br /&gt;
&lt;br /&gt;
== Skin uses ==&lt;br /&gt;
Skins can be tanned. Tanning a skin yields 1 tanned hide. '''Scales''', '''Chitin''', or '''Feathers''' cannot be tanned {{version|0.34.07}}. The process of tanning raw hides is done at the [[Tanner's shop]]. It requires a dwarf with the [[Tanning]] labor enabled.&lt;br /&gt;
&lt;br /&gt;
== Leather ==&lt;br /&gt;
[[Leather]] is used to make low-grade [[armor]] and [[clothing]]. Leather is also used to make [[bag]]s, [[quiver]]s, [[backpack]]s, [[waterskin]]s, [[clothing]], [[shield]]s, [[armor]], [[trade good|crafts]] and [[decorate|decorations]]. The process of making and using leather is part of the [[Meat industry]], rather than [[Clothing industry]].&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
*[[Leather]]&lt;br /&gt;
*[[Meat industry]]&lt;br /&gt;
*[[Armor]]&lt;br /&gt;
&lt;br /&gt;
[[ru:DF2012:Skin]]&lt;/div&gt;</summary>
		<author><name>Pbnjoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=178797</id>
		<title>v0.34:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Relationship&amp;diff=178797"/>
		<updated>2012-11-19T06:02:31Z</updated>

		<summary type="html">&lt;p&gt;Pbnjoe: Added forgotten acquaintances.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av|02:31, 20 May 2012 (UTC)}}{{Quality|Masterwork}}&lt;br /&gt;
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]] and then pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf.  Often, the strongest relationship are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress.&lt;br /&gt;
&lt;br /&gt;
Making and talking to friends gives happy [[thought]]s while the death of a [[pet]], friend, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier then individual dwarves, but are more likely to throw [[party|parties]] and make [[child]]ren, and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.&lt;br /&gt;
&lt;br /&gt;
== Types ==&lt;br /&gt;
The following is a list of known relationships, listed in the order they will appear on the screen (and thus their importance):&lt;br /&gt;
*'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]] and produce children (the happier the couple, the more children). Dwarves only ever marry once.&lt;br /&gt;
*'''Lover''' - Lovers are basically dwarven pairs, unmarried but getting there. Like spouses, dwarves will only ever have one lover, and do not switch lovers (at least, not so long as the other dwarf is alive). Happy lovers will try to get married, at which point they will switch over to one bed for two and start producing children.&lt;br /&gt;
*'''Child''' - Any [[child]]ren that the dwarf parents are the object of their attention. Babies are absolutely useless in fortresses (and a burden if the dwarf in question is a good candidate for the [[military|draft]]), and children do little besides throw [[party|parties]] and distract their parents, but their death causes a very strong bad [[thought]]. Note that adult children are still children in the eyes of their parents, and that children do not necessarily appear in your fortress.&lt;br /&gt;
*'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress.&lt;br /&gt;
*'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. Worship is currently a mostly unimplemented feature; although dwarves can have different levels of worship (&amp;quot;faithful&amp;quot;, &amp;quot;casual&amp;quot;, and &amp;quot;dubious&amp;quot;), they do not have much effect on the dwarves in question, as such things as temples and priests are non-existent (in Fortress mode), limiting their appearances to fine artwork produced by the dwarf in question (and only a small part of the time at that). Note that cursed creatures are ''always'' dubious worshipers of their deities, making this relationship an important sign of a [[vampire]].&lt;br /&gt;
*'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is for now only aesthetic purposes, and does not seem to change the behavior of the dwarf and the megabeast if the worshipper meets the worshipped.&lt;br /&gt;
*'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.&lt;br /&gt;
*'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.&lt;br /&gt;
*'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that are familiar with one another, but not yet friends. It is unknown if the death of an acquaintance makes a dwarf any sadder.&lt;br /&gt;
*'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. It is unknown if the death of an acquaintance makes a dwarf any sadder. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.&lt;br /&gt;
&lt;br /&gt;
==Royalty==&lt;br /&gt;
There are several additional special relationship listed for the [[king]]/queen and their [[King consort|consorts]]. The dwarves listed in these relationships are all familial and generally not present in the [[fortress]]. These are the Uncle/Aunt, Cousin, and Paternal &amp;amp; Maternal Grandparents.&lt;br /&gt;
&lt;br /&gt;
==Influences==&lt;br /&gt;
It is unknown how much of a role [[social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play a role in relationships, but dwarves with vastly different [[personality|personalities]] (such as a confident, selfless person vs a nervous-but-arrogant one) tend to form grudges, while dwarves with similar personalities will form friendships, or even become lovers. In tests, idling dwarves with high social skills made friends (and grudges) a good deal quicker than unskilled dwarves.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>Pbnjoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Demon&amp;diff=178150</id>
		<title>v0.34:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Demon&amp;diff=178150"/>
		<updated>2012-10-11T21:46:20Z</updated>

		<summary type="html">&lt;p&gt;Pbnjoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|16:17, 19 August 2011 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit [[Hell]]. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit toxins, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, destroy buildings, speak and learn.  Furthermore, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, and extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  All demons have at least Great [[skill]] level in their natural combat skills, and are significantly stronger and faster than normal creatures.  Many, but not all demons, are capable of flight.  Inorganic or zombie demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) or decapitating them will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts, titans, werebeasts, etc.) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as [[deity|gods]], while they tend to take over goblin civilizations by force.&lt;br /&gt;
&lt;br /&gt;
These unique demons can be taken prisoner in world-gen by civs.  If taken by a human civ you can ask them to join you and you will have a next to unkillable super soldier on your side. In fortress mode, demons controlling human civilizations may pay a visit to your fort as [[diplomat]]s, and although they are not aggressive they may cause quite a bit of [[fun]] in the process if they have toxic secretions. Goblin law-giver demons may arrive on a goblin siege and are most of the time far more dangerous.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) and/or have some feature (such as its eyes, nose or skin) removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), what animal it's shaped like, or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
Of all of the challenges facing a player, defeating a demon horde is probably the most difficult, unless you are using certain [[trap]] schemes -- and even then, you will need to take special precautions.&lt;br /&gt;
&lt;br /&gt;
===Containment===&lt;br /&gt;
&lt;br /&gt;
Containment is the simplest strategy for dealing with demons.  A simple constructed wall will block any demon.  Because of their building destroyer status, demons cannot be contained via locked doors.  However, indestructible artifact-quality portals can stop them, as can some bridges.  As building destroyers can only destroy objects on the same z-level a floor grate or forbidden hatch cover on a staircase/channel will also block movement.  It may be difficult to lure demons away from artifact furniture, should the area need to be accessed to reset a trap.  If using bridges, be aware that any raising bridge that lands on a demon will deconstruct, and that demons can easily have internal temperatures greatly exceeding the melting points of steel or iron, leading to deconstruction as they pass over them.  Because of their vast numbers, containment is an important part of any attempt to defeat them-- fighting two groups of 25 demons is much easier than fighting one group of 50.&lt;br /&gt;
&lt;br /&gt;
===Traps===&lt;br /&gt;
&lt;br /&gt;
Because all demons avoid traps, trapping demons can be very difficult-- but not impossible.  Demons become vulnerable to traps when they are webbed, so if you can find a way to get web onto your traps, the demons will be affected as any other creature (including your own dwarves!) would be.&lt;br /&gt;
&lt;br /&gt;
Alternatively, advanced triggered traps may be used.  Demons do not set off pressure plates, but if you can contain them, retracting upright spikes, casting them into obsidian, or caving a portion of mountain onto them are all effective.  Any plan involving these kind of traps must involve both a way to bait the demons to where you want them and a way to keep the demons where you want them.  Tame animals appear to work well as bait, but need to be replaced as they're killed.  Bridges can be used to contain the demons, but be wary of the risks of deconstruction as described above.&lt;br /&gt;
&lt;br /&gt;
Many traps need to be designed with the potential for extreme temperatures in mind.  Obsidian trappers may find water used as the casting process boiling into steam before it contacts magma.  Frequently, demons made of fire or steam explode on death, broiling nearby creatures and furniture.  This effect can destroy upright spikes, leaving you with a trap chamber full of demons that you have no way to deal with.  Demons do not destroy supports directly, but a hot enough demon may cause the destruction of nearby supports, just by virtue of the heat damage.&lt;br /&gt;
&lt;br /&gt;
===Ranged Combat===&lt;br /&gt;
&lt;br /&gt;
Ranged combat sounds appealing, especially in the face of demons that explode with unimaginable heat upon death, but should be considered carefully.  Most demons have vastly more powerful ranged attacks than marksdwarves have.  Demons made of weak materials can be easily killed or dismembered by bolts but inorganic demons composed of stronger stuff will only suffer chipped bones.&lt;br /&gt;
&lt;br /&gt;
Fortifications are appealing, as they can be dug directly into adamantine without ever exposing your fortress to a path to the demons.  Even demons made out of steam cannot pass through a fortification unless it is submerged in 7/7 water or magma.  Demons with syndrome attacks may attack through fortifications even without a path, although they appear to do so less frequently than if they have a path.&lt;br /&gt;
&lt;br /&gt;
Still, should you contain a group of demons composed of weaker materials, marksdwarves can be very effective.&lt;br /&gt;
&lt;br /&gt;
===Melee Combat===&lt;br /&gt;
&lt;br /&gt;
Demons can be very frightening melee opponents, as each one alone is nearly the size of a megabeast, extremely fast, and have tremendous natural combat skills.  That would be bad enough, but there tends to be pages of them rather than individuals.  However, demons can still be defeated in melee combat.&lt;br /&gt;
&lt;br /&gt;
Despite their powerful attacks, many demons are made up of very flimsy materials, such as salt, snow, steam, or filth.  A strong punch can decapitate creatures like this.  Some demons, however, can be made of much harder materials, and it can be very difficult to bring down a demon composed of mineral or armor-quality metal.  Blunt weapons can be reasonably effective against weaker material demons by severing limbs and body parts despite blunt status, but are not nearly as effective against demons as they are against earthly foes that suffer from pain and blood loss; without internal organs or blood loss, piercing weapons are relatively ineffective.  Good slashing weapons can reliably take down demons of any material type.&lt;br /&gt;
&lt;br /&gt;
The challenge of melee combat is how to deal with an enormous number of strong combatants while protecting against area of effect syndrome attacks and death explosions.  Restraining visibility via a labyrinthine battle ground is a good start.  The area effects suggest meeting them with successive small waves of melee dwarves, but if the dwarves are too few, they'll be butchered by hundreds of angry demons before making a dent.&lt;br /&gt;
&lt;br /&gt;
===Clean-up===&lt;br /&gt;
&lt;br /&gt;
Unfortunately, once the wave of demons has been dealt with, it's not yet over.  Syndrome-bearing dust and blood may litter the battlefield and your survivors, and can be very difficult to isolate and contain.  Some dwarves may carry burning items back from their encounters with very hot demons.  Survivors should all pass through a shallow pool of water to wash them and their equipment of anything dangerous and to douse any flames.  Any path used for the fight is best abandoned and walled up.  Demons will continue to enter hell from its map edges, as wildlife do on the surface, but path differently from the initial wave, content to wander through hell even should a simple unobstructed path exist into your fortress.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the [[adamantine]] sealing them away, a simple [[copper]] [[pick]] can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one. At least they ARE able to be killed, unlike the TERROR(aka giant sponge)&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
&lt;br /&gt;
[[ru:Demon]]&lt;/div&gt;</summary>
		<author><name>Pbnjoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Great_white_shark&amp;diff=178090</id>
		<title>v0.31:Great white shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Great_white_shark&amp;diff=178090"/>
		<updated>2012-10-08T06:53:06Z</updated>

		<summary type="html">&lt;p&gt;Pbnjoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:44, 3 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=2&lt;br /&gt;
|intestine=14-17&lt;br /&gt;
|liver=4-5&lt;br /&gt;
|tripe=4-5&lt;br /&gt;
|sweetbread=2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=26-122&lt;br /&gt;
|fat=8-21&lt;br /&gt;
|brain=4-5&lt;br /&gt;
|tooth=1&lt;br /&gt;
|eye=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''Great white shark''' is one of many shark species implemented in Dwarf Fortress. They are huge (about 2 tons) sea dwellers. They produce massive amounts of [[food]] when [[Meat industry|butchered]], and they have a fairly high pet value of 500, so you may consider [[Captured live fish|catching it alive]] with a [[Fishery|fishery]].&lt;br /&gt;
&lt;br /&gt;
Their size and predatory nature make them excessively dangerous if encountered wild, but since most [[dwarves]] cannot [[swimming|swim]], the danger they present is often second to drowning.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Pbnjoe</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Great_white_shark&amp;diff=178089</id>
		<title>v0.34:Great white shark</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Great_white_shark&amp;diff=178089"/>
		<updated>2012-10-08T06:50:35Z</updated>

		<summary type="html">&lt;p&gt;Pbnjoe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|08:44, 3 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|heart=2&lt;br /&gt;
|intestine=14-17&lt;br /&gt;
|liver=4-5&lt;br /&gt;
|tripe=4-5&lt;br /&gt;
|sweetbread=2&lt;br /&gt;
|spleen=2&lt;br /&gt;
|kidney=4&lt;br /&gt;
|skin=hide&lt;br /&gt;
|skull=1&lt;br /&gt;
|meat=26-122&lt;br /&gt;
|fat=8-21&lt;br /&gt;
|brain=4-5&lt;br /&gt;
|tooth=1&lt;br /&gt;
|eye=2&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
The '''Great white shark''' is one of many shark species implemented in Dwarf Fortress. They are huge (about 2 tons) sea dwellers. They produce massive amounts of [[food]] when [[Meat industry|butchered]], and they have a fairly high pet value of 500, so you may consider [[Captured live fish|catching it alive]] with a [[Fishery|fishery]].&lt;br /&gt;
&lt;br /&gt;
Their size and predatory nature make them excessively dangerous if encountered wild, but since most [[dwarves]] cannot [[swimming|swim]], the danger they present is often second to drowning.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Pbnjoe</name></author>
	</entry>
</feed>