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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Justice&amp;diff=192644</id>
		<title>v0.34:Justice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Justice&amp;diff=192644"/>
		<updated>2013-09-14T13:06:01Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: /* Crimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|02:20, 28 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Justice is available in the game once a [[Sheriff]] or [[Captain of the guard|Captain of the Guard]] has been appointed through the [[Noble|{{k|n}}obles]] screen, and is used to deal with dwarves violating mandates, breaking furniture, starting fights, etc. The dwarven justice screen shows details of crimes and punishments, and is available through the {{k|z}}-status screen (even if no nobles are appointed yet).&lt;br /&gt;
&lt;br /&gt;
==Crimes==&lt;br /&gt;
* Violation of Production Order - failing to produce items [[mandate]]d by a [[noble]].&lt;br /&gt;
* Violation of Export Prohibition - selling items to a caravan which a [[noble]] forbade exporting.&lt;br /&gt;
* Violation of Job Order - failing to complete [[guild]] jobs [[mandate]]d by the [[mayor]] (currently does not happen).&lt;br /&gt;
* Conspiracy to Slow Labor - unknown&lt;br /&gt;
* Murder - killing a fellow dwarf or a tame [[animal]]. Alternatively, being caught [[vampire|sucking blood]] out of another dwarf.&lt;br /&gt;
* Disorderly Conduct - attacking another dwarf while throwing a [[tantrum]].&lt;br /&gt;
* Building destruction - destroying a [[building]] during a tantrum.&lt;br /&gt;
* Vandalism - toppling [[furniture]] or [[door]]s during a tantrum.&lt;br /&gt;
&lt;br /&gt;
If a [[vampire]] is caught feeding on another dwarf, even if the victim survives, it is still considered a murder.  The vampire will typically make a false report, to try to frame another dwarf. Witnesses will also sometimes make false reports to try and frame dwarves they have [[grudge]]s against.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Violating an export ban&amp;quot; happens when a dwarf carelessly carries a banned item to the trade depot and a merchant leaves the map with it. It often happens when a noble decides to ban an export '''after''' you've traded away a relevant item.&lt;br /&gt;
&lt;br /&gt;
If your dwarves start throwing [[tantrum]]s, then you'll see the harsher crimes, as they let off steam by throwing items around, breaking furniture, toppling doors, and punching fellow dwarves who are just trying to clean up the mess. Often instead of punches, they'll use the weapons they're carrying.&lt;br /&gt;
&lt;br /&gt;
==Punishments==&lt;br /&gt;
Dwarves who misbehave can receive punishments if a sheriff has been assigned. In increasing order of severity ( at least that's what your dwarves think):&lt;br /&gt;
# Beating by a [[fortress guard]] (results in death unless you take precautions, see below)&lt;br /&gt;
# Imprisonment for a period of time.&lt;br /&gt;
# Hammering by the [[Hammerer]].&lt;br /&gt;
The punishment for a crime, or series of crimes, will be issued by the Sheriff or by a member of the Fortress Guard. If the crime calls for imprisonment, then the guard will try to put the prisoner in [[jail]]; if no jails are available, the guard will &amp;quot;downgrade&amp;quot; the punishment to a beating (giving the criminal a happy thought and the injured party an unhappy thought). If the crime calls for hammerstrikes, then the Hammerer will attach the prisoner to a restraint before carrying out the sentence; if no justice restraints are available, the punishment will be downgraded to a beating. All punishments will give the criminal an unhappy thought (and the guard/Hammerer a happy thought).&lt;br /&gt;
&lt;br /&gt;
Note that it is usually not a good idea to train your guards to physical perfection if you want your dwarves to survive beatings; furthermore, due to a bug, guards will ''use their weapons'' when delivering beatings{{bug|1016}}, so equipping them with steel blades is fatal. Wooden crossbows (especially those made of [[feather tree|feather wood]]) make an easily accessible and excellent weapon choice, as this will not reduce the effectiveness of the Fortress Guard in actual combat - the Guard will fire bolts at enemies, but will use the crossbows as clubs for Justice beatings. An [[adamantine]] crossbow could potentially be even better, though it is far more difficult to make.&lt;br /&gt;
&lt;br /&gt;
Due to a second bug, dwarves have very thin skulls,{{bug|2907}} so any beating of an unarmored dwarf has a high chance of causing death by fracturing the skull.  Therefore it is wise to ensure that any criminals scheduled for beating are fitted with a metal helm as quickly as possible (if you want them to live).&lt;br /&gt;
&lt;br /&gt;
Punishments are performed sequentially; a criminal who has been sentenced to jail time ''and'' a hammering will not be hammered until the entire jail term has been served.&lt;br /&gt;
&lt;br /&gt;
==Cages and Chains==&lt;br /&gt;
Metal cages, metal chains, and ropes can be built and designated as [[jail]]s ({{k|q}}uery -&amp;gt; make a {{k|r}}oom -&amp;gt; use for {{k|j}}ustice), where dwarves can be imprisoned for a time as part of their punishment. If the dwarf is particularly unhappy and decides to throw a [[tantrum]], she may end up destroying the restraint (even if it is made of metal) and escaping, leading to further punishment (for building destruction).&lt;br /&gt;
&lt;br /&gt;
==Happiness management==&lt;br /&gt;
A dwarf that is carelessly thrown in a cage is subject to several unhappy thoughts. Most can be avoided or offset with some care:&lt;br /&gt;
&lt;br /&gt;
Putting food and booze stockpiles right next to the chain allows for happy thoughts from both instead of having to drink water when someone finally brings some. Decorating your jail with numerous valuable engravings and furniture is helpful too. Finally, with a bed and a table next to a chair all within a square of the chain itself, negative thoughts approach zero.&lt;br /&gt;
&lt;br /&gt;
==Backlog==&lt;br /&gt;
Crimes do not seem to lapse, so if you've delayed appointing the &amp;quot;executive&amp;quot; nobles for some time, there might be a long list of delinquents and open sentences pending. The law will swiftly proceed to caging all delinquents and, once the cages are full, beating up any remaining free &amp;quot;criminals&amp;quot;. Therefore, beatings are avoided only by constructing cages first, and possibly way more than recommended in the z-screen.&lt;br /&gt;
&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=192374</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=192374"/>
		<updated>2013-09-09T08:32:31Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the secrets of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from that particular slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. but only if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. Note that if no tower is present during embark, no necromancers will ever arrive. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege will occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, due to reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] [[Faction#Faction relative hostility|to whom undead are friendly]], such as a [[vampire]], [[undead|husk/thrall]] or, of course, a necromancer is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. Since undead will not attack necromancers, making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already one of these night creatures, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will often still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present. Once the necromancers are all dead, you will be left with the far simpler task of killing the undead without having to worry about any of the corpses reanimating.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to be happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Faction&amp;diff=192371</id>
		<title>v0.34:Faction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Faction&amp;diff=192371"/>
		<updated>2013-09-09T08:20:31Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:20, 8 September 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
Factions govern how creatures will react upon each other's presence. The world is full of dangers for your unfortunate dwarves and it seems that nearly everything is trying to kill them; fortunately, said dangers are also hostile to each other most of the time. Confrontations between such opposed factions happen in both fortress and adventure mode; the wise player will see to it that they weaken each other instead of ganging up against one's fort or adventurer. &lt;br /&gt;
&lt;br /&gt;
==Faction relative hostility==&lt;br /&gt;
&lt;br /&gt;
The table below shows the behaviour of different factions when confronted:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
| '''[[Dwarf|Dwarves]]'''&lt;br /&gt;
| '''[[Elf|Elves]]'''&lt;br /&gt;
| '''[[Human]]s'''&lt;br /&gt;
| '''[[Goblin]]s'''&lt;br /&gt;
| '''[[Kobold]]s'''&lt;br /&gt;
| '''[[Necromancer]]s'''&lt;br /&gt;
| '''[[Undead]]'''&lt;br /&gt;
| '''[[Surroundings|Wildlife]]'''&lt;br /&gt;
| '''[[Animal people|Cave civs]]'''&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| '''[[Semi-megabeast|(Semi-)]][[Megabeast]]s'''&lt;br /&gt;
| '''[[Demon]]s'''&lt;br /&gt;
| '''[[Werebeast]]s'''&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Dwarves'''&lt;br /&gt;
| Friendly&lt;br /&gt;
| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Elves'''&lt;br /&gt;
| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Friendly&lt;br /&gt;
| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Variable&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Humans'''&lt;br /&gt;
| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Friendly&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Goblins'''&lt;br /&gt;
| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Hostile&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Variable&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Kobolds'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Necromancers'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Undead'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Wildife'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| '''Cave civs'''&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Variable&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''(Semi-)Megabeasts'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Demons'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Friendly&lt;br /&gt;
| Hostile&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| '''Werebeasts'''&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Hostile&lt;br /&gt;
| Variable&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Advanced civilizations are subject to the mechanisms of diplomacy and may routinely go at [[war]] and conclude peace treaties depending on worldgen and according to each civ's [[ethics]]. On the one hand, war against elves or humans is not that uncommon; on the other hand, goblins will almost always be hostile toward everyone else.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Cave civilizations are always friendly toward adventurers and they can be either hostile or friendly toward your dwarves. They often become friendly when confronted with a [[megabeast]]. Note that this behaviour does not apply to most [[animal people]], who are simply treated as wildlife.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&amp;lt;small&amp;gt;Werebeasts will switch factions from whatever civilization they belong to under their normal form to a special, species-dependent faction on full moon. Different species of werebeasts will be hostile to each other.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Due to their [[Entity token#B|[BABYSNATCHER]]] tag, [[goblin]]s will be almost always at war with other [[civilization]]s; [[megabeast]]s and [[semi-megabeast]]s are neutral toward each other, but will try to kill everything else they can find - whether it be in [[World generation|worldgen]], [[adventure mode]] or [[fortress mode]]. [[Undead]] creatures will attack every creature that isn't undead (or a necromancer) due to their [[Creature token#O|[OPPOSED_TO_LIFE]]] tag. Kobolds are unable to speak besides in [[Creature token#U|utterances]] and are thus at war with everyone else - note that if you start as a kobold in Adventure Mode when they are available, you will be unable to speak to anyone and other kobolds will attack you on sight because they won't be able to talk to you either.&lt;br /&gt;
&lt;br /&gt;
It seems that undead just ignore necromancers or fellow undead, but the necros themselves will lash out at each other if they belong on different civilizations/towers. This is important in adventure mode - should you learn the secrets of life and death, all zombies will become neutral to you, letting you seize the opportunity to make short work of their squishy and unarmed masters.&lt;br /&gt;
&lt;br /&gt;
There are exceptions to the above table: most notably, foreign creatures occupying a noble position in a civ for whatever reason (e.g. demons that have impersonated a god to take control of human civs, or necromancer kings) will behave the same way any other civ member would toward your dwarves or adventurer. Hence the ludicrous possibilities for a demon to visit your fortress as a diplomat (or join you in your adventures) or a friendly necromancer inadvertently wreaking havoc on your fortress by raising corpses whenever it can. [[Vampire]] dwarves (and humans) will also be neutral toward undead even when not confronted. You can take advantage of this, ordering your vampires to kill necros when facing a siege; a vampire can and will path toward a necro unhindered and usually beat him to death. You can also order vampires to kill zombies one by one as they won't react unless attacked.&lt;br /&gt;
&lt;br /&gt;
==Loyalty cascade==&lt;br /&gt;
&lt;br /&gt;
Loyalty cascades are the result of entity members attacking each other. The conflict will escalate into a full civil war and won't resolve until one side of the conflict is wiped out. Loyalty cascades can be triggered in both fortress and adventure mode.&lt;br /&gt;
&lt;br /&gt;
===Attacking [[Trade|merchants]] from your mountainhome===&lt;br /&gt;
&lt;br /&gt;
If you order your military to kill merchants from your own civilization, a bizarre result of the the way loyalty is handled makes the members of your military who attacked the traders become enemies of your civilization, but members of your fort's government (dwarves of this faction will henceforth be referred to as ''separatists''). As enemies, they attack your other dwarves (''citizens''), but as members of the fort, they still follow orders. Allowing citizen militia dwarves to attack the separatists will give them opposite loyalties of the separatists, (i.e. loyal to civ, not to fort), or ''loyalists'', who do '''not''' follow orders. And then, if a separatist or loyalist kill a citizen, they become enemies of the civ '''and''' fort, making them ''Renegades'', who are essentially complete enemies of the citizens.&lt;br /&gt;
&lt;br /&gt;
===Attempting to tame enemy [[mount]]s===&lt;br /&gt;
&lt;br /&gt;
If you use [[cage]] [[trap]]s against goblin sieges, you are likely to capture [[Giant bat|a]] [[Cave crocodile|few]] [[Giant cave swallow|mounts]] [[Rutherer|from]] [[Jabberer|various]] [[Voracious cave crawler|species]]. You may assign them to your [[animal trainer]]s and attempt to tame them, thus gaining a few facts about each specific species; but under no circumstances should you ever release them from their cages, as they are always considered enemies to your civilization and will wreak havoc as soon as they are free. Not only that, but they will trigger a similar loyalty cascade as soon as they attack your citizens, leading your fort to its demise through a never-ending civil war - as well as some copious jabberer-chomping. The best course of action is to keep re-training the mounts in their cages over and over again, thus facilitating future taming of their '''wild''' counterparts.&lt;br /&gt;
&lt;br /&gt;
===Attacking a [[werebeast]] in human form===&lt;br /&gt;
&lt;br /&gt;
If one of your dwarves turns into a [[werebeast]] and you send your military to kill him while shapeshifted, failing to kill (and allowing the dwarf to revert back to normal) may cause a loyalty cascade.&lt;br /&gt;
&lt;br /&gt;
===How to deal with loyalty cascades===&lt;br /&gt;
&lt;br /&gt;
To prevent the cascade from spreading, order the original separatists away from the fortress and let them fight amongst themselves. If the results are renegades, it is okay to allow other dwarves to kill them (by stationing them nearby). If the results are separatists/loyalists, then you will need to separate them somehow.&lt;br /&gt;
&lt;br /&gt;
Dwarves from these different &amp;quot;factions&amp;quot; will cancel jobs if they ever come across one another, each running away. This will likely lead to a massive number of job interruption announcements reading ''Urist McDwarf cancels Eat: Interrupted by Farmer''&lt;br /&gt;
&lt;br /&gt;
'''NOTE:''' Tame Animals are loyal to civ and fort indefinitely due to a bug, so they can be used to kill off separatists/loyalists without repercussions.&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Pie_Maker&amp;diff=191448</id>
		<title>User:Pie Maker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Pie_Maker&amp;diff=191448"/>
		<updated>2013-08-12T18:26:19Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: Created page with &amp;quot;=The Pie Maker will see you now.= Feel free to post messages for me here.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Pie Maker will see you now.=&lt;br /&gt;
Feel free to post messages for me here.&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Reader&amp;diff=191438</id>
		<title>v0.34:Reader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Reader&amp;diff=191438"/>
		<updated>2013-08-12T13:26:21Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added a few links, fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|2012-05-11}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Reader&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Reader''' is a skill used in [[adventurer mode]] to read objects containing writing, such as [[book]]s, signs and [[slab]]s (both built and unbuilt). The skill can be assigned points during [[adventurer mode#Character Creation|character creation]]. Currently, being a [[skill|novice]] reader is enough to read anything; getting a higher skill is regarded as a waste of points. &lt;br /&gt;
&lt;br /&gt;
'''How to read:'''&lt;br /&gt;
*Pick up ({{k|g}}) the object you want to read, either putting it in your inventory or holding it in your hands.&lt;br /&gt;
*Press {{k|I}}.&lt;br /&gt;
*Select the object you wish to read from your inventory list by pressing the letter it is represented by.&lt;br /&gt;
*Press {{k|a}} to select &amp;quot;Read&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have at least Novice skill in reader, all the information contained in the object will be shown. If the object contained a secret, you will learn it if you meet the secret's requirements. Since [[necromancer|necromancy]] can only be obtained through reading books or slabs containing the secrets of life and death, it is required for you to be at least a novice reader in order to become a necromancer in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Readingpoemnecrosecret.PNG]]&lt;br /&gt;
&lt;br /&gt;
If you have no reader skill at all, you will simply be told that {{DFtext|You cannot read.|4:1}}.&lt;br /&gt;
  &lt;br /&gt;
Looking at the object/building's description will also reveal some information about its contents-all information contained on memorial slabs and shop signs, for example, can be seen here. However, examining a book you have not read before will leave you with {{DFtext|You have not read this book yet.|7:0}} and examining secret-containing slabs will only give you the name of the secret it contains, such as {{DFtext|The slab reads &amp;quot;The secrets of life and death&amp;quot;.|7:0}} &lt;br /&gt;
&lt;br /&gt;
On the other hand, examining these objects/buildings if you are illiterate will give you this message:&lt;br /&gt;
{{DFtext|There is writing in the book/on the slab, but you cannot read.|7:0}}&lt;br /&gt;
&lt;br /&gt;
In the current version, the Reader skill cannot be gained after character creation, as there is no way to learn it. It also can't be advanced, as [[experience]] is not gained by reading. Therefore, it is advisable for you to put points in Reader during character creation if you do not want your adventurer to be illiterate forever. &lt;br /&gt;
&lt;br /&gt;
Reader is currently not used in [[fortress mode]].&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Reader&amp;diff=191437</id>
		<title>v0.34:Reader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Reader&amp;diff=191437"/>
		<updated>2013-08-12T13:20:37Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added a bunch of information including how to read, the different messages obtainable and an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|2012-05-11}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 3:0&lt;br /&gt;
| skill      = Reader&lt;br /&gt;
| profession = Unknown&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes =&lt;br /&gt;
* Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Reader''' is a skill used in [[adventurer mode]] to read objects containing writing, such as books, signs and slabs (both built and unbuilt). The skill can be assigned points during character creation. Currently, being a [[skill|novice]] reader is enough to read anything; getting a higher skill is regarded as a waste of points. &lt;br /&gt;
&lt;br /&gt;
'''How to read:'''&lt;br /&gt;
*Pick up ({{k|g}}) the object you want to read, either putting it in your inventory or holding it in your hands.&lt;br /&gt;
*Press {{k|I}}.&lt;br /&gt;
*Select the object you wish to read from your inventory list by pressing the letter it is represented by.&lt;br /&gt;
*Press {{k|a}} to select &amp;quot;Read&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
If you have at least Novice skill in reader, all the information contained in the object will be shown. If the object contained a secret, you will learn it if you meet the secret's requirements. Since [[necromancer|necromancy]] can only be obtained through reading books or slabs containing the secrets of life and death, it is required for you to be at least a novice reader in order to become a necromancer in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
[[File:Readingpoemnecrosecret.PNG]]&lt;br /&gt;
&lt;br /&gt;
If you have no reader skill at all, you will simply be told that {{DFtext|You cannot read.|4:1}}.&lt;br /&gt;
  &lt;br /&gt;
Looking at the object/building's description will also reveal some information about its contents-all information contained on memorial slabs and shop signs, for example, can be seen here. However, examining a book you have not read before will leave you with {{DFtext|You have not read this book yet.|7:0}} and examining secret-containing slabs will only give you the name of the secret it contains, such as {{DFtext|The slab reads &amp;quot;The secrets of life and death&amp;quot;.|7:0}} &lt;br /&gt;
&lt;br /&gt;
On the other hand, examining these objects/buildings if you are illiterate will give you this message:&lt;br /&gt;
{{DFtext|There is writing in the book/on the slab, but you cannot read.|7:0}}&lt;br /&gt;
&lt;br /&gt;
In the current version, the Reader skill cannot be gained after character creation, as there is no way to learn the skill. It also can't be advanced, as [[experience]] is not gained by reading. Therefore, it is advisable for you to put points in Reader during character creation if you do not want your adventurer to be permanently illiterate. &lt;br /&gt;
&lt;br /&gt;
Reader is currently not used in [[fortress mode]].&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Readingpoemnecrosecret.PNG&amp;diff=191436</id>
		<title>File:Readingpoemnecrosecret.PNG</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Readingpoemnecrosecret.PNG&amp;diff=191436"/>
		<updated>2013-08-12T13:14:19Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: Reading a poem called &amp;quot;Sleep, My Love&amp;quot; to obtain the secrets of life and death.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Reading a poem called &amp;quot;Sleep, My Love&amp;quot; to obtain the secrets of life and death.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Door&amp;diff=191399</id>
		<title>v0.34:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Door&amp;diff=191399"/>
		<updated>2013-08-10T21:47:16Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: /* Advanced Door Construction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|18:03, 8 November 2010 (UTC)}}{{av}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are a piece of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s and liquids and define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support. Doors appear using three different glyphs in the standard tileset, Ⅲ for wooden doors, ╂ for rock doors, and a colored 0 for a glass portal.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of [[stone]], [[metal]], [[glass]], and [[wood]]. Artifact doors can be made out of just about anything. A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors require 3 bars to produce.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
*'''Forbid Passage''': The door can not be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], [[animals]], both wild and tame, and most [[invader]]s will all be unable to pass. However, [[Thief|thieves]] can pick the locks of forbidden doors, and [[Building destroyer|building destroyers]] such as [[Troll|trolls]] will simply smash them down.&lt;br /&gt;
*'''Keep tightly closed''': Animals will not be able to pass through the door, but dwarves and invaders will not be hindered. (A dwarf that passes through the door can accidentally let in the animals... {Or say a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out these 500 ravenous [[Dog|Wardogs]].}) Because of pathfinding issues, this setting has been known to cause game lag.{{bug|797}}&lt;br /&gt;
*'''Set as internal''': When designating rooms, a door set as internal will not block room expansion.&lt;br /&gt;
&lt;br /&gt;
Doors can also be connected to [[lever]]s or [[pressure plate]]s to open on command. Doors also halt the movement of liquids ([[water]] and [[magma]]) in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough.&lt;br /&gt;
&lt;br /&gt;
==Advanced Door Construction==&lt;br /&gt;
The ''placement'' requirement for a door is that it must be positioned cardinally adjacent to a wall ''at the time of placement designation''. That wall does not need to exist when the door is being constructed, nor does that wall need to exist for the door to continue to exist after it has been constructed.  Thinking on this, one might discover that doors can be placed side by side in continuous strings, given a little extra effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═════&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═Π═══&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═ΠΠ══&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═ΠΠΠ═&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You will normally begin the process by anchoring your first door placement designation against a wall. Immediately afterwards, you can use the {{K|d}}esignations menu to {{K|d}}Mine or {{K|n}}Remove constructions to clear a space for the next door. Once the space is clear, you can designate the construction of a second door, even before the first door has been constructed. Repeat the process for your third, fourth, fifth, etc door until you are satisfied. You can continue the process indefinitely as long as you possess doors and walls to anchor your placement designations.&lt;br /&gt;
&lt;br /&gt;
You can also use this strategy to unhook doors from walls and leave them as free standing structures. Why you would want to do this is up to you, but some players may find this useful for baiting [[building destroyer|Building destroyers]] away from your fortress.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such will also jam mechanically linked doors, needing to be cleared out and the lever or pressure plate triggered again to shut.&lt;br /&gt;
&lt;br /&gt;
*Doors destroy any fluid on their tile when they close.&lt;br /&gt;
&lt;br /&gt;
*If invaders move past a door, they will &amp;quot;take&amp;quot; control of the door and you will be unable to issue it {{K|q}}ommands. If you can successfully move a squad through a door, it will be retaken, but the door will be returned in an unforbidden state. A door set to be tightly-closed will remain tightly closed when you retake it.&lt;br /&gt;
&lt;br /&gt;
*Doors are a vital, if somewhat double-edged, component of [[Fortress defense]]. You could build your own shogunate castle by replacing your walls with doors, a tactic which will disorient your enemies with unlimited pathfinding options and provide your Hammerdwarves with excellent ambushing potential. Be warned though, just like rice-paper walls have trouble keeping grown men at bay, you're going to have some [[fun]] with building destroyers. And thieves. Your haulers won't mind.&lt;br /&gt;
&lt;br /&gt;
*Artifact doors are indestructible, and may be used to [[DF2012 Talk:Door#Artifact doors indeed indistructible|filter out building destroyers]].&lt;br /&gt;
&lt;br /&gt;
*Doors block [[trade depot]] access, regardless of their settings. And no, you cannot build three-wide doors as a caravan garage door. You're better off using a [[bridge]] or linked [[floodgate|floodgates]] for that.&lt;br /&gt;
&lt;br /&gt;
*All doors are watertight, but dwarfs may allow small amounts through when they open a door to pass. If you need doors to a watery area such as a reservoir for an artificial waterfall or flood trap, you can limit the mess from escaping water by making the exits &amp;quot;airlocks&amp;quot;, two doors enclosing a one or two tile room between the tank and the main hallway. The small amount of water that escapes will be contained in the room and evaporate. If the water level can potentially get too high to evaporate, channeling a drain and placing [[grate]]s or floor bars is even more effective.&lt;br /&gt;
&lt;br /&gt;
See also: [[Floor hatch]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191345</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191345"/>
		<updated>2013-08-08T10:50:43Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: /* Reanimating dead creatures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from that particular slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege will occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Deity&amp;diff=191344</id>
		<title>v0.34:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Deity&amp;diff=191344"/>
		<updated>2013-08-08T08:07:52Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Fine}}&lt;br /&gt;
A '''deity''' {{Tile|Å|6:1}} is the object of worship chosen by a creature. Deities are randomly generated during [[World generation|worldgen]], and assigned different [[sphere]]s (the objects, creatures, concepts, etc. they are associated with).&lt;br /&gt;
&lt;br /&gt;
Worship and deities differ among races: [[Dwarves]] and [[Human]]s worship multiple deities, most of which are often depicted as their own race, though on occasion they may worship a deity that is depicted as an [[animal]] or [[vermin]]. [[Elves]] do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
Each dwarf and many other creatures have one or more deities listed among their [[relationship]]s. In the case of your dwarves, you can see the degree of belief they profess (''&amp;quot;faithful worshipper&amp;quot;'', ''&amp;quot;casual worshipper&amp;quot;'', etc.). [[Fortress mode]] does not currently include priests or temples, but does include representations of dwarven deities in [[statue]]s, [[engraving]]s or [[figurine]]s.&lt;br /&gt;
&lt;br /&gt;
Occasionally, under the pretense of [[human]] [[diplomat|diplomacy]], your fortress may be visited by a creature which claims to actually be a deity. Such a creature is, in fact, a [[demon]] impersonating said deity in order to control that particular human civilization. [[Fun|It may or may not fill your fortress with flesh-eating toxins.]]&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[Adventurer mode]], Human towns may include [[temple]]s of various designs inhabited by [[Priest]]s dedicated to a deity. If the conversation option ''&amp;quot;Service&amp;quot;'' is used with any Priest, the deity will be added as an object of worship to the character's record,{{verify}} and it becomes possible to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
==Interaction in the World==&lt;br /&gt;
Deities occasionally influence events during world generation.  Gods of death can create stone slabs from which [[necromancer]]s learn the secrets of life and death.  Furthermore, civilized creatures that profane a temple incur the wrath of its deity, turning into a [[vampire]] or a [[werebeast]] as punishment.&lt;br /&gt;
&lt;br /&gt;
Certain [[demon]]s which escape from the Underworld during world generation will impersonate a deity in order to take over [[Human]] civilizations, at which point they act as a [[diplomat]] and visit your fortress. They will be non-hostile and have the &amp;quot;deity&amp;quot; title. Depending on the demon, [[Fun]] may be had.&lt;br /&gt;
&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191343</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191343"/>
		<updated>2013-08-08T08:00:41Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added picture for the raise corpse interaction+mentioned campfires during sieges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from that particular slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
Necromancers that are idle during a siege will occasionally start [[campfire]]s.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&lt;br /&gt;
[[File:Animatecorpsemenu.jpeg]]&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
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{{category|humanoids}}&lt;br /&gt;
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[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Animatecorpsemenu.jpeg&amp;diff=191342</id>
		<title>File:Animatecorpsemenu.jpeg</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Animatecorpsemenu.jpeg&amp;diff=191342"/>
		<updated>2013-08-08T07:55:11Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: The necromancer interaction as it is seen on the actions menu.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
The necromancer interaction as it is seen on the actions menu.&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=191208</id>
		<title>v0.34:Adventurer mode</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Adventurer_mode&amp;diff=191208"/>
		<updated>2013-08-03T09:44:18Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: Undo revision 191204 by 2A02:8420:4A1B:C000:1CA3:970E:B014:55C9 (talk)-does not apply to &amp;quot;quickly as possible&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{quality|Exceptional|15:19, 17 April 2011 (UTC)}}{{av}} &lt;br /&gt;
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&lt;br /&gt;
:''This is a detailed reference guide for Adventurer Mode. For a tutorial see the [[Adventure mode quick start|Adventure Mode Quickstart Guide]].&lt;br /&gt;
:''See [[Adventure Mode quick reference]] to quickly look up key commands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In '''adventurer mode''' (also called &amp;quot;adventure mode&amp;quot;) you create a single adventurer ([[dwarf]], [[human]], or [[elf]]) who starts out somewhere in one of your generated worlds. You can receive [[quest]]s, venture into the wilderness to find [[cave]]s, shrines, lairs, abandoned towers, and other [[Site|towns and settlements]]. You can even visit your abandoned [[fortress]]es and find whatever riches were left to be guarded by the [[creature]]s that sealed their fate.&lt;br /&gt;
&lt;br /&gt;
Unlike [[fortress mode]], adventurer mode is a sort of advanced [http://en.wikipedia.org/wiki/Sandbox_game open world] version of [http://en.wikipedia.org/wiki/Rogue_%28computer_game%29 rogue] or [http://en.wikipedia.org/wiki/Nethack  nethack] taking place in the same procedurally generated worlds used for fortress mode, but you control a single character in a turn-based manner rather than manage a group of creatures acting in real time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=World Selection=&lt;br /&gt;
&lt;br /&gt;
You can play Adventurer mode in any world that has a civilization with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token (which are elf, dwarf, and human in unmodded raws) but as of the current version only human civilizations have towns, NPC fortresses, or shops {{v|0.34.07}}. As a result you need at least one human civilization if you want quests or anything but basic wilderness survival. Alternately, you can alter the other races to also use human towns -- see the talk page under &amp;quot;Dwarven Fortresses.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you have previously built a fort in the world that you select, your adventurer will be able to go visit it. However, the fort must be abandoned because you will not be able to start an adventure mode game in the same world with an active fortress mode game. Note, though, that you can always save your fortress mode game, duplicate the save folder (copy ''regionX'' to ''regionX-copy'' or something), abandon the fortress in the copy of the world, then start adventure mode in the new clone world.&lt;br /&gt;
&lt;br /&gt;
=Character Creation=&lt;br /&gt;
&lt;br /&gt;
==Race and Civilization==&lt;br /&gt;
&lt;br /&gt;
Any race with the [[Entity_token#Gameplay|ADVENTURE_TIER]] token is playable in adventure mode. In an unmodded game, this means [[Dwarves]], [[Elves]], and [[Human|Humans]]. All three races can complete the same quests.&lt;br /&gt;
&lt;br /&gt;
*'''Civilized Humans''' begin with bronze or iron weapons and can use any of the items sold by shopkeepers (who, for the time being, are only found in human towns and only sell human-sized clothing/armor). They also start with the widest variety of weapon skills.&lt;br /&gt;
&lt;br /&gt;
*'''Human Outsiders''' can only start with Spear User and Knife User as weapon skills, and they cannot start with Armor User or Shield User. They also start out literally naked with no clothing, but can wear any human-sized armor that they trade for, steal, or loot. &amp;quot;Outsiders&amp;quot; of other races can be played if you add the [[Entity_token#Gameplay|INDIV_CONTROLLABLE]] token to the race's entity definition. &lt;br /&gt;
&lt;br /&gt;
*'''Dwarves''' have the advantage of being able to go into a [[Martial trance|martial trance]] when fighting multiple foes at once. They are the only race which can start with steel weapons, but they wear &amp;quot;small&amp;quot; sized clothing (like goblins and elves) which means that they're unable to wear human clothing and armor found in shops. They can start with almost all of the same weapon skills as civilized humans. Most human-sized weapons (such as long swords) must be wielded two-handed by dwarves, due to their size.&lt;br /&gt;
&lt;br /&gt;
*'''Elves''' start with very weak wooden weapons and have a more limited list of weapon skills during character creation. They have the advantage that they have higher natural speed. Like dwarves they wear small sized clothing so will have the same problem finding suitable armor in shops.&lt;br /&gt;
&lt;br /&gt;
*'''Kobolds''' can be played only if there are no other civilizations and there are kobolds.&lt;br /&gt;
&lt;br /&gt;
If no civilization for the given race exists in a world, you won't be able to play as that race except perhaps as a human outsider.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
== Status ==&lt;br /&gt;
&lt;br /&gt;
Determines the number of starting skill and attribute points, which does not change based on race:&lt;br /&gt;
*'''Peasant:''' 15 attribute, 35 skill&lt;br /&gt;
*'''Hero:''' 35 attribute, 95 skill&lt;br /&gt;
*'''Demigod:''' 105 attribute, 161 skill&lt;br /&gt;
The number of skill points is less significant than the number of attribute points because the time it takes to go from Peasant to Demigod in skill terms is much less than what it would take to go from Peasant to Demigod in attribute terms.&lt;br /&gt;
&lt;br /&gt;
== Starting Attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute|Attributes]] are divided into Body and Soul attributes. This section provides some guidance for allocating attributes as it relates to adventurer mode.&lt;br /&gt;
&lt;br /&gt;
=== Body ===&lt;br /&gt;
&lt;br /&gt;
*'''Strength''' - Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.&lt;br /&gt;
*'''Agility''' - This attribute is directly related to a character's Speed and is also used in combat skills.&lt;br /&gt;
*'''Toughness''' - Reduces physical damage. Also relates to defensive combat skills.&lt;br /&gt;
*'''Endurance''' - Reduces the rate at which the adventurer becomes exhausted. Used in Wrestling.&lt;br /&gt;
*'''Recuperation''' - Increases the rate of wound healing. Not as important as Toughness. Recuperation isn't that useful in adventurer mode since you usually have as much time to rest as you need assuming you can escape a situation alive.&lt;br /&gt;
*'''Disease Resistance''' - Reduces the risk of disease. Reduces the &amp;quot;risk&amp;quot; of becoming a vampire in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
Strength, Agility, and Toughness are the Body attributes that most impact combat skills, and Endurance to a lesser extent.&lt;br /&gt;
&lt;br /&gt;
=== Soul ===&lt;br /&gt;
&lt;br /&gt;
Some of these are useful for adventure-mode-applicable skills, but some are totally useless except as dump stats. (The useless ones are in ''italics''.)&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
ATTN: When a use is discovered for a skill previously thought of as useless,&lt;br /&gt;
remove two of the quotes (i.e. from '''''Memory''''' to '''Memory''').&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
*'''Analytical Ability''' - Useful for certain crafting skills, the only one currently being Knapping.&lt;br /&gt;
*'''Focus''' - Affects Archer, Ambusher, Observer.&lt;br /&gt;
*'''Willpower''' - Fighter, Crutch Walker, Swimmer, and helps resist ''pain effects'' such as those caused by chipped bones.&lt;br /&gt;
*'''''Creativity''''' - Currently completely useless in adventure mode. Normally it impacts crafting skills.&lt;br /&gt;
*'''Intuition''' - Only helps with Observer.&lt;br /&gt;
*'''''Patience''''' - Currently useless.&lt;br /&gt;
*'''Memory''' - Records more of previously traveled areas when you return to them. Deletes all memory when you travel.&lt;br /&gt;
*'''''Linguistic Ability''''' - Currently useless because adventurers don't have social skills. &lt;br /&gt;
*'''Spatial Sense''' - Important. Affects combat skills, Ambusher, Crutch Walker, Swimmer, Observer, Knapping.&lt;br /&gt;
*'''''Musicality''''' - Completely useless as of yet.&lt;br /&gt;
*'''Kinesthetic Sense''' - Important. Combat skills, Crutch Walker, Swimming, Knapping, &lt;br /&gt;
*'''Empathy''' - Might increase chance of persuading people to Join you.{{Verify}}&lt;br /&gt;
*'''Social Awareness''' - Increases the number of followers you can have at a given &amp;quot;fame&amp;quot; level. Normally you start with a limit of two. Increasing this stat by one level raises that to three.&lt;br /&gt;
&lt;br /&gt;
=== Attribute Advancement Cap ===&lt;br /&gt;
&lt;br /&gt;
Adventure mode attributes are capped at double the starting value or the starting value plus the racial average, whichever is greater. Humans, for example, have a racial average strength of 1,000. If a human adventurer starts with an ''above average'' strength of 1,100, then his strength will ultimately be capped at 2,200. Had this human started with a ''below average'' strength of 900, then his strength would be capped at 1,900 instead. For the purpose of maximizing final attributes, this makes it important to start with as many attributes in the ''superior'' range as possible (more attributes per point allocated), while avoiding taking any penalties to even remotely important attributes (big attribute deductions per point recovered). As a consequence of the attribute cap, demigod adventurers will always have a much higher potential for advancement than mere peasants and heroes.&lt;br /&gt;
&lt;br /&gt;
== Starting Skills ==&lt;br /&gt;
&lt;br /&gt;
Not all races have the same sets of skills available at character creation time, but keep in mind that all starting [[skill]]s, as well as ones not available at character creation, can be improved through use in game. [[Reader]] is an exception to this.&lt;br /&gt;
&lt;br /&gt;
This section will specifically address starting skills as they relate to adventure mode. For a full description of combat skills see [[Combat skill]]. Other skills that you can't start with, but which can be increased in game (such as Butchery) are described elsewhere.&lt;br /&gt;
&lt;br /&gt;
=== Weapon ===&lt;br /&gt;
&lt;br /&gt;
The weapon you start out with will be based on which of these, plus the unarmed combat skills, is the highest. In other words, even if Swordsman is your highest weapon skill, you won't start with a sword if your Wrestler or Striker skills are better. Usually the best choice anyway is to specialize in just one melee weapon skill. Regardless of weapon skills, a '''large copper dagger''' will always be included in the starting equipment, which is handy for throwing at enemies that are just a step away or finishing off a foe pinned down by a stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Because these tend to take a bit longer to increase in game, it makes sense to put some points into one at the beginning.&lt;br /&gt;
&lt;br /&gt;
Not all races/civilizations can start with all of these skills. (For example, Dwarves can't start with Bowman or Lasher).&lt;br /&gt;
&lt;br /&gt;
*'''Axeman''' - allows characters to use axes, great axes, and halberds more effectively.&lt;br /&gt;
*'''Bowman''' - skill allows characters to use bows more effectively.&lt;br /&gt;
*'''Crossbowman''' - allows characters to use crossbows more effectively.  The dwarven version is called '''Marksdwarf'''.&lt;br /&gt;
*'''Hammerman''' - allows characters to use crossbows in melee, mauls, and war hammers more effectively.&lt;br /&gt;
*'''Knife User''' - allows characters to use large daggers and knives more effectively.&lt;br /&gt;
*'''Lasher''' - allows characters to use whips and scourges more effectively.&lt;br /&gt;
*'''Maceman''' - allows characters to use flails, maces, and morningstars more effectively.&lt;br /&gt;
*'''Pikeman''' - allows characters to use pikes more effectively.&lt;br /&gt;
*'''Spearman''' - allows characters to use spears more effectively.&lt;br /&gt;
*'''Swordsman''' - allows characters to use blowguns and bows in melee, long swords, scimitars, short swords, and two-handed swords more effectively.&lt;br /&gt;
&lt;br /&gt;
=== General Combat ===&lt;br /&gt;
&lt;br /&gt;
These two skills can be raised rather quickly in game and so you probably want to skip spending any points on them at the start.&lt;br /&gt;
&lt;br /&gt;
*'''Fighter''' - This increases with, and contributes to, melee combat whether armed or unarmed. It appears that the purpose of it is to allow melee experience to contribute to melee combat in general regardless of weapon. Repeatedly wrestling (grabbing and releasing) even a small creature will raise this skill.&lt;br /&gt;
*'''Archer''' - This increases with, and contributes to, ranged combat including throwing. It works similarly to Fighter except for ranged attacks. It can be easily raised by repeatedly throwing rocks, making it advisable for archers to practice their marksmanship with rock throwing before using up the more finite and expensive forms of ammunition. Shooting at a wall with adjacent upward ramp one level below and picking back projectiles is also a good idea (such places often happen to be in castles). See the FAQ section on [[#powerleveling|powerleveling]] for information on raising bowman/marksman skills.&lt;br /&gt;
&lt;br /&gt;
=== Defensive ===&lt;br /&gt;
&lt;br /&gt;
These skills are critical for survival. Starting out with good ability in one (especially Shield User or Armor User) if not all is strongly advised.&lt;br /&gt;
&lt;br /&gt;
*'''Shield User''' - Ability to block attacks with shields. Starting with skill in this means that the adventurer will start with a shield.&lt;br /&gt;
*'''Armor User''' - Related to how well an adventurer moves in armor, and increases whenever an adventurer wearing armor is attacked. A higher level of this skill reduces the encumbrance penalties of armor, allowing up to normal speed movement when wearing full steel plate. Unfortunately, starting with this skill does not provide any starting armor.&lt;br /&gt;
*'''Dodger''' - Ability to dodge out of the way of attacks.&lt;br /&gt;
&lt;br /&gt;
=== Unarmed Combat and Improvised Weapons ===&lt;br /&gt;
&lt;br /&gt;
While some of them come in handy at times, they can generally be raised fairly easily in game, especially Wrestler and Thrower.&lt;br /&gt;
&lt;br /&gt;
*'''Wrestler''' - Ability to grapple, restrain, take-down, throw opponents, etc. See [[#Wrestling and Unarmed Attacks]] for details. Can be raised very easily in game.&lt;br /&gt;
*'''Striker''' - Punching ability. Turns handy when weapons get stuck and there is no time to wrest them back.&lt;br /&gt;
*'''Kicker''' - Kicking ability. Same as Striker.&lt;br /&gt;
*'''Biter''' - Biting ability.&lt;br /&gt;
*'''Thrower''' - Throwing any miscellaneous object including rocks, knives, axes, swords, heads, etc.&lt;br /&gt;
*'''Misc. Object User''' - Ability to beat things to death with anything that comes at hand, from bags to coins to their own severed body parts. Also somewhat more commonly used for shield bashing.&lt;br /&gt;
&lt;br /&gt;
=== Movement and Awareness ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Observer]]''' - Helps one to notice things like ambushes, enemies who are &amp;quot;sneaking&amp;quot; (stealth movement), and traps. Detection range increases with skill, but up to a maximum of 3 tiles away. Hard to train. Adding some points here is advisable.&lt;br /&gt;
*'''[[Swimmer]]''' - Allows movement through water without drowning. A Novice swimmer can swim but will revert to being unable to swim if stunned, which happens when falling even 1 z-level into the water. An Adequate swimmer can swim normally (not drown) while stunned. For this reason, ''starting out as an Adequate swimmer is advisable.'' If you don't, at least start as Novice and go get some swimming practice right away.&lt;br /&gt;
*'''[[Ambusher]]''' - The skill of {{K|S}}neaking around unobserved. This can be raised fairly easily by sneaking around while traveling from place to place when speed is not important. At lower skill levels, speed is greatly reduced, but the penalty gradually reduces until negated at Legendary skill and it's possible to sneak at full movement rate. Chance of detection is also reduced at higher skill levels; a more skilled ambusher can remain in close combat for longer without being detected. It is worth noting that ambusher only is checked once the adventurer is 3 tiles or closer to the enemy - at 4 tiles and up, you will remain hidden from the enemy even if you have no skill in Ambusher, as long as you are sneaking.&lt;br /&gt;
&lt;br /&gt;
=== Crafting ===&lt;br /&gt;
&lt;br /&gt;
These allow your character to create things. There is only one skill currently available in an unmodified game.&lt;br /&gt;
&lt;br /&gt;
*'''[[Knapper]]''' - The fine art of sharpening rocks by banging them together in a clever manner. The resulting rocks become sharp rocks which do more damage when thrown and can be used for things requiring a sharp edge like butchering. Easy to raise in game and doing so helps with Kinesthetic and Spatial Sense.&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
*'''[[Reader]]''' - Allows you to read books, signs, and writing in Adventurer mode. Novice level is required in order to become a [[Necromancer]]. There is no way to increase this skill.&lt;br /&gt;
*'''[[Butcher]]''' - The art of cutting bodies into many pieces. You cannot allocate points here during character creation.&lt;br /&gt;
&lt;br /&gt;
= Gameplay =&lt;br /&gt;
&lt;br /&gt;
== Common UI Concepts ==&lt;br /&gt;
{{KeyConventions|3}}&lt;br /&gt;
&lt;br /&gt;
== Moving Around ==&lt;br /&gt;
&lt;br /&gt;
=== Local Movement ===&lt;br /&gt;
[[File:adventure-local-map.png|thumb|400px|The local travel screen. The lower left shows a small overview map of the area. The upper right shows a small area 1 z-level above the adventurer in the middle. The adventurer is standing in front of the door to a house full of humans, and visibility behind the house is obscured. In the upper left is a small box showing the direction to various sites (which may be quite far away).]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Move&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Alt}} and a direction key&lt;br /&gt;
| Move carefully / Deliberately enter dangerous terrain&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;lt;}} or {{k|Shift}}+{{key|5}} (num lock off)&lt;br /&gt;
| Ascend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}} or {{k|Ctrl}}+{{key|5}} (num lock off)&lt;br /&gt;
| Descend&lt;br /&gt;
|-&lt;br /&gt;
| {{k|.}}&lt;br /&gt;
| Wait for a step&lt;br /&gt;
|-&lt;br /&gt;
| {{k|s}}&lt;br /&gt;
| Stand or lie down&lt;br /&gt;
|-&lt;br /&gt;
| {{k|S}}&lt;br /&gt;
| Sneak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Unless your character is an outsider, you will start out in a human town or hamlet; in the standard tileset the @ sign is your character.  In the lower left-hand corner of the screen is a mini-map, with the @ sign showing your relative location to other things in the town/hamlet.  The ▐ symbols are small collections of buildings.  &lt;br /&gt;
&lt;br /&gt;
The directional keys allow movement. Diagonal movement is particularly important especially when chasing or running away from things.&lt;br /&gt;
&lt;br /&gt;
Use {{k|Alt}}+direction to enter water, jump off of cliffs, or otherwise attempt to enter anything that you can't enter using normal movement commands. Note that when entering water it's best to enter the actual water and not the open space over the water as, in the later case, you will fall in causing you to become stunned which may lead to drowning.&lt;br /&gt;
&lt;br /&gt;
Hitting {{k|.}} allows you to stay in one place and wait for other things to move.&lt;br /&gt;
&lt;br /&gt;
Use {{k|s}} to sit/lie down. Moving while laying down (crawling) will let you move past NPCs which are standing in your way. Also note that you will frequently get knocked to the ground in combat, and if you don't hit {{k|s}} to stand back up then you will crawl slowly along the ground, giving your opponent a lot of opportunity to attack you.&lt;br /&gt;
&lt;br /&gt;
{{k|S}}neak will allow you to move around invisibly, limited by your Ambusher skill and the Observer skill of nearby creatures. The closer you get to a creature, the more likely you are to be detected. Your movement rate will also be very slow at low Ambusher skill levels while sneaking. If you are within observation range of anything then you will be unable to go into stealth mode. Hiding somewhere you can't be seen (such as the inside edge of a murky pool, if you can swim) will allow you to go into stealth mode when creatures are around. Stealth mode will also allow you to move onto/through townsfolk.&lt;br /&gt;
&lt;br /&gt;
=== Fast Travel ===&lt;br /&gt;
[[Image:adventurer-fast-travel.png|thumb|400px|Fast Travel screen. A fort is on the west side, and a town is on the east side of the map. The regional map is displayed on the far right.]] &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|T}}&lt;br /&gt;
| Fast Travel&lt;br /&gt;
|-&lt;br /&gt;
| {{k|&amp;gt;}}&lt;br /&gt;
| Exit fast travel mode&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Entering Fast Travel mode will allow you to move large distances in a single keypress. Of course, the same amount of time will go by and you can also be interrupted (ambushed) while moving in fast travel mode.&lt;br /&gt;
&lt;br /&gt;
See the [[Map legend]] for information on what the map symbols mean. Settlements are indicated by {{Tile|■|7:0:1}} tiles and you can find houses by exiting fast travel while standing on one of these tiles. Yellow tiles of the same shape {{Tile|■|6:0:1}} indicate the presence of shops rather than houses.&lt;br /&gt;
&lt;br /&gt;
Pressing {{K|m}} will put a fully zoomed-out map on the right side of the screen, with your current location marked by a blinking &amp;quot;X&amp;quot;.  When seeking out a quest, move in the direction of the quest site until the blinking &amp;quot;X&amp;quot; is on top of the symbols indicated in the Adventure Log (you can press {{K|Q}} at any time to look at it again).&lt;br /&gt;
&lt;br /&gt;
Along the top of the map is a line showing the sky, and the position of the sun and/or moon from west to east. This primarily helps you determine how long you have before it gets dark at which point you won't be able to see very far and will be more vulnerable to attack.&lt;br /&gt;
&lt;br /&gt;
While in the fast travel screen you can:&lt;br /&gt;
&lt;br /&gt;
* {{k|c}} - Display/hide clouds/weather&lt;br /&gt;
* {{k|m}} - Display/hide the regional map on the right&lt;br /&gt;
* {{k|Q}} - Display the Quest log&lt;br /&gt;
* {{k|Z}} - Display the sleep menu&lt;br /&gt;
&lt;br /&gt;
Other commands are not available until you exit fast travel with {{k|&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
== Status and Information ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|l}}&lt;br /&gt;
| Look around&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Space}}&lt;br /&gt;
| Advance/Clear Messages&lt;br /&gt;
|-&lt;br /&gt;
| {{k|a}}&lt;br /&gt;
| View Announcements&lt;br /&gt;
|-&lt;br /&gt;
| {{k|z}}&lt;br /&gt;
| Status&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Looking Around ===&lt;br /&gt;
&lt;br /&gt;
If you're not sure what a tile is, the {{k|l}}ook command will tell you. In addition to being useful for identifying tiles and creatures, you can also view creatures' equipment and what items are sitting on the ground in a given tile. If in doubt, try the look command.&lt;br /&gt;
&lt;br /&gt;
Move the cursor to the tile you want to look at using direction keys and {{k|Shift}}+direction. It's possible to look up and down z-levels (assuming you have line of sight) using the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys. This, for example, allows you to find out if any flying creatures are above you. Hit {{k|Esc}} to exit look mode and go back to movement mode.&lt;br /&gt;
&lt;br /&gt;
=== Messages ===&lt;br /&gt;
&lt;br /&gt;
The game makes frequent use of messages on the screen to tell you what is going on. If there are a lot of these you may need to use {{k|Space}} to display the rest of the messages that won't fit on the screen. You can always go back and view old messages by pressing {{k|a}}.&lt;br /&gt;
&lt;br /&gt;
=== Status Screen ===&lt;br /&gt;
&lt;br /&gt;
This screen shows your skills, attributes, wounded body parts, health (along with more detailed descriptions of your wounds), lets you view your description, and change your nickname if you want.&lt;br /&gt;
&lt;br /&gt;
=== Saving the Game ===&lt;br /&gt;
&lt;br /&gt;
Hit the {{k|Esc}} key at any time and select {{DFtext|Save Game}} to save your game. You can then come back to it later by using the {{DFtext|Continue Playing}} option in the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Searching and Manipulating ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|u}}&lt;br /&gt;
| Interact with building, furniture, or mechanism&lt;br /&gt;
|-&lt;br /&gt;
| {{k|L}}&lt;br /&gt;
| Search the nearby area very carefully&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The {{k|u}} key can be used to do stuff like pull levers in your abandoned forts. It is also used to lower and raise the bucket when standing right next to a well so you can get water to refill your waterskin with.&lt;br /&gt;
&lt;br /&gt;
{{k|L}} will perform a thorough search of the area that you're standing in, possibly revealing some small creatures.&lt;br /&gt;
&lt;br /&gt;
== Managing Equipment ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|i}}&lt;br /&gt;
| Show Inventory&lt;br /&gt;
|-&lt;br /&gt;
| {{k|d}}&lt;br /&gt;
| Drop an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|g}}&lt;br /&gt;
| Get (pickup) an item off the ground&lt;br /&gt;
|-&lt;br /&gt;
| {{k|p}}&lt;br /&gt;
| Put an item into a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|r}}&lt;br /&gt;
| Remove an item you are wearing or from a container&lt;br /&gt;
|-&lt;br /&gt;
| {{k|w}}&lt;br /&gt;
| Wear an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|I}}&lt;br /&gt;
| Interact with an object in an advanced way. (unstick a weapon, refill waterskin etc)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Inventory ===&lt;br /&gt;
&lt;br /&gt;
Press {{k|i}} to display a list of what you are currently carrying. Press {{k|-}} {{k|+}} to scroll the list. This list will show you if items are being worn, held in hands, stuck in your body, or are inside a container. Detailed information about an object can be viewed by pressing the key associated with the item.&lt;br /&gt;
&lt;br /&gt;
=== Getting/Dropping Things ===&lt;br /&gt;
&lt;br /&gt;
You can {{k|d}}rop items in your inventory, as well as {{k|g}}et items on the ground on the same tile that you are standing on. If there is more than one item a menu will be listed. Press {{k|-}} {{k|+}} to scroll the list if the list is too long to fit on the screen.&lt;br /&gt;
&lt;br /&gt;
{{k|g}} will also allow you to ignite foliage/any flammable objects adjacent to you. Fires aren't as devastating as one might imagine, but they will cause (most)enemies to path around them, making your crowd control slightly more effective when taking on multiple enemies. As an added bonus, it will also surely piss off the elves.&lt;br /&gt;
&lt;br /&gt;
=== Containers ===&lt;br /&gt;
&lt;br /&gt;
Items can be placed into containers with {{k|p}} and removed with {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
=== Wearing ===&lt;br /&gt;
&lt;br /&gt;
Items can be worn using {{k|w}} and removed using {{k|r}} (the same command used for removing from containers). If an item you want to wear does not show up as an option, then it means you are already wearing too many items in the location used by that item. Try {{K|r}}emoving items in that location and then wear them again in order of priority.&lt;br /&gt;
&lt;br /&gt;
''Note that &amp;quot;large&amp;quot; or &amp;quot;small&amp;quot; clothing items are too big / small for your race'' (e.g. a '''large''' giant cave spider silk sock). If you have that problem, try getting clothing from a different source.&lt;br /&gt;
&lt;br /&gt;
After acquiring [[armor]] from one source or another, you'll most likely want to equip it. To do this, first make sure it is in your possession--not on the ground. You can then {{key|w}}ear it, granted you don't already have too much on that equipment slot already. You can {{key|r}}emove or {{key|d}}rop inferior equipment as necessary.&lt;br /&gt;
&lt;br /&gt;
See [[Armor]] for more information on wearing things. One thing to note in particular, DF allows you to wear more than one item in the same location in many situations.&lt;br /&gt;
&lt;br /&gt;
=== Wielding ===&lt;br /&gt;
&lt;br /&gt;
There is no command for wielding items such as [[weapon]]s in specific hands. Instead, they are automatically equipped when you either {{k|g}}et them from the ground or {{k|r}}emove them from your [[backpack]] - provided the hand that would wield them is free. So in order to change [[weapon]]s or [[shield]]s you should drop items or place them into containers (such as your backpack) until your hands are free, then get items from the floor or remove them from containers which will place them in your hands. For example, put all items into backpack, remove sword from backpack, remove shield from backpack. The items will end up in the right and left hand. Simply remember the {{k|r}}emove command and the {{k|p}}ut into container command.&lt;br /&gt;
&lt;br /&gt;
While normally one would only be able to equip one item in each hand, removing items from your inventory results in them being wielded regardless of whether one's hands are full. This is especially useful with shields, as every shield will contribute a block chance to each incoming attack.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the world of DF seems to have a lot of left handers, so do not be surprised if your character holds the weapon with the left hand and the [[Armor#Shields and Bucklers|shield]] with the right hand.&lt;br /&gt;
&lt;br /&gt;
=== Advanced Interaction ===&lt;br /&gt;
&lt;br /&gt;
The {{k|I}} key allows &amp;quot;complex interaction&amp;quot; with objects in your inventory. This is used for removing arrows and weapons stuck in wounds, and refilling waterskins, but in theory various types of objects could implement some sort of behavior to be activated. Basically this is similar to &amp;quot;use&amp;quot; commands in other games.&lt;br /&gt;
&lt;br /&gt;
This command is particularly useful for getting water. When standing next to a well you press the {{k|u}} key to lower, then raise the bucket, yielding 10 units of water in the bucket. Then you can press the {{k|I}} key to fill your waterskin from the full bucket (alternatively you can press the {{k|e}} key to drink directly from the bucket). &lt;br /&gt;
&lt;br /&gt;
More importantly, this can be used next to a campfire to heat things, such as any frozen liquids you have in your inventory(or snow lying on the ground) and need to drink.&lt;br /&gt;
&lt;br /&gt;
== Time and Weather ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|D}}&lt;br /&gt;
| Date/Time&lt;br /&gt;
|-&lt;br /&gt;
| {{k|P}}&lt;br /&gt;
| Temperature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|W}}&lt;br /&gt;
| Weather&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The game has a day/night cycle with time passing as various actions take place. When in the fast travel screen you can just look at the bar along the top to see where the sun is an estimate the time, but in local travel mode you'll have to use the {{k|W}} command.&lt;br /&gt;
&lt;br /&gt;
When using quick travel mode the top line of the screen will indicate the position of the sun in the sky with a yellow &amp;quot;☼&amp;quot;; further to the right of the screen is earlier in the day and further to the left is later in the day.  &lt;br /&gt;
&lt;br /&gt;
At night you won't be able to see nearly as well and you will be more vulnerable to ambush.&lt;br /&gt;
&lt;br /&gt;
The game also has weather and temperature. Weather is, to some extent, directly viewable on the fast travel screen. Temperature is important because if it happens to drop below freezing while you're swimming through water, you're dead instantly. Therefore you might want to keep an eye on the temperature while swimming, especially if it's getting cold. Also, unlike fortress mode, rivers/other bodies of water can be liquid during the day, and freeze at night. The cycles of freezing can also be erratic from day to day.&lt;br /&gt;
&lt;br /&gt;
Weather can also reduce visibility.&lt;br /&gt;
&lt;br /&gt;
== Sleep ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Z}}&lt;br /&gt;
| Sleep&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Eventually your character will become {{DFtext|Drowsy|3:1}} and this will get worse until you get sufficient sleep. &lt;br /&gt;
&lt;br /&gt;
Sleep does not necessarily have to coincide with night, but if you're traveling alone when night comes you'll be in danger of being attacked by [[bogeymen]].  To avoid this while traveling solo you need to make it to shelter before nightfall and sleep the night away inside a building or abandoned lair.  Enter a building, use {{K|k}} to talk to a human, and ask for permission to stay the night. Next press {{K|Z}} to sleep, {{K|d}} to sleep until dawn, then {{K|Enter}} to confirm. ('''NOTE''': If you stay the night in a castle, you have to sleep in the keep which houses the lord/lady of the castle.  Sleeping inside the castle but outside the keep still leaves you vulnerable to attack.) Sleeping on an ocean beach also prevents bogeymen from attacking. ('''NOTE''': You can disable bogeymen by going into advanced world builder and setting &amp;quot;Number of Night creatures&amp;quot; to 0)&lt;br /&gt;
&lt;br /&gt;
Though sleeping inside can be safe, it's also limiting: any quest site you want to go to has to be within a daytime's round-trip time of a safe habitation, and you have to make your way to there by hopping from one habitation to the next, sleeping at each along the way.  A way to avoid this is to travel with companions.  If you have any companions with you then [[bogeymen]] won't attack you.  You'll still have to sleep at night, though, both to avoid sleep deprivation and because there's no visibility at night.  You can still be ambushed at night by wildlife, but that's much less likely than being ambushed by [[bogeymen]] when traveling alone. If you find yourself alone at night with nowhere safe to sleep, the safest best is to keep traveling until dawn, even if that means running around in circles. You will eventually feel unwell from sleep deprivation, but this can take a considerable time. You can make up for lost sleep once you've found your way to safety.&lt;br /&gt;
&lt;br /&gt;
Note that sleeping in lairs, shrines, and labyrinths makes you safe from ambush, assuming that you or someone has killed whatever was living there. If you have sufficient shrines/lairs/etc between you and your goal and they are either uninhabited or inhabited by things you are capable of killing then you can travel from lair to lair using each lair as a safe lodging. This is much much safer than sleeping out in the open, day or night, even with companions.&lt;br /&gt;
&lt;br /&gt;
If no other options are available, completely surrounding yourself with campfires will keep night marauders at bay as they cannot pass through the fires; the fires will go out after several hours and enable you to move on. The bogeymen or other enemies may be outside your line of sight, which will prevent you from firing arrows or throwing things at them. In this case, you will have to stand up and lie down {{K|s}} repeatedly until the enemies wander into your range, the fires go out and the enemies can path to you, or dawn breaks.&lt;br /&gt;
&lt;br /&gt;
== Food and Drink ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|e}}&lt;br /&gt;
| Eat or drink something&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The easiest way to stay hydrated and full when starting out is by finding and fighting something weak (say, a vulture, or a raccoon, or a fox).  You will almost certainly end up covered in blood.  You can drink any liquid covering you using 'e' and then simply selecting the fluid - perhaps a little salty in real life, but in Dwarf Fortress it works.  The corpse can then be butchered {{k|x}} for edible parts, to cure your hunger - the first two problems are solved. It is possible that drinking vampire blood will lead to infection.&lt;br /&gt;
&lt;br /&gt;
Make sure to eat or drink regularly even if you're not hungry or thirsty, as you can only eat or drink three times in a row: after that you'll need to rest, go out or wait until you can consume another meal. If you find yourself in need of both food and hydration, make sure to take care of the most urgent problem first, as if you are moderately hungry but severely dehydrated and eat three times, you might be already dead by the time you can drink again.&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|8}} {{k|2}} {{k|4}} {{k|6}} {{k|7}} {{k|9}} {{k|1}} {{k|3}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|↑}} {{k|↓}} {{k|←}} {{k|→}}&lt;br /&gt;
| Attack adjacent hostile creature&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}}&lt;br /&gt;
| Attack an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|A}} then {{k|Enter}}&lt;br /&gt;
| Wrestle an adjacent creature.&lt;br /&gt;
|-&lt;br /&gt;
| {{k|f}}&lt;br /&gt;
| Fire a projectile&lt;br /&gt;
|-&lt;br /&gt;
| {{k|t}}&lt;br /&gt;
| Throw an item&lt;br /&gt;
|-&lt;br /&gt;
| {{k|C}}&lt;br /&gt;
| Open combat preferences interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Combat]] is the fine art of using physical force to cause injury and death, and it is particularly fun in Dwarf Fortress.&lt;br /&gt;
&lt;br /&gt;
=== Melee Attacks ===&lt;br /&gt;
&lt;br /&gt;
Hostile creatures can be attacked using a non-aimed attack by simply advancing towards your enemy using the arrow keys. Doing a non-aimed attack will also free up any stuck weapon.&lt;br /&gt;
&lt;br /&gt;
Any creature can be attacked by standing next to it and pressing {{k|Shift}}+{{k|A}}. Attacking a friendly or unconscious creature (which includes wild animals for elves) will further require a confirmation, given using  {{k|alt}}+{{k|y}}.&lt;br /&gt;
&lt;br /&gt;
Attacking a creature with {{k|A}} will allow you to make an '''aimed attack'''. You must first select the body part that you want to attack. Look at the difficulty rating for various possible attacks. Impossible attacks will be impossible to land and Easier attacks will be very easy to land. The difficulty rating for an attack does not change depending on your weapon skill. Based on player experiences, a Grand Master weapon user can almost always land a &amp;quot;Tricky&amp;quot; strike, while a Novice generally cannot. Attacks on various locations will also have limits on how &amp;quot;squarely&amp;quot; they can land (due to being out of reach, for example). Square and very square attacks will deal more damage.{{Verify}} Attacks which &amp;quot;can't land squarely&amp;quot; are generally still effective.&lt;br /&gt;
&lt;br /&gt;
Attacks aimed at the head are the most effective; a single attack to the cranium with a weapon will usually put an end to the fight. Aimed attacks are especially useful for dismembering opponents. Opponents who are missing a foot will fall over, thereby greatly lowering their speed, and giving you an immediate edge in the fight. Cutting off both hands also highly recommended for obvious reasons. After all, a field full of armless, one-legged enemies can be a big experience booster for your companions. &lt;br /&gt;
&lt;br /&gt;
Aimed attacks are also especially helpful when fighting giant beasts. Some enemies like giant desert scorpions have lots of redundant body parts, and random attacks waste valuable time on low priority areas while the scorpion is busy injecting venom into the whole party. Very large enemies, like giants and hydras, are too tall for effective strikes at the head. Fighting such beasts with random attacks will prove mostly futile until the monster has been knocked over, either due to spinal injuries or loss of feet. Lastly, aimed attacks allow you to grab trophies that are not available via butchering. For example, a minotaur's horns can be cut off during a fight, but since its a humanoid, most adventurers will refuse to butcher its corpse after the fight.&lt;br /&gt;
&lt;br /&gt;
=== Ranged Attacks ===&lt;br /&gt;
&lt;br /&gt;
To attack with a ranged weapon press the {{k|f}} key and select the square where you want to attack. Similarly use the {{k|t}} key to throw any random object in the same manner. Random objects appear to make a random attack if they happen to have more than one possible type.{{Verify}} For example, if you throw a sword it may hit with a blunt impact, a stabbing impact, or a slicing impact. Throwing crossbow bolts with sufficient throwing skill and strength seems to have an effect similar to firing them, although less powerful. On the plus side, you will never lose ammo if you throw it.&lt;br /&gt;
&lt;br /&gt;
It is not possible to aim for specific body parts with ranged or thrown attacks.&lt;br /&gt;
&lt;br /&gt;
Throwing is generally a good skill to have for any adventurer, as it allows you to slow down fleeing foes, both on the ground and in the air without the need of equipping a (cross)bow. Just like {{k|l}}ooking, you can use throwing to view and hit enemies multiple Z levels away from you. If you're lucky, you can simply land a hit that causes the flying enemy to give in to pain, and then let gravity do the rest of the work. Even if the fall doesn't kill them, they will most likely be stunned long enough for you to run up and slaughter them.&lt;br /&gt;
&lt;br /&gt;
=== Wrestling and Unarmed Attacks ===&lt;br /&gt;
&lt;br /&gt;
:''Main article: [[Wrestling]]''&lt;br /&gt;
&lt;br /&gt;
'''[[Wrestling]]''' (grappling) can be performed by standing next to an enemy and pressing {{k|A}} followed by {{k|Enter}} to switch to wrestling. You can wrestle any enemy. Wrestling works somewhat like a targeted attack. Once you grab a creature by some body part, you may be able to make another wrestling attempt that will allow you to perform a throw or takedown.&lt;br /&gt;
&lt;br /&gt;
For a detailed list of moves such as takedowns, throws, choke holds, etc, see [[Wrestling]].&lt;br /&gt;
&lt;br /&gt;
It's also possible to punch, kick, and bite. These are not in the wrestling menu but are performed like normal targeted attacks with {{k|A}}.&lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
&lt;br /&gt;
[[Weapon]]s are basically divided into axe, sword, spear, pike, mace, whip, bow and hammer, with various versions of these taking up the gray area.&lt;br /&gt;
&lt;br /&gt;
=== Wounds ===&lt;br /&gt;
&lt;br /&gt;
If you get wounded during combat, there's not much that you can do except perhaps run before you get more wounded. Your wounds will heal over time, so just travel around or sleep in a safe place. Some wounds however may never heal, leaving you permanently crippled. Obtaining a crutch may help with this. Or if you are not already a vampire, then you can get bitten by a werebeast during full moon, which will heal all injuries once per month.&lt;br /&gt;
&lt;br /&gt;
If you have some bolts or arrows stuck in your body, they can be removed by using the complex interaction menu {{k|I}}. Select the stuck bolt or arrow from the list and then pull it out with {{k|a}} You'll probably start bleeding after you pull it out, but the bleeding is rarely anything to worry about.&lt;br /&gt;
&lt;br /&gt;
=== Combat Preferences ===&lt;br /&gt;
&lt;br /&gt;
At any time during gameplay (Except travel mode), you can press {{k|C}} to open the Combat Preferences menu. There are three different preferences you can set: Attack, Dodge and Charge Defense. These have a few different preferences each:&lt;br /&gt;
&lt;br /&gt;
*'''{{k|a}}ttack'''&lt;br /&gt;
**'''According to Opponent''' - The default setting. When set to this, charging happens more or less frequently, depending on the difference in size between you and the opponent. Bigger opponents get charged less, smaller more often. Can be very risky, since a random charge against a huge opponent is likely to get you knocked down and stunned. In the same vein, charging when close to obstacles or other environmental hazards is very dangerous, potentially fatal, if the enemy dodges you.&lt;br /&gt;
**'''Strike''' - This setting ensures that you never charge an opponent, but rather just swing your weapon at them. This carries less risk than the above, but you're never going to knock anyone down without hitting their legs or spine. Very preferable against large opponents.&lt;br /&gt;
**'''Charge''' - When set to this, you ALWAYS charge. When faced with numerous small enemies (Bogeymen in particular), this can be extremely useful, but remember to switch back when facing something bigger. Charging a large dragon is almost a certain death sentence.&lt;br /&gt;
**'''Close Combat''' - With this setting, all your auto-attacks are grapples. Generally not very useful, since the random nature of it tends to prevent you from actually doing any damage with it, but if you continually auto-attack a harmless creature with it your wrestling-skill will be legendary in no time. &lt;br /&gt;
&lt;br /&gt;
*'''{{k|d}}odge'''&lt;br /&gt;
**'''Move Around''' - This means you can jump away from attacks, physically moving in a random direction. While this lets you dodge attacks more often, it can also result in you jumping into a wall or down a lake. If you're fighting in really tight spaces, you might want to switch it off.&lt;br /&gt;
**'''Stand Ground''' - As can be expected, you stand your ground. No jumping around, which is useful in the above situation, but risky in the open. If you have room for jumping around, go with Move Around, but otherwise this could be a good idea.&lt;br /&gt;
&lt;br /&gt;
*'''{{k|c}}harge Defense'''&lt;br /&gt;
**'''According to Opponent''' - Again, the default setting. You're more likely to stand still against small enemies charging, but will probably prefer moving away from larger ones. Somewhat risky, in that even a somewhat small enemy can stun you by charging.&lt;br /&gt;
**'''Dodge Away''' - With this, you'll dodge away from charging enemies, if you can. It's not a sure bet, but it's very much worth it against enemies who like to charge. This is probably the most preferable mode, since you're not losing a whole lot by dodging a small foe charging, but dodging an angry night beast can save you from a world of pain.&lt;br /&gt;
**'''Stand Ground''' - If you're certain of your physical superiority to the opponent, you can safely choose this. Standing your ground like a real man/woman might feel hardcore, but getting knocked down in a fight can be extremely dangerous. It probably has some use against bogeymen though, since they're quite small. If you really are much bigger than the enemy, you'll end up knocking THEM down. Most of the time though, charges heavily favor the attacker, so dodging away is probably preferable.&lt;br /&gt;
&lt;br /&gt;
Using Combat Preferences properly can actually save your hide, so it's worth fiddling with. Just don't forget that you've fiddled with them, since a malplaced charge or dodge could end up killing you.&lt;br /&gt;
&lt;br /&gt;
== Talking ==&lt;br /&gt;
[[File:adventurer-talking.png|thumb|400px|Talking to someone in Adventurer mode.]]&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|k}}&lt;br /&gt;
| Talk to somebody&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Now that you know how to kill people, you may also want to know how to talk to and otherwise interact with them in a less violent manner. While this is less entertaining, it can sometimes be useful.&lt;br /&gt;
&lt;br /&gt;
Press {{k|k}} to enter tal{{k|k}} mode. Move the cursor over a being and a list of language-capable beings on that tile will be shown in the lower left of the screen. If there is more than one creature on the tile, you can select the one you want to talk to using the {{k|-}}/{{k|+}} keys. Hit {{k|Enter}} to begin the conversation.&lt;br /&gt;
&lt;br /&gt;
Normally you will need to Greet someone first, then you will have the following options when it comes to subjects of discussion:&lt;br /&gt;
*'''Trade''' - Attempt to initiate [[#Shops|trade]]. This only works for NPCs in shops.&lt;br /&gt;
*'''Join''' - Ask the individual to join you as one of your [[#Companions|Companions]]. Soldiers will join you 100% of the time if you don't already have too many companions, but the chance of regular townsfolk joining you will be highly impacted by your reputation.&lt;br /&gt;
*'''Surroundings''' - Ask about sites and things in the general geographical area. This may reveal hidden sites (such as lairs) on the map, and may also reveal bits of history such as, &amp;quot;in 123 Urist McSucker founded Boatmurdered&amp;quot;. This can be selected repeatedly to reveal multiple facts about the area.&lt;br /&gt;
*'''Capital''' - Ask where the capital of the current civilization is. As with the &amp;quot;Surroundings&amp;quot; topic, a random bit of the capitol's history will also be given.&lt;br /&gt;
*'''Service''' - Ask for a [[#Quests|quest]].&lt;br /&gt;
*'''Profession''' - Ask the individual about their profession. If the person is willing to '''Join''' you, they will add a line such as, &amp;quot;How I long for some excitement in my life...&amp;quot;&lt;br /&gt;
*'''Family''' - Ask about a random family member. If the person has more than one family member then selecting this option repeatedly will eventually reveal all of them. Like &amp;quot;Surroundings&amp;quot;, this can also reveal bits of information about history such as, &amp;quot;Gor Lorthor was my son. In 123, Gor Lorthor was struck down by Trogdor the Burninator.&amp;quot;&lt;br /&gt;
*'''Accuse of being a night creature''' - If the individual is a vampire in hiding, then they will become hostile to all around them and will fight you. Note, if said vampire has a cult (vampire law-givers usually seem to) the cultists will reveal themselves as well and become hostile to any non-vampire (the one the cult is based around, that is), non-cultist they see, including you.&lt;br /&gt;
*'''Report success/spread news''' - This option will only appear once you have completed a quest. Selecting it will cause you to regale people with tales of your amazing adventures, increasing your fame/reputation level. After you have done this once, with one person, the option will not appear again anywhere in any conversation until another quest has been completed. Apparently, everyone is telepathic, and won't want to hear the same story again.&lt;br /&gt;
*'''Goodbye''' - End the conversation.&lt;br /&gt;
&lt;br /&gt;
Sometimes other options may also appear. Experiment with them and see what happens.&lt;br /&gt;
&lt;br /&gt;
== Companions ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|c}}&lt;br /&gt;
| View companion interface&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Companions are the guys who follow you around after you've asked them to Join and they've accepted. Your character will have a limit on the maximum number of companions that is based on fame/reputation level and the ''Social Awareness'' attribute. With average social awareness and the maximum level of fame, the limit is 19 companions.&lt;br /&gt;
&lt;br /&gt;
You can use the {{k|c}} key to open up a list showing your companions and their relative position to you. This can be useful if one of them runs off somewhere and you want to find them. You can select specific companions who are in visual range in order to view them. This is the same as viewing them with {{k|l}}ook.&lt;br /&gt;
&lt;br /&gt;
Short of using special utilities and hacks, you can't change your companions' equipment. When they die you can loot their corpses however. (One devious and evil way to get equipment is to intentionally get your companions killed and then take their stuff.)&lt;br /&gt;
&lt;br /&gt;
However, if they survive long enough/are trained well enough they seem to be capable of leveling stats or skills in some way, and are susceptible to having title or job title changed as well. &lt;br /&gt;
&lt;br /&gt;
Your companions will continue to follow you and fight hostile creatures around you until they either die or are left behind by entering fast travel mode while they are too far away from you. Companions with missing feet and legs will attempt to hobble along behind you. If you need to ditch '''ALL''' of your companions, retire your adventurer in a settlement, and start playing that adventurer again. You will lose all companions by doing this(as well as resetting your thirst/hunger/sleep needs.)&lt;br /&gt;
&lt;br /&gt;
If you keep losing your companions while traveling through rivers, try going to a spot where the river becomes a &amp;quot;minor river(single dark blue line.)&amp;quot; Brooks are obviously also safe to cross.&lt;br /&gt;
&lt;br /&gt;
== Civilization ==&lt;br /&gt;
&lt;br /&gt;
Civilizations are organized groups of creatures (generally of the same race) which build sites such as towns.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Humans live in towns comprised of buildings and often a paved road.  Human villages are highly modular.  The small 5x5 buildings are citizen houses and shops.&lt;br /&gt;
&lt;br /&gt;
Towns appear on the fast travel map as {{Tile|■|7:0:1}} or {{Tile|■|6:0:1}} symbols which are small collections of buildings. Yellow buildings indicate the presences of shops where you can trade. The buildings can be spaced rather far apart, so even when you get your @ on top of a {{Tile|■|7:0:1}} it might take some wandering about in local travel mode to find a building.&lt;br /&gt;
&lt;br /&gt;
Once you find a building, step through the door.  It should have multiple U's, each of which is a human.&lt;br /&gt;
&lt;br /&gt;
=== Fortresses ===&lt;br /&gt;
&lt;br /&gt;
Humans also live in fortresses which appear on the fast travel map as large buildings. You can't walk over them. Instead you must move over to what looks like the entrance, exit fast travel with {{k|&amp;gt;}}, and walk toward the direction of the fortress.&lt;br /&gt;
&lt;br /&gt;
Fortresses, if they haven't been abandoned, will be populated by soldiers, a Lord or Lady of some sort, and possibly others. If they have been abandoned then they may be overrun by various wild animals. They do not contain shops.&lt;br /&gt;
&lt;br /&gt;
If control of a civilization has been taken over by a Demon, the fortress may be empty except for that demon, who acts as the Lord. He will behave as any human lord. Sometimes in an abandoned fort you might also find a demon that is a prisoner, who you can actually recruit without any significant amount of fame. If they can be trusted or not is more or less up for debate, but it is still better than Urist McFaceplant.&lt;br /&gt;
&lt;br /&gt;
=== Other Sites ===&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Currently, only humans have civilization sites.&lt;br /&gt;
&lt;br /&gt;
Elves live out in the forest, literally.  Although defined to specific regions on the map, they have no structural wealth whatsoever.  Some trees are named.&lt;br /&gt;
&lt;br /&gt;
Dwarves live underground.  Their entrances are large square pits with stairs around the perimeter, and a row of leading down into the fortress halls at the bottom.  The main halls are wide and have pillars near the walls, long and occasionally turn corners.  Different levels in the fortress are marked by a row of ramps with two pillars on the side (walk towards the side of the ramp that has the pillars) and, although the number of floors in a fortress can vary, they are usually little and only become deep if the lay of the land above is variable.  There are two-tile-wide hallways, empty 5x5 rooms, and scant Dwarves in these pre-fab fortresses.  It's obvious the computer is playing a completely different game than you are in [[Fortress mode]]!&lt;br /&gt;
&lt;br /&gt;
Goblins live in [[obsidian]] towers, usually found built in twos, though they both don't necessarily have to be built up.  One could be a &amp;quot;tower,&amp;quot; one could be an over-glorified &amp;quot;basement.&amp;quot;  There is probably a temple nearby, completely similar to human temples.  Goblin towers have tight 1-wide hallways, spacious and empty rooms, and strange hall extensions that end in remote cross-like dead-ends.  Like dwarf fortresses, there is rarely anything in a Goblin tower asides from Goblins, and they have a strange tendency not to attack non-Goblin visitors.  They seem to have lots of children.&lt;br /&gt;
&lt;br /&gt;
You may come across what the map defines as a &amp;quot;Goblin&amp;quot; city that is actually populated by Humans or Dwarves living in or around the towers.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
&lt;br /&gt;
==== Trading (barter) ====&lt;br /&gt;
In human towns (not hamlets or castles), you can find [[building|shops]].  Once you're inside of a shop and right next to any of the NPCs, you can use {{K|k}} to talk to him/her, then select trade. Use {{K|Enter}} to select which items to trade, left/right arrow keys to switch between the list of shop items and your items, and up/down arrow keys to scroll through the lists.  Once done, press {{K|t}} to trade.  The shopkeeper won't get angry if you're not offering enough in trade, so you can start offering just a few items, keep trying again with a little more until the trade is accepted.  Once the trade is accepted all of the items you offered will be on the floor underneath you.&lt;br /&gt;
&lt;br /&gt;
After buying an item, you must pick it up manually from somewhere in the shop.  {{K|l}}ook around for an item without $ signs around it. If NPCs are standing directly over the items you just bought, go prone with the {{K|s}} key so you can move onto the same space as them and pick them up.&lt;br /&gt;
&lt;br /&gt;
Due to some limitations, there are only &amp;quot;human town&amp;quot; shopkeepers in a pre-fab Adventure mode civilization.&lt;br /&gt;
&lt;br /&gt;
====Theft====&lt;br /&gt;
You may also pick up the item before buying it, but you should never walk out of a shop carrying an unbought item, as that is theft. It is punishable by death if you are caught, and excommunication if you are not. On any occasion when you have stolen goods from a store, i.e. goods bounded by the $$ signs, the game requires you to exit the site ''and'' move a considerable distance before allowing you to quick travel. This may make a getaway more difficult if your adventurer is not already faster than anyone else. This only applies to goods in stores; killing townsfolk and taking their personal things, including those of the shopkeep still only requires exiting the site. The moment you are out of sight, you will be able to warp out as usual. Theft and murder remain within entities; even depopulating one country and stealing all its things will not generate ill response in another country.&lt;br /&gt;
&lt;br /&gt;
In recent versions, you may find towns that are entirely deserted. In this case, you can steal from their shops with no consequences.&lt;br /&gt;
&lt;br /&gt;
'''Note that if you steal anything, then nobody in that civilization will talk to you anymore, making it impossible for you to get new quests, use the shops, or get new companions.'''&lt;br /&gt;
&lt;br /&gt;
==== Selling and buying with money ====&lt;br /&gt;
In addition to bartering, you can sell items to a shop for coins, then use the coins to buy stuff at another shop.  Just select the items you want to sell or buy, and then set a price using the following buttons:&lt;br /&gt;
* {{k|a}}sking for money for your goods.&lt;br /&gt;
* {{k|o}}ffering money for their goods.&lt;br /&gt;
&lt;br /&gt;
Shopkeepers are used to adventurers with inflated ideas about the value of their goods, so it may be simplest to ask for 9000☼ for your goods, or offer 1☼ for theirs and suggest a {{k|t}}rade. The shopkeeper will counteroffer with the actual value of the goods, and will be quite delighted to accept a {{k|t}}rade at the price they've just quoted to you. You can then purchase things with your store credit. &lt;br /&gt;
&lt;br /&gt;
When you end the trade session ({{k|esc}}), the items you sold will be dropped at your feet, and the balance of your coins and the items you bought will appear in your hands.&lt;br /&gt;
&lt;br /&gt;
====Managing coins====&lt;br /&gt;
You will find that coins from one civilization are nearly worthless in other civilizations. This will typically result in adventurers carrying around lots of now useless coins. Coins can and will encumber your adventurer, eventually reducing your speed. To reduce that effect you can try to exchange your copper and silver coins for gold ones. To do that you can purchase goods from a merchant to the sum of your copper coins, then sell them back. Check the merchant's chest to see how much gold and silver coins they have. You can delay the problem by selling your loot to many merchants, as they will try to pay you in higher denomination currency first. Alternatively, you can take your excess coinage and use it to purchase [[Gem|large gems]] at a trinket shop. Large gems make good investments because they are 1) light, 2) variably priced, and 3) equally valuable between different civilizations.&lt;br /&gt;
&lt;br /&gt;
A few goods are strictly superior to all forms of coinage as a store of value, most notably giant cave spider silk items. A suitably sneaky (or powerful) adventurer can murder a few dwarves or goblins for such items for trade and sale for human goods. Giant cave spider silk is a non-renewable resource in a given world - please harvest responsibly.&lt;br /&gt;
&lt;br /&gt;
==== Where to get items to sell ====&lt;br /&gt;
The best place to get items to sell is at bandit camps, after you've slaughtered all the bandits.  You can loot the clothes and equipment off of the corpses of the bandits (and off your fallen companions, too), plus at the very center of camp there'll be a few scattered weapons and a few bags/chests containing various goods.&lt;br /&gt;
&lt;br /&gt;
The next best way to get items to sell is to kill non-talking monsters, butcher their corpses (see below for how), and pick up the edible bits. Butchered bits from the corpses of people (dwarves, elves, humans, etc) can sometimes be found in monster lairs and these seem to be just as desired by shopkeepers as the products you gain from your own butchering.&lt;br /&gt;
&lt;br /&gt;
Another good early source of income can be bags left in abandoned houses/shops, which usually contain plants and food. No one will complain, and the plants inside can be sold at about 2☼ each plus the value of the bag.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the list comes {{k|L}}ooking Carefully and selling any small creatures you might find. However, shops will not accept live creatures unless they are in cages. Some rocks, piles of sand, and other things found on the ground nearly everywhere can also be sold for 1☼ each.&lt;br /&gt;
&lt;br /&gt;
You can also try filling your backpack from river - it can hold up to 100 units of water which is worth 100☼ total. After your sell it, water will drop to the floor as a pool, and backpack can be refilled instantly and for free from there. In fact, you can infinitely fill any container from any pool/pile of any liquid/powder, so if you happen to find some precious substance like [[sunshine]] or [[dwarven sugar]], money won't be a problem for you anymore. This may be considered an [[exploit]] by some, though.&lt;br /&gt;
&lt;br /&gt;
Another devious method is to go outside the shop, {{k|g}}rab handfuls of mud and throw it into your backpack, then sell them for 1☼ each. The merchants will gladly buy your rare and valuable mud despite the unlimited free mud just outside their shop.&lt;br /&gt;
&lt;br /&gt;
== Quests ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|Q}}&lt;br /&gt;
| Adventure (Quest) log (tasks, map, et cetera...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Once you have a quest, press {{K|Q}} to look at them (this screen is called the Adventure Log).  The world map is on the left, with your current location highlighted by a blinking &amp;quot;O&amp;quot;, while on the right is the list of your quests.  You can select a quest and press {{K|z}} to find the location of the quest site: the blinking &amp;quot;O&amp;quot; will move to the quest site, with a green line drawing the path you need to take.  Pressing {{K|m}} will tell you the species of the monster you're supposed to kill.  You can also use the arrow keys to move the &amp;quot;O&amp;quot; around to examine the surrounding terrain and sites.&lt;br /&gt;
&lt;br /&gt;
Note that once you complete a quest that you can report your success to ''any'' human.  Once you tell one human, everyone in the same civilization will know about it.  The Adventure Log will tell you to report back to a particular hamlet/town/castle, but you can safely ignore that.&lt;br /&gt;
&lt;br /&gt;
If you're having trouble finding the site on the fast travel map for some reason, exit quick travel mode by pressing {{K|&amp;gt;}}.  In the upper left-hand corner of the screen will be a box with symbols running down the left-hand side.  At the top of the box will be the symbol of your quest site, with the compass direction to the site at to its right, and &amp;quot;TSK&amp;quot; to the right of the direction indicating an unfinished quest at that site. You can then go back into fast travel mode and head in that direction.&lt;br /&gt;
&lt;br /&gt;
Once you get to the quest site, you'll be unable to enter it when using quick travel mode.  Attempting to do so will give the message &amp;quot;You cannot travel through the [site]&amp;quot;.  You must exit quick travel mode by pressing {{K|&amp;gt;}} and move the rest of the way using the normal movement mode.  The box in the upper left-hand corner will tell you the direction to go.  When you complete the quest the &amp;quot;TSK&amp;quot; will be gone from the site's line in the box, and looking at the Adventure Log ({{K|Q}}) will show &amp;quot;Report Death of ...&amp;quot; instead of &amp;quot;Kill ...&amp;quot;.  You then have to move off the site using the slow travel method before entering quick travel mode again with {{K|T}} (trying to do so on the site will tell you &amp;quot;You cannot travel until you leave this site&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
The difficulty of the quests a certain civilization will give you goes up as your fame/reputation with that civilization increases. This is important to remember, you may want to increase your adventurer's skills or gather more companions in between quests to keep up with the rising difficulty level.&lt;br /&gt;
&lt;br /&gt;
==Crafting==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;border:1px solid #ccc;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| {{k|x}}&lt;br /&gt;
| Perform action (butcher, create item...)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adventurers can perform limited crafting, (also known as &amp;quot;reactions&amp;quot;). To access the crafting menu, press {{k|x}}. &lt;br /&gt;
&lt;br /&gt;
'''[[Knapper|Knapping]]''' allows an adventurer to sharpen a rock. '''Knapping does not work with stones in containers, only ones on the ground or in your hand.'''&amp;lt;br /&amp;gt;Stones can only be {{k|d}}ropped if the stone type does not naturally exist in the biome you are in, so to use ground stones it is worthwhile to {{k|T}}ravel far from the area you {{k|g}}ot the stones. Otherwise, you can place both stones into your hands. This can be achieved by {{k|d}}ropping whatever is held in your left and right hands, then {{k|g}}etting small stones from the ground. Next, press {{k|x}} to open the action menu, and press {{k|c}}reate and then {{k|→}} to select &amp;quot;Make sharp stone&amp;quot;. You will be prompted to choose a rock to sharpen (&amp;quot;tool stone&amp;quot;), and then the hammerstone. The tool stone will be replaced in your hand by a sharp version.&lt;br /&gt;
&lt;br /&gt;
'''Butchering''' acts similarly to Fortress Mode's [[Butchery]] by converting a corpse into edible products, bones, and skin. A corpse must be {{k|d}}ropped onto the ground to be butchered, or held in one hand. With a sharp object (such as a dagger or knapped stone or even a bolt/arrow) in your hand or on the same tile of the corpse, press {{k|x}}, {{k|b}}, and {{k|→}} to select the corpse, and then the sharp tool. The corpse will be replaced by its butchering returns.&lt;br /&gt;
&lt;br /&gt;
These are the only reactions possible in an unmodified game though others can be added through modding.&lt;br /&gt;
&lt;br /&gt;
== FAQ ==&lt;br /&gt;
&lt;br /&gt;
===How do I get past NPCs which are in my way?===&lt;br /&gt;
Press {{K|s}} to sit, then move to roll between their legs.  Once you're done press {{K|s}} to stand again.&lt;br /&gt;
&lt;br /&gt;
===How do I find an entrance to the underworld?===&lt;br /&gt;
You cannot find caves by asking for quests.  Instead, repeatedly ask NPCs about the surroundings, and they might tell you about the location of a cave.  If this doesn't show any caves, travel to a hamlet/town/castle some distance away and try again. If you ever get lost, you can quickly get back to the surface by traveling under a village and retiring there. When you unretire, you'll be aboveground.&lt;br /&gt;
&lt;br /&gt;
===I keep getting maimed and killed! How can I fight without getting seriously hurt?===&lt;br /&gt;
The best defense is a good offense. If you let your enemies attack you, you're (unsurprisingly) likely to get hurt eventually.&lt;br /&gt;
* Try to ''avoid fighting difficult enemies until you get some armor''. Don't fight enemies at all unless you're sure you can beat them. If you're unsure, you're probably going to get hurt.&lt;br /&gt;
* If you have good speed, try to ''fight enemies one-by-one'' - keep moving backwards and only attack when you're within range of just one enemy.&lt;br /&gt;
* If you have a slashing weapon, try to ''chop parts off of your enemy'' - it makes them stop fighting for a turn, allowing you to keep attacking them without being attacked in exchange. Chopping off limbs will also weaken your enemies - taking their arms can prevent them from using weapons, taking their legs can make them slow and knock them down.&lt;br /&gt;
* Remember that ''it's better to let your enemy come to you, than to go to your enemy''. You have to either move or attack. If you move, you can't attack, so if you move within range to attack your enemy, you allow them to have the first strike (unless you're much faster than them). On the other hand, if you let them move within range of you, then you get to have the first strike.&lt;br /&gt;
* Follow the advice under [[#Combat Preferences|Combat Preferences]].&lt;br /&gt;
&lt;br /&gt;
===How can I obtain armor as quickly as possible?===&lt;br /&gt;
* Here's the evil way. If you don't mind causing an entire civilization to be hostile to you (preventing trade, etc. with that civ):&lt;br /&gt;
** It's relatively easy to obtain some armor by killing a sleeping soldier in a fort and taking his stuff.&lt;br /&gt;
** Most villagers are pretty easy to kill and while their stuff isn't usually too valuable it is worth something. Instead of killing animals you can go around killing villagers and taking their stuff, then travel to another civilization that doesn't know (or maybe care) how evil you are in order to trade.&lt;br /&gt;
** Don't try this in the beginning if the next civilization over is more than a day or so away. You need to be able to flee to another country in order to escape justice and continue to quest/trade.&lt;br /&gt;
* Raid friendly fortress keeps and the dungeons of towns. They don't mind parting with just a few pieces of armor. Beware in the dungeon, you're not the only one attracted to shiny things.&lt;br /&gt;
* Pick companions with good equipment so you can &amp;quot;inherit&amp;quot; it when they get killed. Letting them do all of the fighting for a while might help speed up this process. While this might be kind of evil, it's not as evil as the first option and will cause you much less trouble. Even better: if you have Adequate in Swimmer, you can take a dip in the water and they will follow suit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;powerleveling&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===How do I increase my skills and attributes? (powerleveling)===&lt;br /&gt;
&lt;br /&gt;
Here are some techniques for raising your skills, very rapidly in some cases.&lt;br /&gt;
&lt;br /&gt;
Most of these skill-raising techniques involve repeatedly entering the same keystrokes. To assist with this you can use a [[Main:Macro|Macro]] to make entering the same sequence of keystrokes over and over again much easier.&lt;br /&gt;
&lt;br /&gt;
Increasing skills increases associated attributes which may in turn benefit other skills. For example, sharpening rocks using {{k|x}} will increase Knapping which will increase a number of attributes that help with combat skills. See [[Attribute#Skills_and_associated_attributes|Skills and Associated Attributes]] for a mostly complete list.&lt;br /&gt;
&lt;br /&gt;
*'''Fighting and Wrestling''' - A good way to raise your Fighting and Wrestling skills and related attributes is to go find a small relatively harmless animal and wrestle with it over and over again. You can wrestle using {{k|A}} followed by {{k|Enter}}. Continually grabbing and releasing a creature is sufficient to raise your skill, and this will not injure the animal so you can do it infinitely with the same one. Wrestling will increase Endurance as well as other stats. You can also take down a powerful bandit with stones while ambushing, improving your throwing and ambush, drop your shield or weapon, and gouge out both of their eyes. This allows you to stand as near as you want to them without being detected, and completely negates any counter-striking skills they may have. Knock out all their teeth, take their weapons, and try it out on them, knowing that they are completely helpless. Give them a chance to heal their bruises so you can attack them more before they die.&lt;br /&gt;
*'''Shield User, Armor User, and Dodging''' - In addition to wrestling the creature, you can also sit and let it attack you to raise your defensive skills. If you have metal armor then a small animal like a gopher can't do any real damage to you even if it hits. Also change your {{K|C}}ombat preferences to &amp;quot;stand ground&amp;quot; to increase the amount of shield blocking you do, unless you want more dodging practice than shield practice. &lt;br /&gt;
*'''Weapon Skills and Fighting''' - Once your defensive skills are getting up there and your agility is high enough to make your speed 1300+, you might want to try fighting bogeymen to increase your weapon skill. Just make sure to fight them one at a time while running away. If you don't know what a bogeyman is yet then you are probably not ready to try this. Also, doing difficult targeted shots will gain more experience and keep the training dummy alive longer.&lt;br /&gt;
*'''Throwing and Archery''' - Throwing rocks with {{k|t}} will raise your Throwing and Archery skills. Being able to throw objects at creatures, while not terribly devastating (in fact, it used to be. In early 31.xx, somebody killed a bronze colossus by throwing a fluffy wambler at its head. We can only hope the wambler survived), can still come in handy. Since throwing also raises your archery skill, you can improve your aim with bows and crossbows by throwing, but it is also possible to improve bow/crossbow skills without wasting ammunition.&lt;br /&gt;
*'''Marksman, Bowman, and Archery''' - Raising the bow and crossbow weapon-specific skills is best done by shooting at a wall or cliff with no floor in front of it. If bolts or arrows hit a wall that has a floor (or ground) in front of it on the same z-level the ammunition will be destroyed, however ''ammunition that falls at least one z-level after hitting a wall will remain intact.'' So, you just need to find something like a hill inside a castle, stand on the hill, then shoot at the wall on the same z-level that you're on. The arrows will hit the wall and fall one z-level to the ground, remaining intact. You can then go pick up the arrows and fire them at the wall from the hill again, ad infinitum. You can also stand next to a wall that's at least 2 z-levels high, then shoot up a z-level at the wall by hitting {{k|&amp;lt;}} after you hit {{k|f}}. How ever you decide to do it, the key is that the arrow needs to be able to fall at least one z-level after it hits a wall in order to remain intact. Using a macro will speed this up greatly.&lt;br /&gt;
*'''Ambushing and Swimming''' - When approaching a camp or other site, you may want to use {{k|S}} to sneak in and loot any loose items first. While it's very slow, you can sneak over large distances instead of using fast travel in order to increase your sneaking skill (Ambushing). It's also possible to sneak and swim at the same time, so training these things can be combined. Just make sure you '''start with at least Novice (or, if you want to be really safe, Adequate) in swimming''' or you will find it practically impossible to train swimming. Swimming can very quickly improve your strength, agility, and endurance.  In addition, if you can safely drown and recover (e.g., by moving under a bridge and then back before you run out of air), this will train up both toughness and endurance ''extremely'' quickly -- a single step spent drowning will raise toughness and endurance by a fifth of a point apiece.&lt;br /&gt;
*'''Observer''' - You can't really powerlevel this skill as it is slow and difficult to train, which is why you're advised to sink some points into it during character creation. One way to train this skill appears to be sleeping or walking around in the wilderness, repeatedly getting ambushed. Running away from the ambush, if you can, will probably allow you to repeat this cycle faster if you live. Detecting traps found in tombs and catacombs successfully (done automatically) will also raise Observer, though without decent starting skill to begin with, you would be torn to pieces by the traps you failed to see. Once you've found one or more traps, it is possible to grind experience by sleeping/waiting an hour, which will reset them, then re-detect them, and repeat.&lt;br /&gt;
*'''Spatial and Kinesthetic Sense''' - Sharpening rocks with {{k|x}} will improve your Knapping skill, but more importantly, raising this skill will raise your Spatial Sense and Kinesthetic Sense attributes which help with a number of other skills. This can be combined with throwing, using a macro, to keep your inventory from filling up.&lt;br /&gt;
*'''Other Stats''' - Other useful stats like Strength, Agility, and Toughness will increase significantly as the fighting and defense skills increase, so you don't need to do anything other than what you'd normally be doing to increase these.&lt;br /&gt;
&lt;br /&gt;
===I managed to escape but my limbs are chopped off. Now what?===&lt;br /&gt;
&lt;br /&gt;
'Tis but a scratch!&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there is only one way to get them back, and that is by being bitten by a [[werebeast]] and surviving until the next full moon. But as long as you have at least one leg and one arm left you can actually do pretty well. First, get a crutch from somewhere, such as a general store, and make sure it's in one of your hands. Once you do that you should be able to {{k|s}}tand back up again. You will notice that your speed is now much slower than before.&lt;br /&gt;
&lt;br /&gt;
Now go find someplace reasonably safe and walk back and forth until your Crutch Walking skill gets up to Legendary or above. You will notice your speed increasing as your skill levels up until your speed is completely back to normal. As a bonus you'll probably see some stat increases as well. You can continue to dodge with a crutch just as well as before.&lt;br /&gt;
&lt;br /&gt;
You can wield a sword, shield, and crutch all in one hand, so even if you are missing an arm then you're all set. If you are missing both arms but still have both legs then unfortunately you'll be limited to biting, dodging, and wrestling with legs. If you're missing both arms and one leg then your movement will be limited and you'll be limited to biting and wrestling with your one remaining leg. And if all limbs are missing then you'll be limited to rolling around on the ground biting things.&lt;br /&gt;
&lt;br /&gt;
Though you might actually be able to do surprisingly well as a Legendary Biter, especially if you powerlevel your strength to the point where you can shake things around by the teeth ripping limbs off, if you lose both legs then your character is going to be severely limited just due to the poor movement rate, so at that point it's probably best to opt for retirement or a glorious death in battle.&lt;br /&gt;
&lt;br /&gt;
=== How do I keep my companions from running off after random wildlife? ===&lt;br /&gt;
&lt;br /&gt;
In unmodified games, only human companions are typically available and humans currently seem to have the philosophy that all wildlife MUST DIE AN IMMEDIATE BRUTAL DEATH ASAP. While there's currently no way to order them to ignore wildlife and other neutral creatures, you can modify the ''raw\objects\entity_default.txt'' file and add the '''&amp;lt;nowiki&amp;gt;[AT_PEACE_WITH_WILDLIFE]&amp;lt;/nowiki&amp;gt;''' to the entity definition for humans. This will cause humans to have an elf-like attitude toward wildlife, and vice versa. Humans will then avoid killing animals and animals will not run away from humans, also giving you somewhat of an advantage when hunting as a human.&lt;br /&gt;
&lt;br /&gt;
Animals... either you love them and they love you, or they must die a horrible death right now.&lt;br /&gt;
&lt;br /&gt;
===What creatures of night can I become?===&lt;br /&gt;
&lt;br /&gt;
You basically have four different choices.&lt;br /&gt;
&lt;br /&gt;
Firstly, you can become a [[necromancer]].&lt;br /&gt;
* That gives you some traits of an undead. Namely, you don't need to eat, sleep or drink, don't tire or age, zombies or mummies don't attack you and you physic stats are permanently fixed.&lt;br /&gt;
* The last one means it's wise to train them beforehand.&lt;br /&gt;
* You also can raise dead from the {{K|x}} menu. Depending on the flavor of your spell, zombies can be slow, very slow or not slow at all. They will be listed as companions.&lt;br /&gt;
* To become a necromancer, find a necromancer tower and obtain a book or slab containing secrets of life and death from there, then read it. Note that most of the books are useless. In younger worlds necromancers may not have built their towers yet, in which case they'll be hanging at a zombie bandit camp, slab under the arm.&lt;br /&gt;
&lt;br /&gt;
Secondly, you can become a [[vampire]].&lt;br /&gt;
* That gives you most traits of an undead. In addition to the listed above, you don't feel pain, don't breathe and immune to most syndromes.&lt;br /&gt;
* Your strength, agility and toughness are doubled.&lt;br /&gt;
* They're still fixed forever, so, again, be prepared.&lt;br /&gt;
* Despite not needing to drink water, you have a hunger for warm blood. To satisfy it, beat someone or something unconscious and {{K|e}}at their blood.&lt;br /&gt;
* To become a vampire, defeat one in combat and drink his blood.&lt;br /&gt;
&lt;br /&gt;
Thirdly, you can become a [[werebeast]].&lt;br /&gt;
* This gives you the (uncontrolled) ability to transform into a powerful half-man, half-beast on a full moon.&lt;br /&gt;
* There's a fixed list of animals on which the werebeast is based, including goat, llama, lizard, horse, monitor, buffalo, moose, tortoise, camel, kangaroo, ape, gecko, bear, hyena, warthog, iguana, skink, shrew, elk, skunk, pig, raccoon, panda, mole, badger, armadillo, mammoth and more.&lt;br /&gt;
* Most importantly, upon transformation (both ways) all your wounds, including missing limbs, are instantly healed.&lt;br /&gt;
* You don't show any abnormalcy outside of beast form. You are still mortal.&lt;br /&gt;
* When in beast form, everything is hostile to you, you don't need to drink, eat, sleep or breathe, don't feel pain, don't tire and are immune to some syndromes.&lt;br /&gt;
* One randomly chosen metal is ten times as deadly to you than usual. All other materials deal you half damage.&lt;br /&gt;
* Werebeast's size is several times their base animal size, but no less than 80000. This means all armor will be too small for you while in beast form. But you can still use a shield.&lt;br /&gt;
* Also, some werebeasts are truly gigantic — weremammoth has a size of 9000000, on par with demons.&lt;br /&gt;
* To become a werebeast, make one bite you. It has to be in the beast form.&lt;br /&gt;
* You cannot be a werebeast and a vampire at the same time.&lt;br /&gt;
&lt;br /&gt;
And finally, you can become a mist [[zombie]].&lt;br /&gt;
* This makes you undead. In addition to vampire traits, you can see without eyes and can't die via blood loss or beheading. Note that you don't have health point limit raised zombies have.&lt;br /&gt;
* You become permanently hostile to everyone except other undead.&lt;br /&gt;
* You strength and toughness are tripled and fixed. Train beforehand.&lt;br /&gt;
* Depending on the flavor of zombie virus, you speed may or may not drop to 20% or 60% of its normal value.&lt;br /&gt;
* To become a mist zombie, find a mist/fog cloud that zombifies creatures and delve headdeep into it.&lt;br /&gt;
* You cannot become vampire or werebeast if you are already zombie. Other way, however, is fine.&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
*[[Main:Adventure Mode quick reference|Adventure Mode quick reference]]&lt;br /&gt;
*[[Adventure mode quick start|quick start guide]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Getting Started}}&lt;br /&gt;
{{Category|Adventurer mode}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=191207</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=191207"/>
		<updated>2013-08-03T09:39:38Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: changed &amp;quot;non-abandoned&amp;quot; to &amp;quot;non-ruined&amp;quot;, as it seems that abandoned houses which are still intact still intact DO count as shelter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|9:44, 31 July 2013 (UTC)}}{{av}}&lt;br /&gt;
A '''bogeyman''' {{Tile|ñ|0:1}} is a [[night creature]] which attacks unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]]* or [[Adventurer mode#Sleep|sleep]] outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared. &lt;br /&gt;
&lt;br /&gt;
Fortunately, adventurers are not doomed to face bogeymen every time night falls. In fact, bogeymen can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
1.Being accompanied by at least one [[Adventure mode#Companions|companion]].&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You can get ambushed by bogeymen both when fast travelling and when travelling normally on the local map.&lt;br /&gt;
&lt;br /&gt;
When you are [[ambush|ambushed]] by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
A turn after receiving this message, 4-6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
You will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while at least one of the bogeymen is still alive.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with a [[speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[main:The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-ruined) buildings, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like [[titan|Titans]] and [[Forgotten beast|Forgotten Beasts]] but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Note that bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures. They also can't be animated by [[necromancer|necromancers]].&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct [[combat]] against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen [[No Pain|do not feel pain]] and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191159</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191159"/>
		<updated>2013-08-02T10:01:22Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from that particular slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
* '''1. Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
* '''2. Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
* '''3. Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
==== Reanimating dead creatures ====&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;acquired power&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191046</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191046"/>
		<updated>2013-08-01T13:01:13Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added note on deity-worshiper relationship needing to be &amp;quot;ardent&amp;quot; before slab is gifted. More research required here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her/its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. Once the deity/supernatural creature becomes an object of ardent worship to the figure, it will award the worshiper with an artifact [[slab]] containing the secrets of life and death. The worshiper will then claim the slab and learn its secrets, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from that particular slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
'''1.Storm the tower'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
'''2.Sneaking'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
'''3.Being a Night Creature'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
'''Reanimating dead creatures:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;Acquired Powers&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191044</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=191044"/>
		<updated>2013-08-01T09:50:43Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: /* Adventurer Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. The deity will then award the worshiper with an artifact [[slab]] containing the secrets of life and death; secrets which the worshiper will then learn, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from the original necromancer's slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
'''1.Storm the tower'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
'''2.Sneaking'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
'''3.Being a Night Creature'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
'''Reanimating dead creatures:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;Acquired Powers&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=190909</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=190909"/>
		<updated>2013-07-29T13:36:51Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with his/her own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. The deity will then award the worshiper with an artifact [[slab]] containing the secrets of life and death; secrets which the worshiper will then learn, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from the original necromancer's slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
'''1.Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
'''2.Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
'''3.Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
'''Reanimating dead creatures:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;Acquired Powers&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=190908</id>
		<title>v0.34:Necromancer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Necromancer&amp;diff=190908"/>
		<updated>2013-07-29T13:30:45Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: Rewrote a large portion of the article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{quality|Masterwork|01:18, 11 June 2012 (UTC)}}&lt;br /&gt;
'''Necromancers''' {{Tile|Ñ|5:1}} are immortal beings blessed with the [[secret]]s of life and death. These [[night creature]]s are [[magic]] users who raise legions of [[undead]] and seclude themselves in [[tower]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
==The Origin of Necromancers==&lt;br /&gt;
&lt;br /&gt;
Necromancers initially begin as normal historical figures who are [[creature token|mortal, can speak and can learn]] and are also part of an [[civilization|entity]]. In unmodded games these are [[dwarf|dwarves]], [[human]]s, [[olm man|olm men]], [[serpent man|serpent men]], [[ant man|ant men]], [[rodent man|rodent men]], [[reptile man|reptile men]], [[bat man|bat men]], [[cave fish man|cave fish men]] and [[cave swallow man|cave swallow men]]. At one point in its life, one of these creatures may suddenly become &amp;quot;obsessed with its own mortality&amp;quot; and [[goal|seek]] to become immortal. Shortly afterwards, it will begin (if it does not do so already) worshiping a [[deity]] (or a creature with the [SUPERNATURAL] tag) who has a DEATH [[sphere]]. The deity will then award the worshiper with an artifact [[slab]] containing the secrets of life and death; secrets which the worshiper will then learn, thus becoming a necromancer. This original necromancer may then take up an apprentice (another creature seeking immortality), who will obtain the knowledge of its master. Once the apprentice becomes a necromancer, it too can take on an apprentice. However, only a single apprentice can be taken on by each necromancer. This chain will continue throughout the world's history, leading to a branch of necromancy originating from the original necromancer's slab.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
&lt;br /&gt;
Having mastered the secrets of life and death, necromancers have reached their goal of immortality in that they do not [[age]]. They also don't need to [[food|eat]] or [[thirst|drink]], and they do not require [[sleep]] as they [[No Exert|never get tired or exhausted]]. They have the [[interaction token|power]] to animate [[corpse]]s of organic creatures, as well as any body parts which have a [GRASP] token or are attached to body parts which do. Corpses must be within the necromancer's line of sight-about 15 tiles-to be animated. Necromancers do this by gesturing; raising of the dead is reported in the [[reports|combat log]]:&lt;br /&gt;
&lt;br /&gt;
{{gametext|[Necromancer] gestures!|3:1}}&lt;br /&gt;
{{gametext|[Corpse] shudders and begins to move!|3:1}}&lt;br /&gt;
&lt;br /&gt;
Once a dead being is animated, it will become [[Adventure mode#Companions|enslaved]] to the necromancer, regardless of previous allegiances. &lt;br /&gt;
&lt;br /&gt;
During world generation, necromancers who have a sufficient following may use their undead minions to build dark [[tower]]s, a task that requires at least 50 followers; younger necromancers may take over [[town]]s or camps instead. The building of a tower is carried out by the original necromancer of a group (the one who was gifted the slab) as apprentices join the group after the tower is built. Therefore each necromancy group has one tower.&lt;br /&gt;
&lt;br /&gt;
Since the secrets of life and death are generated with a [MUNDANE_RECORDING_POSSIBLE] tag, necromancers will often write numerous [[book]]s during world generation. Some of these books concern the secrets of life and death, so that anyone who reads them will. Like the slab, all books, even those that do not contain secrets, are considered [[artifact]]s and as such can be viewed in the artifacts list in [[legends|legends mode]]. Books containing the secrets of life and death will include any of the following words in their title: Annihilation, Bereavement, Death, Demise, Departure, Doom, Dying, Eternal Rest, Expiration, Extinction, Mortality, Immortality, Loss, Oblivion, Parting, Ruin, Ruination, Sleep, the Afterlife, the End, the Grave.&lt;br /&gt;
&lt;br /&gt;
Alone, necromancers do not pose much of a threat, but their undead servitors are hostile to all life and will be reanimated each time they are struck down until the necromancer itself is dealt with. Because of this, direct [[combat]] against undead whilst they are in view of a necromancer is generally ineffective.&lt;br /&gt;
&lt;br /&gt;
It is possible to ensure that a world is generated devoid of necromancers by setting the '''Number of Secret Types''' to '''0''' in [[advanced world generation]]. To the contrary, creating a world with a high number of secret types will increase the probability of there being multiple necromancers in the world. Since necromancers in unmodded games are usually humans or dwarves, having a a large amount of neutral plains and/or mountains will further increase this probability, as it means that these civilizations will have more space to expand, and thus the amount of historical figures eligible for necromancy will increase.&lt;br /&gt;
&lt;br /&gt;
==Fortress mode== &lt;br /&gt;
===Sieges===&lt;br /&gt;
''The dead walk. Hide while you still can!''&lt;br /&gt;
{{main|Siege#Necromancer sieges}}&lt;br /&gt;
Necromancers can lay [[siege]] to your fortress at any stage, including before the first [[immigration|migrant wave]]. They can do so if their tower or town is within 20 tiles of your fortress; as such, picking a location within such a distance of a tower is regarded as a sure way to have an extra helping of [[fun]], and can be checked with {{k|tab}} during world gen. The sieges are structured much like normal sieges, except that the numbers tend to be much larger and much more disorganized, consisting not of individual squads but of masses of zombies coming from every side. The necromancer (or necromancers, if he has an apprentice) himself may or may not arrive with their siege; if they do, and are captured or killed, you can expect to see no more activity from that particular tower. Undead are hostile to everything that breathes as well as to enemy necromancer hordes, meaning that other sieges or [[ambush]]es (or, indeed, caravans) that happen to arrive when a necromancer siege is milling about will always result in a battle.&lt;br /&gt;
&lt;br /&gt;
The easiest way to deal with a zombie siege is through the application of [[dwarven atom smasher|particle physics]] to grind them into nothingness. Anything that obliterates any trace of the zombie will prevent raising; a drop into [[magma]] or [[semi-molten rock]] or encasing in [[obsidian]] are more creative alternatives. The jury is still out on whether slashing weapons are better or worse against necromancer sieges; although they tend to separate zombies into many parts, these parts can all be raised, leaving the question of whether the whole zombie or an arm here and a leg there are more dangerous. The undead that they will bring will be sapient creatures, but if you killed some [[elephant]]s in a combat exercise and and they happen upon them, the danger is magnified.&lt;br /&gt;
&lt;br /&gt;
If you have a [[vampire]] and haven't walled him in yet, you can draft him and take a leisurely walk through town, as undead will ignore him (unless attacked), and the necromancer is easy, valid game for a clobbering, if you can find him.&lt;br /&gt;
&lt;br /&gt;
===Ambushes===&lt;br /&gt;
Necromancers can arrive under cover, alone, in [[ambush]]es, and raise the dead without being seen. This is much more difficult, as you cannot see the necromancers in question, only their products. Potential necromancer ambushes can be dealt with by internalizing all corpse/remains stockpiles behind heavily trafficked areas, and posting sentries if possible.&lt;br /&gt;
&lt;br /&gt;
===Applications===&lt;br /&gt;
Necromancers can be made useful by applying them in [[training]] schemes. Necromancers trapped in a room with line of sight to, say, the contents of corpse stockpile can be used to generate an infinite amount of hostile creatures to fight; when you get tired of the sport (or your dwarves start getting beat up), simply block their line of sight with a bridge and put down the remaining enemies, and your military can walk out of training with more experience.&lt;br /&gt;
&lt;br /&gt;
Capturing necromancers is simple: build a tunnel near them, link floodgates or bridges within so that it can be sealed off, and then poke a hole into the surface. Assuming the necromancer was the nearest creature to where you opened the tunnel, he'll be the first one in, and you can then seal off the tunnel and trap him inside. It's difficult to get them in there alone, without a few zombies following them, but it shouldn't matter. [[Cage trap]]s will work too; In v0.34, caged necromancers do not appear to revive stuff.  You must put them on a restraint instead if you want them to be able to.&lt;br /&gt;
&lt;br /&gt;
They can also be weaponized. Replace the militia training room with a room full of goblins, and fun will result. Upright spike [[trap]]s can &amp;quot;kill&amp;quot; the corpses after each use so that the resulting [[goblinite]] can be gathered and the trap reused. Given enough time and enough bodies, such a trap can even best the [[HFS|circus]]. &lt;br /&gt;
&lt;br /&gt;
Much like [[vampire]]s, necromancers may seize control of a [[civilization]] and become its [[monarch|king/queen]]. In that case, the dwarf in question must be isolated from any corpses, as they may be friendly, but the zombies they tend to create will be of the dwarven-arm-ripping variety. They should be either isolated from the dead with a [[burrow]], or applied to training/killing. Either way, they are very [[fun]].&lt;br /&gt;
&lt;br /&gt;
Necromancers may occasionally arrive with their slab in hand. These cannot be used to make your dwarves into necromancers, as creative water management can do for vampires, but it is nonetheless a good idea to stick it in a bin someplace safe, for use by a future adventurer once the fortress falls.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
In [[adventurer mode]], necromancers are most commonly found in [[tower]]s {{Tile|I|5:0}}, but can very rarely be found in towns and camps, for reasons explained earlier in this article. Towers will contain all the necromancers that are part of the necromancer group to whom the tower belongs, as well as a horde of undead. &lt;br /&gt;
&lt;br /&gt;
It is possible to become a necromancer yourself in adventurer mode by [[reader|reading]] the slab or one of the books containing the secrets of life and death. Both will be found on the tables scattered around the tower, often amongst a pile of other, less useful books. &lt;br /&gt;
&lt;br /&gt;
So, becoming an immortal being who doesn't need to worry about petty things like eating, drinking and sleeping and can also raise and control an undead army merely requires you to read some slab or book. Sounds simple, doesn't it? Unfortunately, it isn't. The tower is stuffed with undead monstrosities who would probably like nothing better than to tear your poor adventurer to shreds. If that isn't bad enough, the necromancers to whom the slab and books belong will raise their &lt;br /&gt;
servants each time you strike them down, if they can see the corpses.&lt;br /&gt;
&lt;br /&gt;
So, what can we do to get at those secrets? Well, there are 3 main methods:&lt;br /&gt;
&lt;br /&gt;
'''1.Storm the tower'''&lt;br /&gt;
This is probably the most obvious solution, and is also the most likely to get inexperienced adventurers killed. Once you have become powerful enough, attack the tower head-on, preferably bringing with you an army of &amp;lt;s&amp;gt;meatshields&amp;lt;/s&amp;gt; soldiers (who will likely get themselves killed, but will provide a distraction for you). It is advisable for you to lure the undead out of the tower first, away from the necromancers' gaze. This will make dealing with them far easier, and will give you a lot more space to dodge (or run if things get bad). If a necromancer is in the midst of the horde, try to move around so that the necromancer is exposed, then go in for the kill. Proceed until everyone (excluding yourself) is dead. Alternatively, just run into the tower and begin hitting everything like a madman. Eventually, either you or all of the tower's occupants will be dead. Then just take the slab/a book and do what you will with it. &lt;br /&gt;
&lt;br /&gt;
'''2.Sneaking'''&lt;br /&gt;
Since [[ambusher|sneaking]] in the current version basically makes you invisible, sneaking into the tower with a high enough skill and [[thrower|throwing]] stuff will allow you to kill everyone with minimal damage done to yourself. There is, however, the risk of being spotted, in which case you are advised to run away as quickly as you can. Alternatively, you could try to sneak around the tower and steal the slab/a book without killing anything, but, because of the high density of enemies in a tower, it is extremely likely that you will be spotted, swarmed and killed.&lt;br /&gt;
&lt;br /&gt;
'''3.Being a Night Creature'''&lt;br /&gt;
Visiting the tower as a [[night creature]] such as a [[vampire]], [[werebeast]] or [[undead|husk/thrall]] is by far the easiest way to obtain the slab/a book. Seriously. The undead are [OPPOSED_TO_LIFE], but these night creatures are [NOT_LIVING], so they will ignore you completely. As obvious as it may be, undead will not attack necromancers, so making a mad dash for the slab/book is also a viable option, but you will risk being killed/severely wounded before you get the chance to become a necromancer. If you are already a night creature, you can just skip gleefully past the undead, read the slab/book and get out. You may also want to have a chat with the necromancers, who are actually quite friendly once you get to know them. In fact, night creatures who are shunned by society will still be accepted by necromancers, who you can even ask for [[Adventure mode#Quests|quests]]! That is, of course, unless you are an enemy of their group, in which case they will attempt to kill you. &lt;br /&gt;
&lt;br /&gt;
Another strategy, which may not always be available but can work well, is recruiting a vampire. Undead creatures and vampires won't bother each other, but the vampire will attack any hostile necromancers present, making it very safe for you, provided that the undead don't see you.&lt;br /&gt;
&lt;br /&gt;
===Playing as a necromancer===&lt;br /&gt;
&lt;br /&gt;
As a necromancer, you:&lt;br /&gt;
&lt;br /&gt;
*don't need to eat or drink, so you don't need to worry about running out of food/water and can get rid of the extra weight such objects produce.&lt;br /&gt;
*don't need to sleep, and you can't get tired or exhausted during, so you'll never again feel the negative effects of these statuses.&lt;br /&gt;
*are immortal, as necromancers do not age. This will ensure that your adventurer will not die of old age if your world goes on until its natural [MAXAGE] is reached (such as if you retire an adventurer and play fortress mode for a while).&lt;br /&gt;
*can reanimate corpses to create undead companions. This can be done as many times as you want, with a small [[time]] limit between each reanimation, and only requires a corpse/body part.&lt;br /&gt;
&lt;br /&gt;
Becoming a necromancer also freezes your [[attribute]]s so that they cannot rust or be increased. Therefore, it might be wise to raise your attributes to a high level before becoming a necromancer. (However, this does not seem to happening in the current version, probably due to a bug).&lt;br /&gt;
&lt;br /&gt;
'''Reanimating dead creatures:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
1.Open the actions menu by pressing {{k|x}}.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Press {{k|p}} or scroll to &amp;quot;Acquired Powers&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Select ({{k|→}} {{k|Enter}}) &amp;quot;Animate corpse&amp;quot;.&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Now move the cursor onto the corpse(s) you wish to animate, press the letter that they are represented by on the items screen (such as {{k|a}}) and press {{k|Enter}}. Note that you can animate more than one corpse at a time, and that you can also animate corpses that are in your inventory.&lt;br /&gt;
&lt;br /&gt;
Besides acting as reusable and easily replenishable soldiers, undead hold potential usage as training dummies for weapons and wrestling. However, note that if you attack one of your own undead slaves, ''all'' of your reanimated companions will become neutral and will no longer follow you. This can be useful if you want to interact with civilized society - while a necromancer can still be friendly to mortals, its minions will attack everything in sight. This attack will cause the civilization to label you as an enemy for your undead minions' actions.&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Necromacer]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Night_creature&amp;diff=190827</id>
		<title>v0.34:Night creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Night_creature&amp;diff=190827"/>
		<updated>2013-07-27T09:52:37Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:49, 12 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Now you will know why you fear the night.''&lt;br /&gt;
&lt;br /&gt;
A '''night creature''' is a member of a class of hostile creatures. Many of them are generated procedurally, whether as a full creature, through an [[interaction token|interaction]] changing a normal creature, or a mixture of both. [[Night troll]]s, which are themselves only a type of night creature, are sometimes also referred to as night creatures.&lt;br /&gt;
&lt;br /&gt;
Each type of night creature is depicted in the game as either a '''ñ''' or '''Ñ''' of a different color. Some night creatures flash between the Ñ and a basic creature tile, especially undead. The currently existing night creatures are the following:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|2:0}} [[Night troll]]s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them.&lt;br /&gt;
* {{Tile|ñ|0:1}} [[Bogeyman|Bogeymen]], which ambush lone travelers at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. Unlike other night creatures, bogeymen do not have individual histories &amp;amp;mdash; rather, they are generated when needed in adventure mode.&lt;br /&gt;
* {{Tile|Ñ|7:1}} [[Ghost]]s, the restless spirits of the dead that weren't properly memorialized. Depending on circumstances, they can interact with the living in various ways.&lt;br /&gt;
* {{Tile|Ñ|3:0}} [[Undead|Animated dead]] are the walking corpses and corpse parts that arise in evil regions or under the thrall of a necromancer or mummy. Particularly evil regions may also transform living creatures into thralls or husks via their unusual weather. They flash between their night creature tile and their basic creature tile.&lt;br /&gt;
* {{Tile|Ñ|5:1}} [[Necromancer]]s are historical figures that have found secrets of life and death, becoming immortal and gaining the ability to animate the dead.&lt;br /&gt;
* {{Tile|Ñ|6:1}} [[Mummy|Disturbed dead]] are the dead rulers of civilizations, interred in [[tomb]]s. They will arise if disturbed and lay curses on the trespasser.&lt;br /&gt;
* {{Tile|Ñ|6:0}} [[Werebeast]]s are people cursed by the gods for profaning their temple, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster.&lt;br /&gt;
* {{Tile|Ñ|4:0}} [[Vampire]]s are undead blood drinkers that can pass for living, moving on when suspicion on them grows too much. Occasionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization.&lt;br /&gt;
&lt;br /&gt;
In addition to the existing night creatures, and plans to expand them, [[Dwarf Fortress Talk]] #14 reveals future plans for other types of night creatures, which are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|5:0}} Stalkers, undead that arose from brutal killings and executions, taking on aspects related to their death.&lt;br /&gt;
* {{Tile|Ñ|3:1}} Intelligent undead - undead creatures that do not fit into the other categories of undead.&lt;br /&gt;
* {{Tile|Ñ|4:1}} Constructed creatures. These are creatures like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons.&lt;br /&gt;
* {{Tile|Ñ|7:0}} Animated furniture, to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting soul entering them. They will flash between their night creature tile and their basic item tile.&lt;br /&gt;
* {{Tile|Ñ|2:1}} Various sorts of evil beasts, such as evil rotten cabybaras or evil animated trees.&lt;br /&gt;
* {{Tile|Ñ|1:0}} Monsters of the sea, including aquatic hags and trolls such as Grendel.&lt;br /&gt;
* {{Tile|Ñ|1:1}} Cursed people of the sea, such as undead pirates or seafarers.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Night creature]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Jewelry&amp;diff=190389</id>
		<title>v0.34:Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Jewelry&amp;diff=190389"/>
		<updated>2013-07-23T12:59:28Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:17, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Finished goods|Crafts]] that can be worn in [[adventurer mode]] are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry provides no [[armor|protection]] in combat and is only for show. With the exception of crowns, wearing jewelry does not interfere with wearing other items. __NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
{{Tile|♀|7:1}} Amulets are worn on the head, presumably this models things worn around the neck in the real world like necklaces. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
{{Tile|µ|7:1}} Crowns are worn on the head. Only one crown can be worn at a time. They are the only kind of jewelry that interferes with wearing other items.  A crown may be worn on top of a helmet as of version 0.34.08. A crown may occasionally deflect attacks directed at the head (as evidenced [[:File:Crown+Helm Combat Report.png|here]]).&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
{{Tile|Ö|7:1}} Bracelets are worn on the hands. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
{{Tile|δ|7:1}} Eleven earrings can fit on each ear. Earrings will be put on the right ear until that ear is full and then on the left ear.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
{{Tile|ö|7:1}} Rings can be worn on the fingers and toes. Eleven rings can fit on each digit. Rings will be put first on the thumb, right hand until that part is full then on thumb, left hand, then on first finger, right hand, then on first finger, left hand, and so on. Once all the fingers are full rings will be put on the toes starting with the first toe, right foot, up to a total of 220 rings.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes during [[world generation]] when one [[legends|historical figure]] kills another historical figure that figure will be wearing a piece of jewelry made from the figure it killed when you encounter it in [[adventurer mode]] or [[dwarf fortress mode|fortress mode]]. For example the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarfish soldier he struck down fifty years ago. Or while in adventure mode you may meet an elf wearing a -human hair crown- from the peasant it killed and ate over a century ago during a war over the eating of sapient creatures. The trophy behavior is controlled by an [[ethics]] tag in the entity raws.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Figurine&amp;diff=190388</id>
		<title>v0.34:Figurine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Figurine&amp;diff=190388"/>
		<updated>2013-07-23T12:58:53Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
A '''figurine''' {{Tile|Å|7:1}}  is a [[trade good]] crafted at a [[craftsdwarf's workshop]] by the &amp;quot;Make rock crafts&amp;quot; job; you cannot specifically request a figurine to be made.  Similar to [[engraving]]s, they can show historic events, depict creatures, venerate religious figures, or list something about a person the [[craftsdwarf]] knows.&lt;br /&gt;
&lt;br /&gt;
''Figurines: collect the whole set today!''&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Jewelry&amp;diff=190386</id>
		<title>v0.34:Jewelry</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Jewelry&amp;diff=190386"/>
		<updated>2013-07-23T12:56:36Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|01:17, 27 December 2010 (UTC)}}{{av}}&lt;br /&gt;
[[Finished goods|Crafts]] that can be worn in [[adventurer mode]] are considered '''jewelry''', these include amulets, crowns, bracelets, earrings and rings. Jewelry provides no [[armor|protection]] in combat and is only for show. With the exception of crowns wearing jewelry does not interfere with wearing other items. __NOTOC__&lt;br /&gt;
&lt;br /&gt;
==Types of Jewelry==&lt;br /&gt;
&lt;br /&gt;
===Amulets===&lt;br /&gt;
{{Tile|♀|7:1}} Amulets are worn on the head, presumably this models things worn around the neck in the real world like necklaces. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Crowns===&lt;br /&gt;
{{Tile|µ|7:1}} Crowns are worn on the head. Only one crown can be worn at a time. They are the only kind of jewelry that interferes with wearing other items.  A crown may be worn on top of a helmet as of version 0.34.08. A crown may occasionally deflect attacks directed at the head (as evidenced [[:File:Crown+Helm Combat Report.png|here]]).&lt;br /&gt;
&lt;br /&gt;
===Bracelets===&lt;br /&gt;
{{Tile|Ö|7:1}} Bracelets are worn on the hands. The equipment limit is not known.&lt;br /&gt;
&lt;br /&gt;
===Earrings===&lt;br /&gt;
{{Tile|δ|7:1}} Eleven earrings can fit on each ear. Earrings will be put on the right ear until that ear is full and then on the left ear.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Rings===&lt;br /&gt;
{{Tile|ö|7:1}} Rings can be worn on the fingers and toes. Eleven rings can fit on each digit. Rings will be put first on the thumb, right hand until that part is full then on thumb, left hand, then on first finger, right hand, then on first finger, left hand, and so on. Once all the fingers are full rings will be put on the toes starting with the first toe, right foot, up to a total of 220 rings.&lt;br /&gt;
&lt;br /&gt;
==Trophies==&lt;br /&gt;
Sometimes during [[world generation]] when one [[legends|historical figure]] kills another historical figure that figure will be wearing a piece of jewelry made from the figure it killed when you encounter it in [[adventurer mode]] or [[dwarf fortress mode|fortress mode]]. For example the goblin general leading invaders to attack your fortress might be wearing a +dwarf tooth ring+ from the hapless dwarfish soldier he struck down fifty years ago. Or while in adventure mode you may meet an elf wearing a -human hair crown- from the peasant it killed and ate over a century ago during a war over the eating of sapient creatures. The trophy behavior is controlled by an [[ethics]] tag in the entity raws.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Finished_goods&amp;diff=190384</id>
		<title>v0.34:Finished goods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Finished_goods&amp;diff=190384"/>
		<updated>2013-07-23T12:49:57Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|19:03, 16 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Finished goods''' are items that go to a finished goods [[stockpile]] when made. Many of these items are frequently referred to as trade goods as they are lightweight and only useful for [[trading]].  They include '''crafts''', '''goblets''', '''instruments''', '''toys''', '''large gems''', and '''totems''', some of which have several sub-types.  &lt;br /&gt;
&lt;br /&gt;
There is no way to issue a job order for a specific subtype of a good with multiple subtypes.  If you have a mandate to make piccolos, the best you can do is to order instruments and hope for the best.&lt;br /&gt;
&lt;br /&gt;
Some types of trade goods can be produced in multiples.  It is possible to get up to three crafts from a single resource.  The chance of multiples is increased with more [[experience]] in the craftsdwarf skill.&lt;br /&gt;
&lt;br /&gt;
==Types of trade goods==&lt;br /&gt;
&lt;br /&gt;
===Crafts===&lt;br /&gt;
Crafts include [[figurine|'''figurines''']], [[jewelry|'''rings''', '''earrings''', '''amulets''', '''bracelets''', '''crowns''']], and '''scepters'''.  They are the only type of trade good that appears on its own page in the Trade Depot menu. Some subtypes of crafts can be works of art (figurines, for example) on them when first built. This does not have any meaningful effect on the value of the craft.&lt;br /&gt;
&lt;br /&gt;
===Goblets===&lt;br /&gt;
{{Tile|¶|7:1}} &lt;br /&gt;
Goblets have no subtypes, but have different names depending on the material from which they are made: [[metal]] goblets are simply '''goblets''', [[stone]] goblets are called '''mugs''', and [[wood]]en goblets are called '''cups'''. Stone mugs can be found under the 'All' section of the Move Trade Goods interface.&lt;br /&gt;
&lt;br /&gt;
Note that dwarves never drink [[booze]] out of mugs, preferring instead to drink straight from the [[barrel]].  However, they can be used to transport liquids in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
===Instruments===&lt;br /&gt;
{{Tile|¿|7:1}} Instruments include '''drums''', '''flutes''', '''harps''', '''trumpets''', and '''piccolos'''.&lt;br /&gt;
&lt;br /&gt;
===Toys===&lt;br /&gt;
{{Tile|æ|7:1}} Toys include '''mini-forges''', '''toy hammers''', '''toy axes''', '''toy boats''', and '''puzzleboxes'''.&lt;br /&gt;
&lt;br /&gt;
===Totems===&lt;br /&gt;
[[Image:Skull totem.jpg|right|thumb|200px|An example of a skull totem.]]&lt;br /&gt;
&lt;br /&gt;
{{Tile|ç|7:1}} Totems are made from skulls by a [[bone carver]] at a [[craftsdwarf's workshop]]. Totems cannot be built as permanent structures, but careful management of custom [[stockpile]]s will allow the player to place totems at artistically pleasing locations around the fortress.&lt;br /&gt;
&lt;br /&gt;
Although totems have the same base [[value]] as all other crafts, totems made from the skulls of more valuable animals like [[unicorn]]s will fetch a hefty price.&lt;br /&gt;
&lt;br /&gt;
===Large gems===&lt;br /&gt;
{{Tile|♦|7:1}} Large gems have no subtypes.  It is not possible to issue a job order for large gems; instead, cutting any [[gem]] or raw [[glass]] has a chance to produce a large gem instead of ordinary cut gems.  Gems and glass also have a chance to be cut into crafts this way. In fact, glass crafts cannot be made directly at a [[glass furnace]], and must be acquired through the processing of raw glass by a gem cutter.&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Most materials can be used to make trade goods.  On occasion, a [[dwarf]] in a [[strange mood]] will make a trade good out of a material not normally suited for it (e. g., a cloth instrument).&lt;br /&gt;
&lt;br /&gt;
{| border = 1 cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Material'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Labor'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Workshop'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Crafts'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Goblets'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Instruments'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Toys'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; style=&amp;quot;background:#f0f0f0;&amp;quot;|'''Large Gems'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone]]||[[Stonecrafting]]||[[Craftsdwarf's workshop]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood]]||[[Woodcrafting]]||[[Craftsdwarf's workshop]]||Y||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||Y&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Leather]]||[[Leatherworking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Cloth]]||[[Clothesmaking]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone]]&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Horn]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ivory]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Pearl]]||[[Bone carving]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Ceramic]]||[[Pottery]]||[[Kiln]] or [[Magma kiln]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax]]||[[Wax working]]||[[Craftsdwarf's workshop]]||Y||N||N||N||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal]]||[[Metalcrafting]]||[[Metalsmith's forge]] or [[Magma forge]]||Y||Y||Y||Y||N&lt;br /&gt;
|-&lt;br /&gt;
| [[Glass]]||[[Glassmaking]]||[[Glass furnace]] or [[Magma glass furnace]]||Y&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||Y||Y||Y||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| [[Gems]]||[[Gem cutting]]||[[Jeweler's workshop]]||Y&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;||N||N||N||Y&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; Note that wooden cups, instruments, or toys can only be made using the job manager, as the craftsdwarf's workshop interface does not permit selecting them.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; Skull totems, like bone crafts, are also made by a bone carver at a craftsdwarf's workshop.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Glass and gems have a small, random chance to be cut into crafts. See the finished goods [[v0.31_Talk:Finished_goods#Glass_Crafts.3F|discussion page]] for details.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; See [[Trade good#Large gems|Large gems]] above. Large glass gems are cut at a jeweler's workshop, not a glass furnace.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Stockpiles do not accept finished goods made from gemstones. {{bug|4430}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Industry}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Night_creature&amp;diff=190381</id>
		<title>v0.34:Night creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Night_creature&amp;diff=190381"/>
		<updated>2013-07-23T12:16:38Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:49, 12 May 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''Now you will know why you fear the night.''&lt;br /&gt;
&lt;br /&gt;
A '''night creature''' is a member of a class of hostile creatures. Many of them are generated procedurally, whether as a full creature, through an [[interaction token|interaction]] changing a normal creature, or a mixture of both. [[Night troll]]s, which are themselves only a type of night creature, are sometimes also referred to as night creatures.&lt;br /&gt;
&lt;br /&gt;
Each type of night creature is depicted in the game as either a ñ or Ñ of a different color. Some night creatures flash between the Ñ and a basic creature tile, especially undead. The currently existing night creatures are the following:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|2:0}} [[Night troll]]s, which abduct certain civilized creatures of the opposite gender, transform them into a spouse, and mate with them.&lt;br /&gt;
* {{Tile|ñ|0:1}} [[Bogeyman|Bogeymen]], which ambush lone travelers at night, chasing them relentlessly until the victim can retreat indoors or manages to survive until daylight. Unlike other night creatures, bogeymen do not have individual histories &amp;amp;mdash; rather, they are generated when needed in adventure mode.&lt;br /&gt;
* {{Tile|Ñ|7:1}} [[Ghost]]s, the restless spirits of the dead that weren't properly memorialized. Depending on circumstances, they can interact with the living in various ways.&lt;br /&gt;
* {{Tile|Ñ|3:0}} [[Undead|Animated dead]] are the walking corpses and corpse parts that arise in evil regions or under the thrall of a necromancer or mummy. Particularly evil regions may also transform living creatures into thralls or husks via their unusual weather. They flash between their night creature tile and their basic creature tile.&lt;br /&gt;
* {{Tile|Ñ|5:1}} [[Necromancer]]s are historical figures that have found secrets of life and death, becoming immortal and gaining the ability to animate the dead.&lt;br /&gt;
* {{Tile|Ñ|6:1}} [[Mummy|Disturbed dead]] are the dead rulers of civilizations, interred in [[tomb]]s. They will arise if disturbed and lay curses on the trespasser.&lt;br /&gt;
* {{Tile|Ñ|6:0}} [[Werebeast]]s are people cursed by the gods for profaning their temple, or those to whom they transferred that curse. At the full moon, they will transform into a ravenous monster.&lt;br /&gt;
* {{Tile|Ñ|4:0}} [[Vampire]]s are undead blood drinkers that can pass for living, moving on when suspicion on them grows too much. Occasionally they might start immortality cults instead, and might make a bid to seize power over a whole civilization.&lt;br /&gt;
&lt;br /&gt;
In addition to the existing night creatures, and plans to expand them, [[Dwarf Fortress Talk]] #14 reveals future plans for other types of night creatures, which are as follows:&lt;br /&gt;
&lt;br /&gt;
* {{Tile|Ñ|5:0}} Stalkers, undead that arose from brutal killings and executions, taking on aspects related to their death.&lt;br /&gt;
* {{Tile|Ñ|3:1}} Intelligent undead - undead creatures that do not fit into the other categories of undead.&lt;br /&gt;
* {{Tile|Ñ|4:1}} Constructed creatures. These are creatures like Frankenstein's monster, with mismatched limbs, sutures, and grafted weapons.&lt;br /&gt;
* {{Tile|Ñ|7:0}} Animated furniture, to be found in certain haunted houses, making sounds, moving about, and attacking the unwitting soul entering them. They will flash between their night creature tile and their basic item tile.&lt;br /&gt;
* {{Tile|Ñ|2:1}} Various sorts of evil beasts, such as evil rotten cabybaras or evil animated trees.&lt;br /&gt;
* {{Tile|Ñ|1:0}} Monsters of the sea, including aquatic hags and trolls such as Grendel.&lt;br /&gt;
* {{Tile|Ñ|1:1}} Cursed people of the sea, such as undead pirates or seafarers.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
[[ru:Night creature]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Ghost&amp;diff=190380</id>
		<title>v0.34:Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Ghost&amp;diff=190380"/>
		<updated>2013-07-23T12:13:08Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|21:27, 22 November 2010 (UTC)}}{{av}}{{Buggy}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature or a dwarf (''zing!''), its soul may occasionally come back as a '''ghost''' {{Tile|Ñ|7:1}}.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven Atom Smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock [[slab|slabs]] in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death. The following table summarizes the different types of ghosts. If you &amp;quot;slab&amp;quot; a ghost and then re-arise it by deconstructing the slab, it may change type.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|?&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|?&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|?&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|?&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|?&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|?&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|?&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|?&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
&lt;br /&gt;
If you revisit your fortress during adventure mode, the ghosts found previously will still remain. Although, take care! The ghosts may attempt to 'scare you to death' almost instantly.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
&lt;br /&gt;
Ghosts will also be put to rest if they are properly [[memorial|memorialized]], which is usually preferable if the dwarf is not easily accessible.&lt;br /&gt;
&lt;br /&gt;
Ghosts can open doors, even forbidden ones (leaving them unlocked).&lt;br /&gt;
&lt;br /&gt;
Ghosts can be frozen in water.&lt;br /&gt;
&lt;br /&gt;
It is possible for a ghost to become the outpost liaison of a civilization.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
Some ghost names can't be engraved on slabs, and some slabs can be engraved for nameless creatures. {{bug|3708}}&lt;br /&gt;
&lt;br /&gt;
Caravan guards can't be memorialized. {{bug|5755}}  &lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Night_troll&amp;diff=190379</id>
		<title>v0.34:Night troll</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Night_troll&amp;diff=190379"/>
		<updated>2013-07-23T12:11:15Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Night trolls''' {{Tile|Ñ|2:0}} are a type of [[night creature]]. They are supernatural monsters which kidnap non-[[goblin]] [[civilization|civilized]] beings, transform them into spouses, and then mate with them to produce young.  The children are all the same sex as the night troll, never that of the spouse.  In [[adventure mode]], night trolls and their spouses can be given as quests.&lt;br /&gt;
&lt;br /&gt;
Like [[bogeymen]], [[forgotten beast]]s, and [[titan]]s, night trolls are procedurally generated during [[world generation]]. Not all night trolls are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman.&lt;br /&gt;
&lt;br /&gt;
Their lairs are mounds or holes in the ground with doors or hatch covers. Depending on the night troll, they can contain various tools, small amounts of discarded coins and clothing from their victims, corpses, organs of sentient creatures prepared as food, cauldrons of blood, bone meal, and ground vermin. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten.&lt;br /&gt;
&lt;br /&gt;
Night trolls are somewhat challenging opponents in battle, but not particularly dangerous if encountered alone: since they are fairly large, wrestling them is quite difficult while still possible, and they are a bit harder than humans to harm with blunt attacks. In addition, they are immune to pain and do not need to breathe, so they cannot be made to pass out and will not suffocate. &lt;br /&gt;
&lt;br /&gt;
Night trolls rarely wield one of the butchery tools generated in their lairs - like boning knives or meat cleavers. Usually they will attack unarmed and can, due to their large size, cause serious harm with their punches, kicks and especially bites. Be especially wary of trolls and other night creatures that also possess horns. &lt;br /&gt;
&lt;br /&gt;
They can die from blood loss, brain damage, beheading and bisection (cutting off the lower body). They never wear clothing or armour, and are therefore quite susceptible to having limbs cut off. Hacking and slashing attacks work remarkably well against them.&lt;br /&gt;
&lt;br /&gt;
The night trolls' lairs, [http://www.bay12forums.com/smf/index.php?topic=60554.msg1729406#msg1729406 according to Toady One], have a unique tag that causes items placed there to not be scattered around or rot.&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=190378</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=190378"/>
		<updated>2013-07-23T12:09:23Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|14:39, 28 July 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the bodies of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;make everything die&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
==Thralls, Husks, and Zombies==&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific syndromes that generate these creatures are created at the time the world is generated, but vary only slightly from one another.  Some traits these creatures are likely to possess include:&lt;br /&gt;
*Increased [[attribute|strength, toughness,]] and/or reduced [[speed]].&lt;br /&gt;
*Opposition to life, lack of emotion&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, no attribute rust or gain&lt;br /&gt;
*An almost complete invulnerability to the effects of damage&lt;br /&gt;
&lt;br /&gt;
Because of the plethora of [[Creature token|tags]] added to these creatures, they are vulnerable only to beheading or bisection.  Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  And, perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Different strategies are required to beat animated corpses and thralls, respectively.  Animated corpses are not difficult to destroy, but require unconventional tactics.  These undead have a hit point based damage system, and as such tend to collapse after a few hits.  Blunt weapons, being less likely to sever off parts, are the preferred weapons to use.  Axes and swords can cut apart the physical form of the undead; this, however, may be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. It should be noted that magma will not currently kill a zombie itself, however.&lt;br /&gt;
&lt;br /&gt;
Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls are much more difficult to destroy.  You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath, and unlike corpses, blunt weapons will have next to no effect.  The '''only''' way to kill thralls in combat is decapitation and bisection, therefore axes and swords should be used.  If possible, and if no risk of infection is at hand, they should ideally be outnumbered by a ratio of ''at least'' two soldiers to one, as even a small wolf husk can easily bring down one armoured dwarf.&lt;br /&gt;
&lt;br /&gt;
The problem of confronting thralls directly is complicated by many factors: among them are their retainment of skills and equipment, and greatly increased strength and durability as compared to animated corpses.  If the responsible thralling cloud is in dust form, there is in addition a great risk of infection, creating more thralls from soldier dwarves.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  Furthermore, due to a bug, it is not unheard of for dwarves to fight very small thralls for so long that they ''starve to death''. Worst of all is the possibility that the thrall is still contaminated with whatever substance transformed it; if this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a full-fledged zombie apocalypse. In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  [[Magma]] doesn't kill thralls, so caged ones might require a creative way of destroying them, especially if they can destroy buildings.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack Megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
&lt;br /&gt;
Magma won't melt undead which makes evil biomes extremely difficult (and More fun). A workaround exists [http://www.bay12forums.com/smf/index.php?topic=115893.msg3580467#msg3580467] by adding a boiling point to body parts in the raws.&lt;br /&gt;
&lt;br /&gt;
Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=190377</id>
		<title>v0.34:Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Undead&amp;diff=190377"/>
		<updated>2013-07-23T12:06:42Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|14:39, 28 July 2012 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' {{Tile|Ñ|3:0}} are the bodies of formerly living creatures animated through fell magic. Undead can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;make everything die&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Currently, even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. It is important to realize that an endless horde of the undead may '''really''' be endless unless the root of the problem is destroyed, or in the case of evil regions, avoided entirely.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
==Thralls, Husks, and Zombies==&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific syndromes that generate these creatures are created at the time the world is generated, but vary only slightly from one another.  Some traits these creatures are likely to possess include:&lt;br /&gt;
*Increased [[attribute|strength, toughness,]] and/or reduced [[speed]].&lt;br /&gt;
*Opposition to life, lack of emotion&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, no attribute rust or gain&lt;br /&gt;
*An almost complete invulnerability to the effects of damage&lt;br /&gt;
&lt;br /&gt;
Because of the plethora of [[Creature token|tags]] added to these creatures, they are vulnerable only to beheading or bisection.  Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  And, perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
Different strategies are required to beat animated corpses and thralls, respectively.  Animated corpses are not difficult to destroy, but require unconventional tactics.  These undead have a hit point based damage system, and as such tend to collapse after a few hits.  Blunt weapons, being less likely to sever off parts, are the preferred weapons to use.  Axes and swords can cut apart the physical form of the undead; this, however, may be dangerous if the source of the undead is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. It should be noted that magma will not currently kill a zombie itself, however.&lt;br /&gt;
&lt;br /&gt;
Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls are much more difficult to destroy.  You would not wish to attempt to kill them with puncture wounds, as their organs no longer serve them in any useful regard. Likewise, choking is ineffective against their lack of breath, and unlike corpses, blunt weapons will have next to no effect.  The '''only''' way to kill thralls in combat is decapitation and bisection, therefore axes and swords should be used.  If possible, and if no risk of infection is at hand, they should ideally be outnumbered by a ratio of ''at least'' two soldiers to one, as even a small wolf husk can easily bring down one armoured dwarf.&lt;br /&gt;
&lt;br /&gt;
The problem of confronting thralls directly is complicated by many factors: among them are their retainment of skills and equipment, and greatly increased strength and durability as compared to animated corpses.  If the responsible thralling cloud is in dust form, there is in addition a great risk of infection, creating more thralls from soldier dwarves.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  Furthermore, due to a bug, it is not unheard of for dwarves to fight very small thralls for so long that they ''starve to death''. Worst of all is the possibility that the thrall is still contaminated with whatever substance transformed it; if this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a full-fledged zombie apocalypse. In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  [[Magma]] doesn't kill thralls, so caged ones might require a creative way of destroying them, especially if they can destroy buildings.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack Megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
&lt;br /&gt;
Magma won't melt undead which makes evil biomes extremely difficult (and More fun). A workaround exists [http://www.bay12forums.com/smf/index.php?topic=115893.msg3580467#msg3580467] by adding a boiling point to body parts in the raws.&lt;br /&gt;
&lt;br /&gt;
Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=190370</id>
		<title>v0.34:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=190370"/>
		<updated>2013-07-23T12:05:14Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:41, 24 March 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves.&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles.&lt;br /&gt;
&lt;br /&gt;
Werebeasts can take the form of an animal ''that does not exist in Dwarf Fortress''. &lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.&lt;br /&gt;
&lt;br /&gt;
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he will change when the next full moon comes.&lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age, are sterile and do not seem to need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should give him a bed, decoration, and maybe some alcohol (if he drinks it)&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[fun]] instead? Try the latter.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.&lt;br /&gt;
* Nobody will die of old age... if your forts even go for this long&lt;br /&gt;
* No more pesky [[child]]ren to be kidnapped&lt;br /&gt;
* Food and drink needs are reduced, if not negated&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt&lt;br /&gt;
* &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; WILL cause issues with military when transformed : military becomes generally far weaker&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Adventure Mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
==Werebeast Characteristics==&lt;br /&gt;
All werebeasts are described as having glowing eyes of some random color, and are &amp;quot;crazed for blood and flesh&amp;quot; meaning they attack everything that is not their own race, including undead.&lt;br /&gt;
&lt;br /&gt;
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will.&lt;br /&gt;
&lt;br /&gt;
When transforming to Wereform and back, all health regenerates, including missing limbs, although effects induced by insanity are not reversed. All carried items will be dropped as soon as the beast enters a fight, making only the natural abilities of the creature available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.)&lt;br /&gt;
&lt;br /&gt;
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel, potentially lost forever if traveling from a location that doesn't save.&lt;br /&gt;
&lt;br /&gt;
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves.  Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[DF2012:Serpent man|snake man]] werebeasts.&lt;br /&gt;
&lt;br /&gt;
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast.  The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=190369</id>
		<title>v0.34:Werebeast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Werebeast&amp;diff=190369"/>
		<updated>2013-07-23T12:04:48Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|18:41, 24 March 2012 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Werebeasts''' {{Tile|Ñ|6:0}} are a [[night creatures|night creature]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves.&lt;br /&gt;
&lt;br /&gt;
Werebeasts may take the form of mammals or reptiles.&lt;br /&gt;
&lt;br /&gt;
Werebeasts can take the form of an animal ''that does not exist in Dwarf Fortress''. &lt;br /&gt;
&lt;br /&gt;
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Fortresses==&lt;br /&gt;
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.&lt;br /&gt;
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.&lt;br /&gt;
&lt;br /&gt;
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he will change when the next full moon comes.&lt;br /&gt;
&lt;br /&gt;
There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.&lt;br /&gt;
&lt;br /&gt;
Infected dwarves will not die of old age, are sterile and do not seem to need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should give him a bed, decoration, and maybe some alcohol (if he drinks it)&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[fun]] instead? Try the latter.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.&lt;br /&gt;
* Nobody will die of old age... if your forts even go for this long&lt;br /&gt;
* No more pesky [[child]]ren to be kidnapped&lt;br /&gt;
* Food and drink needs are reduced, if not negated&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt&lt;br /&gt;
* &amp;lt;s&amp;gt;May&amp;lt;/s&amp;gt; WILL cause issues with military when transformed : military becomes generally far weaker&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in Adventure Mode==&lt;br /&gt;
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?&lt;br /&gt;
&lt;br /&gt;
==Werebeast Characteristics==&lt;br /&gt;
All werebeasts are described as having glowing eyes of some random color, and are &amp;quot;crazed for blood and flesh&amp;quot; meaning they attack everything that is not their own race, including undead.&lt;br /&gt;
&lt;br /&gt;
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will.&lt;br /&gt;
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When transforming to Wereform and back, all health regenerates, including missing limbs, although effects induced by insanity are not reversed. All carried items will be dropped as soon as the beast enters a fight, making only the natural abilities of the creature available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.)&lt;br /&gt;
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If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel, potentially lost forever if traveling from a location that doesn't save.&lt;br /&gt;
&lt;br /&gt;
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves.  Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[DF2012:Serpent man|snake man]] werebeasts.&lt;br /&gt;
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Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.&lt;br /&gt;
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{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast.  The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=190368</id>
		<title>v0.34:Vampire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Vampire&amp;diff=190368"/>
		<updated>2013-07-23T12:03:41Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|03:44, 22 June 2012 (UTC)}}{{av}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
&lt;br /&gt;
'''Vampires''' {{Tile|Ñ|4:0}} are [[night creature]]s that feed on blood, cursed during [[world generation]] by profaning against their [[Deity|gods]]. In [[fortress mode]], they occasionally appear in migrant waves and hide themselves amongst your dwarves. Vampirism can be further spread by [[thirst|drinking]] either vampire [[blood]] or [[water]] contaminated by said vampire blood.&lt;br /&gt;
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==Description==&lt;br /&gt;
Vampires, like other [[night creature]]s, are created during [[world generation]]. Every once in a while a deity will curse a worshiper who smites their temple or otherwise offends them, cursing them to become either a vampire or [[werebeast]]. Only the major races can have gods, and thus only they can become vampires. The amount of vampires created during world generation is closely related with world size, population, and history.&lt;br /&gt;
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Vampires are much more powerful than normal humanoids, possessing enhanced speed, strength, stamina, and pain resistance in combat, are [[food|inediate]], do not need to breathe (and thus cannot drown), and never get [[sleep|drowsy]]. They do, however, get thirsty, albeit not in the normal way; vampires thirst for warm fresh [[blood]], and will suck [[unconscious]] [[creature]]s (usually others of their own kind) dry given the chance, usually killing them. In the rare case that the victims survive and recover, they will not remember what happened to them, and may very well fall victim once more. It appears that when a vampire feeds successfully they receive a large happiness boost. This can be used to keep your vampire workers happy and sane.&lt;br /&gt;
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Vampires do not [[age]], and most vampires live for hundreds or even thousands of years. Thus all but the youngest vampires are more [[skill]]ed and more experienced than their peers, spurred on by the countless lives detailed on their [[kill list]]s and they are hiding their true identities. This makes them natural candidates for leadership, and thus vampiric [[monarch]]s are a not uncommon sight atop [[civilization]]s, which do not seem to wonder as to how their king has been alive for so many centuries.&lt;br /&gt;
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Younger vampires stalk the streets of towns and cities, indistinguishable from the average mortal, and drink the blood of unsuspecting innocents. Elder vampires, those with power and ambition, mislead the gullible and power-hungry into forming vampire cults dedicated to worshipping and feeding their master. Should a vampire rise to a position of power in mortal society, it may deign to expose itself and impose a rule of tyranny upon the subjects who so unknowingly elevated it to power.&lt;br /&gt;
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None of your seven starting dwarves will ever be vampires, nor will [[child]]ren or babies, [[caravan]]s, [[siege]]s{{verify}}, [[ambush]]es{{verify}}, [[outpost liaison]]s{{verify}}, or [[thief|thieves]]{{verify}}, but any of the rest of your dwarves can be. (Foreign diplomats can be vampires, and will be labeled as such.)&lt;br /&gt;
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== Habits ==&lt;br /&gt;
Vampires are secretive and, for better or for worse, a fairly common occurrence. Many fortresses can expect to see a vampire resident by the time they hit a population of 80, and some may see two or more. Vampires arrive with a false name and hide their true name and kill list until they are discovered. They act as do any other dwarves, except for differences too small to notice easily in any sizable population, performing jobs which are assigned to them and generally acting as expected. They can be [[military|drafted]], assigned to [[burrow]]s, be given [[room]]s (but do not claim them{{verify}}), and possess items. They do however not eat, drink or sleep.&lt;br /&gt;
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The most important difference is that when they go [[on break]]s they will use them for drinking the blood of dwarves that they catch sleeping. If any tame animals somehow fall asleep (for instance, via a syndrome), vampires will drink their blood as willingly as they will a dwarf's. If a vampire is in the military and has current station orders he may ignore them and search out a victim, still displaying 'station'. If the orders are canceled they will switch to 'on break'.&lt;br /&gt;
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If vampires are caught in the act of draining a victim, their crime will be reported in the [[justice]] [[menu|screen]] as murder (they will not, however, stop drinking when caught). If only the corpse is discovered, the crime will be labeled as a murder sans suspects, and the player can accuse dwarves of the act. Even in the case that someone is accused, be aware that the deceitful vampire is capable of framing others for its crimes to send suspicion away for a time. &lt;br /&gt;
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If a vampire is killed, the corpse will bear the original name of the creature rather than that of the dwarf who was seen to die, which might lead to some confusion among managers of such things. A [[coffin]] will be designated for burial of the vampire's cover identity, with the corpse bearing the original name entombed in it. Memorial slabs will be dedicated to the vampire's original name.&lt;br /&gt;
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== Identification ==&lt;br /&gt;
It might be smart to scan the [[thoughts and preferences]] screens of incoming migrants before welcoming them to their new home, as a safety measure; it really sucks when you don't discover you have a vampire until ''after'' they've drained your only legendary [[armorsmith]] of blood.&lt;br /&gt;
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A dwarf who is suddenly pale or faint for no explained reason is a good but rare indicator that a vampire is around. He was most likely fed upon by a vampire, but survived. Dwarven [[corpse]]s being discovered &amp;quot;drained of blood&amp;quot; are more common; a vampire fed upon them and killed them, and their body was discovered. These dwarves should be buried well, lest an axe-crazy [[ghost]] arise from their death. Dwarves inexplicably going missing for more than a week are another indicator, although this might be the result of dwarven stupidity (e.g. falling down a [[well]], walking off a [[waterfall]], etc.) as well.&lt;br /&gt;
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Once you suspect you have a vampire, you probably want to know who it is. There are a number of good indicators of a vampire and the more points a dwarf hits, the more likely he is, indeed, a vampire. The difficult vampires to identify are young ones, as they have not had time to build up the indicators that are obvious on older bloodsuckers.&lt;br /&gt;
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Firstly, there are the consequences of their age. Vampires tend to be high in [[social skill|social]] and [[military]] [[skill]]s, and Great or better in at least one domestic skill. They are almost always more skilled, in total, than any of your other migrants. They also tend to have very long lists of [[Thoughts and preferences#Civilization membership|group associations]], on the order of dozens, far more than your normal dwarves. They have abnormally long lists of [[relationships|relations]] and often many, many children, but none of them are present in the fortress (in stark contrast to the spouses, children and siblings whom most dwarves will share their home with). If they are married to a dwarf that is not present in the fortress, this should be treated as especially strong evidence. Note, however, that lacking relatives within the fortress is not a good indicator of being a vampire.&lt;br /&gt;
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Their [[Personality trait|personality]] can also be scrutinized for abnormalities. Their biographies may indicate that they &amp;quot;have the appearance of somebody who is (x) years old,&amp;quot; a very good indicator of a vampire in cases where they have too many children or too many civilization associations to be that young. As vampires do not eat, sleep, or drink, they will never have recent thoughts about meals, drinks, beds, dining rooms, or chairs, leaving their thoughts especially bare and suspicious. In the case of vampires who have been in the fort for a while, a comment may be added to the effect that &amp;quot;s/he could really use a drink,&amp;quot;  &amp;quot;s/he has not had a drink in far, far too long,&amp;quot; or &amp;quot;can't even remember the last time s/he had some.&amp;quot; This is either indicating that they need blood or that they have been sober of alcohol for quite some time.{{verify}} In any case, if alcohol is available, it makes an excellent distinguishing mark.&lt;br /&gt;
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There are two &amp;quot;normal&amp;quot; ways to be absolutely sure a dwarf is a vampire. The first is to catch them in the act; the dwarf will be clearly marked for the duration of the attack (i.e. Urist McUrist, Vampire on the [[unit list]], in red). A vampire does not mind if the player is currently &amp;quot;watching&amp;quot; or even [[follow]]ing it. The second is to have a dwarf witness the event happening. This will permanently uncover their identities, but almost always results in a dead dwarf first. More arcane are indicators based on their physical abilities; vampires with injured guts do not [[vomit]], vampires with injured lungs have no problem &amp;quot;breathing&amp;quot;, and submerged vampires will not [[drown]] (evoking the concept of an olden witch test for finding vampirism). Technically being undead, animated corpses will not evoke cancellation spam when a vampire sees them. An easy (albeit, [[cheating|cheap]]) way of screening migrants is to send them through a hallway with a zombie on the other side of fortifications/windows in clear sight. Normal dwarves will run away from the horrible sight of a harmless zombie but vampire dwarves will walk right through.&lt;br /&gt;
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Feeding is treated as a job by the game, and thus appears in the Job List with the text 'On Break' in cyan. It is possible that the genuine 'On Break' (teal) and the fake 'On Break' (cyan) occupy different positions in the Job List.&lt;br /&gt;
&lt;br /&gt;
Looking at the [[deity|deities]] that the dwarf believes in (in the {{k|r}}elationships screen) can be quite helpful.  As long as only &amp;quot;cursed&amp;quot; vampires immigrate (and not blood drinking ones), one of the deities of a vampire should have a &amp;quot;cursed the dwarf [untrue alias] . . .&amp;quot;  Lacking this clause in their deities seems to be a clear sign that you do ''not'' have a vampire.  This non-bugged way of checking a vampire is linked to the &amp;quot;cheap&amp;quot; bugged way of checking of vampires.&lt;br /&gt;
&lt;br /&gt;
Then there are the (in Dwarf Fortress, inevitable) bugged ways. As mentioned in the [[#Bugs|bugs]] section, vampires can be discovered and identified in [[statue]]s and [[engraving]], through their refusal to claim [[bed]]rooms, through [[pet|adoption events]], and through [[weapon]] [[kill list]]s.&lt;br /&gt;
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There are a few &amp;quot;cheap&amp;quot; ways as well. If you use [[DF2012:Utilities#Dwarf Therapist|Dwarf Therapist]], dwarves will be listed by their true name there, and if you find a dwarf on the games' unit screen that is not in the Dwarf Therapist list, or the other way round, you know you've got a vampire. [[DF2012:Utilities#DFHack|DFHack]] has a special command, &amp;quot;cursecheck,&amp;quot; which returns the count of cursed creatures on a tile, and will report vampires. Checking out a drained dwarf in [[Legends]] mode will tell you that &amp;quot;In the year Z X was drained by of all blood by Y.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
To see if a vampire was cursed by a deity that it worships, look under the &amp;lt;s&amp;gt;vampire's&amp;lt;/s&amp;gt; dwarf's relationships and view the deities that are listed. Give the dwarf a nickname and, when viewing the deity relationship, it will say: &amp;quot;In the [season description] of [year], [deity] cursed the dwarf vampire [nickname you chose] [dwarf's original name] to prowl the night in search of blood in [original location]&amp;quot;. Since the nickname applies retroactively, this is a sure way to identify a vampire that happens to worship the deity that cursed it. This method is very tedious when looking at many suspects, and may apply to only a small fraction of vampires, so you should probably use it after trying the more obvious signs (like many former associations, or tags after &amp;quot;needs alcohol to get through the working day&amp;quot;).&lt;br /&gt;
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== Defense ==&lt;br /&gt;
Vampires attack and drink from dwarves who are sleeping, so one defense is to force all dwarves to sleep and meet in the same room, increasing the likelihood of eyewitnesses catching the monster in the act. Curiously, even if convicted of a vampiric murder, a vampire will not necessarily be killed, but given a normal justice penalty such as temporary imprisonment. If you want to get rid of her you will have to take [[justice]] into your own hands and introduce the leech to a pit of lava, bottomless pit, arena fight, dropping tower, or other elimination method of your choice. This can be facilitated through the use of burrows.  However, one must take care that the vampire is properly memorialized because even the ghosts of vampires will seek out your sleeping citizens and kill them.&lt;br /&gt;
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== Uses ==&lt;br /&gt;
If you can correctly identify a vampire and isolate it from the rest of your population, you can make use of them without fear of blood feedings. A lone vampire in a sealed room will never die of hunger or thirst, doesn't need to sleep, and will never age. The only way a vampire can die (without your vengeful intervention) is in combat, through syndromes, or through insanity. Sealing it somewhere prevents the first two, and early detection will prevent the vampire from making friends whom he will obviously outlive. Since a vampire wants for so little it is difficult for him to fall into insanity without [[relationships]].&lt;br /&gt;
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Once you have your sealed emotionally detached vampire, your fortress becomes effectively eternal, since the vampire will always be alive even if horrible [[Losing|FUN]] claims your entire population. Be wary of [[ghost]]s, though, as they are the only being capable of reaching your vampire's eternal prison. Simply wait for the fun to pass and new immigrants to repopulate your otherwise abandoned fort.&lt;br /&gt;
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Consider placing a chair and table in your vampire's sealed room and making them an undead accountant. As they have nothing to do but sit around for eternity, once they get their skills up, they may make exceedingly effective [[manager]]s/[[record keeper]]s. Work orders and stockpile updates currently seem to be psychically transmitted from the desk of the dwarf assigned to those labors, so entombing them in their office isn't an issue.  However, vampire dwarves are still alcoholics, yet cannot drink anything but blood; the resulting job performance penalty from the &amp;quot;can't even remember the last time he/she had some&amp;quot; level of [[Drink|alcohol withdrawal]] significantly reduces the usefulness of vampires in this sort of role.&lt;br /&gt;
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A cloistered vampire can also be used as a sleepless, un-eating and drinking dwarf who is always ready for some [[pull lever|lever pulling]], even if the rest of your dwarves die. With all that said, having an eternally cloistered vampire is not without drawbacks.  As vampires do not drink, yet are still alcohol-dependent, they will eventually suffer performance penalties and take longer breaks.  This can have fatal consequences if you need the lever to keep the goblin siege outside pulled ''now''.  Since dwarves get unhappy [[thought]]s from having their clothes rot away, a vampire that's been naked for years is quite prone to [[tantrum]]ing or going [[insanity|insane]], which can lead to [[Fun|even worse outcomes]] should he be assigned to the lever room.  Of course, you could drop him some clothes from a chute, but what fun is that when there are [[cave-in|other]] [[dwarven atom smasher|things]] to drop from above?  Another way to mitigate cloistered vampire unhappiness is to convict them of one or more of their murders after they've been sealed in; they will eventually derive happiness from having their punishment &amp;quot;delayed&amp;quot;.&lt;br /&gt;
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Vampires do increase their stats like other dwarves, so that a weak vampire may be easily upgraded into a mighty one by using him as a miner or easily trained into a legendary swimmer. A vampire craftsdwarf may be burrow-limited to his workshop plus a stockpile or a miner restricted to specific mining levels, avoiding any other miners. It will be safe, if all of the miners have separate, assigned bedrooms.&lt;br /&gt;
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If a vampire gets injured enough to lose teeth and control of their limbs, the vampire may be in and out of the [[hospital]] frequently for a long time which gives your medical team lots experience fast. This can be very useful if the [[biome]] and [[surroundings]] make it so the hospital doesn't see too many patients.&lt;br /&gt;
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If you have no better idea you can use a vampire to explore the caverns; they are usually good fighters with military experience and will not run off to refill their waterskin.&lt;br /&gt;
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So, in general, when under control, vampires tend to be much more useful and valuable than most of your non-bloodsucking dwarves. Without access to any sleeping places or hospitals, they tend to be totally harmless to other dwarves.&lt;br /&gt;
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=== Vampire fortress ===&lt;br /&gt;
It is possible to turn one vampire into many vampires by forcing your dwarves to drink water contaminated by vampire blood. This effect can be achieved by building an upright spear trap, filling the tile with water, having the vampire walk over the tile (or else dropping the vampire inside), then pulling the lever a few times to get them to bleed into the water. Once the water is bloodied, the booze supply can be cut off or [[forbid]]den, and your dwarves will have no choice but to drink the contaminated water and become vampires.&lt;br /&gt;
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This has a few disadvantages, however. First of all, eating fine food, drinking good drink, and dining in a fine setting are some of the biggest [[thought|happiness]] modifiers in the game, and their absence will have a severe negative effect on your fortress's contentedness. Secondly, some of your residents probably won't make the change, as they will choose to sleep before drinking and will be drunk by some of your newly cursed lieges. Finally, the process must be repeated for all [[migrant|migrant waves]], with the same issue of probable death. These factors combined make a vampiric fortress very hard to keep happy for very long.&lt;br /&gt;
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== Unfortunate accidents ==&lt;br /&gt;
Although keeping a single vampire in eternal solitary confinement can be a bonus for any fortress, it is always important to be capable of killing them whenever necessary (especially if the peasants unwittingly elect one as their leader and an [[unfortunate accident]] becomes necessary). However, vampires have certain abilities which will make it more difficult to properly take care of them - they cannot drown, and their physical strengths could make them tougher to kill with regular weapons. Fortunately, they are not resistant to [[Dwarven atom smasher|high-tech particle physics experimentation]].&lt;br /&gt;
&lt;br /&gt;
==Playing as a vampire==&lt;br /&gt;
By drinking the blood of a vampire in adventure mode, you immediately become a vampire. You will be able to feed on other creatures by using {{k|e}} and choosing the &amp;quot;Feed&amp;quot; option on an unconscious target. On becoming a vampire, Strength, Agility and Toughness are doubled.  Physical attributes such as endurance are still able to increase after becoming a vampire.&lt;br /&gt;
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*Note: The game does not give you any confirmation that you have become a vampire. {{version|0.34.11}} The only way to make sure that you have transformed is to wait for twenty-four hours (enough time for any regular mortal to hunger for food.) until you get thirsty, which should show up eventually. To get rid of the thirsty tag, you MUST drink directly from another living knocked out, unconscious or sleeping creature. This could lead to hazardous mishaps if you're discovered/if the victim awakes, unless you beat your victim senseless first. Once you have fed on an unsuspecting victim, you will have a red icon denoting you are a vampire next to your name.&lt;br /&gt;
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Due to such conditions, it is relatively impossible to quench your thirst (on any member of a civilization) without antagonizing any of your companions, and even if you don't have any, there's still that chance that your victim might wake up in the middle of your feast and effectively set a whole civilization against you. One way to counter this is to raid goblin/bandit camps, concentrating on one lone weak unit far from any of his comrades, beat him till he gives in to pain (but not to death) and then feed on him directly. You can do the same with wildlife, although some of them may be more aggressive and most might die too quickly. You can also try to strangle your foes; they have no chance to die and instantly pass out. For instructions on chokeholds, see the [[Wrestler#Chokehold and strangling|relevant article]].&lt;br /&gt;
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After becoming a vampire, you become invincible to zombies, since you're now a night creature. It is usually preferred to raid a necromancer tower alone, because bringing companions will only get them killed, and your agility when you become a vampire will rise drastically anyway, causing you to outrun them. This increased agility will also give you better odds against bogeymen and night trolls, since you'll be quicker than both.&lt;br /&gt;
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Playing as a vampire is a strong advantage, assuming you can manage your bloodthirst. The most convenient method of drinking blood is to wield a blunt weapon such as a mace: as long as you don't strike the head, enemies rarely bleed out or suffocate from blunt damage and it's easy to force them to give into the pain. Interestingly, your allies don't seem to care if you drink blood from enemies, and blood can be drunk in a single turn in combat (occasionally killing the creature, depending on its size and your thirst). Vampire bloodthirst shows up less often than normal thirst, and can usually be sated in a single feeding from a human-sized opponent. Feeding from smaller animals, such as dingos, is possible but multiple feedings may be necessary.&lt;br /&gt;
&lt;br /&gt;
Vampires, as noted before, do not need to eat, nor drink (normal fluids), nor sleep. As an adventurer, this is a huge advantage, as you don't need to stop, or worry about carrying consumables. As long as there's living, pain-feeling enemies, you can feed. Vampires also do not need to breathe and do not tire. They can swim as long as necessary and cannot drown, even to the extent of being able to swim oceans. A sufficiently skilled and armed vampire is essentially immortal for all intents and purposes.&lt;br /&gt;
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== Bugs ==&lt;br /&gt;
* Although vampires don't drink anything except blood in fortress mode, they still appear to suffer from symptoms of [[Alcohol#Consequences of a Sober Fortress|alcohol withdrawal]]. This has not been acknowledged as a bug. {{bug|5189}}&lt;br /&gt;
* Statues and engravings may identify dwarves as vampires before it is common knowledge, and may even depict them sucking blood.{{bug|5209}}&lt;br /&gt;
* Likewise, [[pet]]s adopted by vampires will identify them as vampires in the adoption [[announcement]].{{bug|5942}}&lt;br /&gt;
* Vampires do not bother claiming bedrooms, which doesn't help their disguise.{{bug|5642}}&lt;br /&gt;
* Weapon kill lists identify vampires.{{bug|5635}}&lt;br /&gt;
* Soldiers will not attack vampires caught red-handed, and can be fooled by their counter-accusations.{{bug|5087}}&lt;br /&gt;
* Even though vampires do not need to eat, if you abandon a fortress with a vampire citizen, legends mode will still report &amp;quot;In the &amp;lt;season&amp;gt; of &amp;lt;year&amp;gt; the dwarf vampire &amp;lt;vampire's name&amp;gt; starved to death in &amp;lt;fortress name&amp;gt;&amp;quot; (Bug not yet reported due to account creation issues.)&lt;br /&gt;
&lt;br /&gt;
{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=190367</id>
		<title>v0.34:Mummy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Mummy&amp;diff=190367"/>
		<updated>2013-07-23T11:53:43Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|01:53, 28 April 2013 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''mummy''' {{Tile|Ñ|6:1}} is the preserved body of a deceased ruler, placed in a tomb as a guardian of its contents. These [[night creature|night creatures]] arise to attack interlopers who have disturbed their long slumber. They afflict intruders with horrible curses for their crime. Mummies rest in every [[Tomb]] [[site]], and may be in catacombs beneath [[Town]] Fortresses and Temples. As leaders, their [[coffin]] and [[slab]] will always be in a room of its own, surrounded by corpses they can command.&lt;br /&gt;
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Mummies may be disturbed in many ways. In Tombs, bashing the door, taking items or triggering traps will awaken them. Approaching them detected may alert them, and entering any tile adjacent their coffin always will. Once awoken, they will unerringly home in on the intruder, even if unable to detect him or her. It should be noted that tombs are structured in such a way that the treasure rooms are almost always in a branched location between the mummy's room and the exit, almost inevitably leading to the player being intercepted by the mummy while trying to escape after looting. This could result in moderate to extreme amounts of fun, depending on if the corpses in the passageways have been cleared; ranging from the player getting away with a curse, to death.&lt;br /&gt;
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Mummies are capable of raising the remains of others, much like [[necromancer]]s, and calling these minions against their foes. Therefore, it is strongly recommended that any skeletons or bodies near the room containing the Mummy are cleared out to the best possible extent prior to activating the encounter. Mummies can only be killed by decapitation or bisection. &lt;br /&gt;
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Because rulers lose their title upon death, the mummies will be identified by their other profession leading to finding beekeeper mummies and such.&lt;br /&gt;
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A safe way to approach mummies and even talk to them and potentially recruit them as an ally, is to become a night creature that undead are friendly with, such as a vampire or necromancer. However, due to a bug mummies in close proximity to the player become invisible walls that can't be interacted with if the game is saved while the player is close to them.&lt;br /&gt;
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{{category|humanoids}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190364</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190364"/>
		<updated>2013-07-23T11:50:35Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A '''bogeyman''' {{Tile|ñ|0:1}} is a [[night creature]] which attacks unwary [[adventurer mode|adventurers]] who [[Adventurer mode#Fast Travel|travel]]* or [[Adventurer mode#Sleep|sleep]] outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be deadly foes for the inexperienced and the unprepared. &lt;br /&gt;
&lt;br /&gt;
Fortunately, adventurers are not doomed to face bogeymen every time night falls. In fact, bogeymen can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
1.Being accompanied by at least one [[Adventure mode#Companions|companion]].&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You can get ambushed by bogeymen both when fast travelling and when travelling normally on the local map.&lt;br /&gt;
&lt;br /&gt;
When you are [[ambush|ambushed]] by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
A turn after receiving this message, 4-6 bogeymen will begin spawning around you.&lt;br /&gt;
&lt;br /&gt;
You will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while at least one of the bogeymen is still alive.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with a [[speed]] of over 1000, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. You can get rid of these pesky creatures in three ways:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious solution. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be [[smoke|vaporized]] by the [[main:The Sun|morning sun]], so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs (including shrines and labyrinths) and [[cave|caves]]. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
and then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like [[titan|Titans]] and [[Forgotten beast|Forgotten Beasts]] but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into harmless smoke shortly after being killed. Severed body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Note that bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures. They also can't be animated by [[necromancer|necromancers]].&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct [[combat]] against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the [[weight|heavier]] and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. You might want to consider keeping your helmet-a punch to the head by one of these creatures can easily ram your skull through your brain and end your life.&lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection (the separation of the lower body from the upper body) and excessive blood loss, and it is also generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen [[No Pain|do not feel pain]] and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to strike back.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Butcher&amp;diff=190293</id>
		<title>v0.34:Butcher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Butcher&amp;diff=190293"/>
		<updated>2013-07-23T09:04:42Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: /* Adventurer Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|13:48, 26 July 2012 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Butcher&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Butchery]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Butcher [[animal]]&lt;br /&gt;
| workshop = [[Butcher's shop]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Butchers''' do the dirty job of killing tame animals, processing animal [[corpse]]s, skeletons and body parts for [[meat]], [[fat]], [[skin]], [[bone]]s, [[Skull|skull]](s) and many other objects at the [[butcher's shop]].&lt;br /&gt;
&lt;br /&gt;
==Fortress Mode==&lt;br /&gt;
To butcher a tame animal either&lt;br /&gt;
* go into {{K|v}}iew mode, place the cursor on the animal, go to the {{K|p}}references page and press {{K|s}} to flag (or un-flag) the animal for slaughtering&lt;br /&gt;
or &lt;br /&gt;
* go to the {{K|z}} ([[Status]]) screen, then the Animals page, select the animal and press {{k|b}} to flag (or un-flag) for slaughter.&lt;br /&gt;
&lt;br /&gt;
A butcher will then drag the animal to the nearest butcher shop and perform the bloody deed. Butchering living animals is instantaneous - the moment the dwarf sets their foot in the shop, the animal dies and its body is split into individual parts. Note that animals adopted as [[Pet|pets]] can not be butchered.&lt;br /&gt;
&lt;br /&gt;
[[Ambusher|Hunters]] will, once per hunting trip, bring back a corpse to the butchery.  If the hunter kills more than one creature on a single hunting trip the rest of the corpses will just be left on the ground; the same is true for creatures killed by [[trap]]s or the [[military]].  To get those corpse butchered you need to put a [[stockpile|refuse stockpile]] next to the butchery and set it to only accept corpses, and then set [[standing orders]] to gather outside refuse.&lt;br /&gt;
&lt;br /&gt;
Dwarves will refuse to butcher the corpses of sapient creatures (due to the EAT_SAPIENT_OTHER:UNTHINKABLE [[ethics|ethic]]).&lt;br /&gt;
&lt;br /&gt;
The type and number of objects produced from butchering a creature varies greatly, since not all creatures have the same parts. See each animal's page for a breakdown of what happens when you break that animal down.&lt;br /&gt;
&lt;br /&gt;
==Adventurer Mode==&lt;br /&gt;
How to butcher in [[Adventurer mode]]:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
1.If the corpse is in your inventory, {{k|d}}rop it or equip it by {{k|r}}emoving it.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.If the corpse is on the ground, move onto the same tile as it.&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Equip a cutting implement or, alternatively, drop it on the same tile as yourself. This can be any object with a sharp edge (i.e.has an EDGE attack type), such as bladed [[Weapon|weapons]] and [[Tool|tools]], [[Bolt|bolts]] and [[Knapper|sharpened rocks]].&amp;lt;br /&amp;gt;&lt;br /&gt;
4.Press {{k|x}} to open the action menu. Then select &amp;quot;{{k|b}}utcher&amp;quot;, press {{k|→}} and select the corpse that you want to butcher, press {{k|→}} again and pick the tool that you want to use.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Butchery_adv_action_menu.PNG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
You will then proceed to butcher the corpse, dropping all of the products on the same tile as yourself.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that in adventurer mode, you will not be allowed to butcher sapient creatures, being told that {{DFtext|You are not that hungry.|7:1}}. This is hardcoded, so modding your race's ethics &amp;lt;u&amp;gt;won't&amp;lt;/u&amp;gt; work. You can get around this by not eating anything until you are {{DFtext|Starving|6:0}}, at which point you will stop caring about the sapience of your food and will happily butcher any organic creature that you run into, including your own severed body parts!&lt;br /&gt;
This &amp;lt;s&amp;gt;feature&amp;lt;/s&amp;gt; necessary survival mechanism is (sadly enough) only temporary; it will wear off as soon as you stop starving.&lt;br /&gt;
&lt;br /&gt;
==Effect of skill==&lt;br /&gt;
A butcher's skill affects the speed of butchery, which can be important for processing a large number of corpses before they begin to [[rot]]. Note that butcher shops can become [[clutter|cluttered]] quickly, because most animals create a large number of different items of different categories when butchered. So make sure that you have nearby stockpiles for refuse, raw hides, meat, prepared organs and fat. To minimize the amount of [[miasma]] created in case the rotting parts are not removed fast enough, a butcher's shop should always be blocked by a [[door]].&lt;br /&gt;
&lt;br /&gt;
Of course, placing the Butchery outside will prevent any and all miasma generated by rotting, but dwarves won't haul the inedible parts away unless the global orders allow to &amp;quot;gather refuse from outside&amp;quot; ({{k|o}}-{{k|r}}-{{k|o}})&lt;br /&gt;
==Bugs==&lt;br /&gt;
*A dead tame animal that was not killed by your military cannot be butchered.{{bug|1180}} This includes tame animals killed due to age, starvation or due to goblins.&lt;br /&gt;
*Unlike in 40d, Dwarfs will not dis-assemble (butcher) skeletons of sentient creatures' for their bones.{{bug|1180}}&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Meat industry]]&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190284</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190284"/>
		<updated>2013-07-22T18:34:17Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added creature tile&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A bogeyman {{Tile|ñ|0:1}} is a [[night creature]] which attacks unwary adventurers who [[Adventure mode#Fast Travel|travel]]* or [[Adventure mode#Sleep|sleep]] outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be fatal foes for the inexperienced and the unprepared. Fortunately, however, they can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
1.Being accompanied by at least one companion.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You can get ambushed by bogeymen both when fast travelling and when travelling normally on the local map.&lt;br /&gt;
&lt;br /&gt;
When you are ambushed by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
and will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with High Agility, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. Fortunately, there are three ways to get rid of bogeymen:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious remedy. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be vaporized by the morning sun, so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs and caves. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' [BOGEYMAN_NUMBER:0] in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct combat against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the heavier and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. &lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection and excessive blood loss, and it is generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to attack you.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|Losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190283</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190283"/>
		<updated>2013-07-22T13:54:06Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A bogeyman is a [[night creature]] which attacks unwary adventurers who [[Adventure mode#Fast Travel|travel]]* or [[Adventure mode#Sleep|sleep]] outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be fatal foes for the inexperienced and the unprepared. Fortunately, however, they can be avoided entirely by:&lt;br /&gt;
&lt;br /&gt;
1.Being accompanied by at least one companion.&amp;lt;br /&amp;gt;&lt;br /&gt;
2.Sleeping/waiting the night away inside a shelter (see below).&amp;lt;br /&amp;gt;&lt;br /&gt;
3.Sleeping/waiting/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;You can get ambushed by bogeymen both when fast travelling and when travelling normally on the local map.&lt;br /&gt;
&lt;br /&gt;
When you are ambushed by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
and will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with High Agility, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. Fortunately, there are three ways to get rid of bogeymen:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious remedy. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be vaporized by the morning sun, so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs and caves. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of them permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' [BOGEYMAN_NUMBER:0] in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct combat against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the heavier and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. &lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection and excessive blood loss, and it is generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to attack you.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|Losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190281</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190281"/>
		<updated>2013-07-22T13:39:45Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A bogeyman is a [[night creature]] which attacks unwary adventurers who travel or sleep outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be fatal foes for the inexperienced and the unprepared. Fortunately, however, they can be avoided entirely by being accompanied by at least one companion, by sleeping the night away inside a shelter (see below), or by sleeping/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
When you are ambushed by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
and will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with High Agility, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. Fortunately, there are three ways to get rid of bogeymen:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious remedy. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be vaporized by the morning sun, so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs and caves. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of bogeymen permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' [BOGEYMAN_NUMBER:0] in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct combat against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the heavier and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. &lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection and excessive blood loss, and it is generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to attack you.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|Losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190280</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190280"/>
		<updated>2013-07-22T13:38:47Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A bogeyman is a [[night creature]] which attacks unwary adventurers who travel or sleep outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be fatal foes for the inexperienced and the unprepared. Fortunately, however, they can be avoided entirely by being accompanied by at least one companion, by sleeping the night away inside of a shelter (see below), or by sleeping/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
When you are ambushed by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
and will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with High Agility, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. Fortunately, there are three ways to get rid of bogeymen:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious remedy. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be vaporized by the morning sun, so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs and caves. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of bogeymen permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' [BOGEYMAN_NUMBER:0] in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct combat against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the heavier and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. &lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection and excessive blood loss, and it is generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to attack you.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|Losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190279</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190279"/>
		<updated>2013-07-22T13:21:25Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: fixed small typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A Bogeyman is a [[night creature]] which attacks unwary adventurers who travel or sleep outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be fatal foes for the inexperienced and the unprepared. Fortunately, however, they can be avoided entirely by being accompanied by at least one companion, by sleeping the night away inside of a shelter (see below), or by sleeping/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
When you are ambushed by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
and will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with High Agility, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. Fortunately, there are three ways to get rid of bogeymen:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious remedy. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be vaporized by the morning sun, so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs and caves. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of bogeymen permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' [BOGEYMAN_NUMBER:0] in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct combat against bogeymen might seem suicidal, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the heavier and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. &lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection and excessive blood loss, and it is generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to attack you.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|Losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190278</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=190278"/>
		<updated>2013-07-22T13:19:35Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: Revised and rewrote most of page. Also added more information regarding various subjects&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A Bogeyman is a [[night creature]] which attacks unwary adventurers who travel or sleep outside at night alone.  The bane of many a young adventurer, bogeymen can prove to be fatal foes for the inexperienced and the unprepared. Fortunately, however, they can be avoided entirely by being accompanied by at least one companion, by sleeping the night away inside of a shelter (see below), or by sleeping/travelling [[Caverns|underground]] or in the more desolate [[biome|biomes]], such as [[mountain|mountains]], [[desert|deserts]], [[beach|beaches]], [[ocean|oceans]] and [[lake|lakes]].&lt;br /&gt;
&lt;br /&gt;
When you are ambushed by bogeymen, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling.|5:1}}&lt;br /&gt;
&lt;br /&gt;
and will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling.|5:1}}&lt;br /&gt;
if you try to travel or sleep/wait while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
If you're playing as an adventurer with High Agility, you may be able to run away from bogeymen. However, there is no escaping the night. No matter where you run, the bogeymen will teleport near you if you ever get too far away. Fortunately, there are three ways to get rid of bogeymen:&lt;br /&gt;
&lt;br /&gt;
1. '''Killing them all'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The most obvious remedy. However it is probably the most difficult one for inexperienced adventurers, and anyone who attempts to do this should be well prepared. Once your adventurer becomes skilled, this will become a trivial task. See the &amp;quot;Fighting bogeymen&amp;quot; section for more information.&lt;br /&gt;
&lt;br /&gt;
2. '''Surviving until dawn'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Bogeymen will be vaporized by the morning sun, so if you can't kill them but are able to run away from them or dodge/block their attacks well, you have another option:keep on doing that  until dawn breaks. Unfortunately, this can take quite a while, depending on the time of night you were ambushed.&lt;br /&gt;
&lt;br /&gt;
3. '''Entering a shelter'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;quot;Shelter&amp;quot; here refers to (non-abandoned) buildings, (inhabited or uninhabited) lairs and caves. Seeking refuge in such a place will make the bogeymen disappear in a puff of smoke. Incidentally, this is one of the reasons why townspeople encourage you to spend the night in their homes. You can find the nearest shelter by examining the map in your '''Q'''uest Log. &lt;br /&gt;
&lt;br /&gt;
Once you succeed in doing one of the above, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away.|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Note that even if you successfully defeat bogeymen using any of the three methods described above, you can never get rid of bogeymen permanently, as they will ambush you again some other night if you do not take precautions. However, if you prefer not having to deal with bogeymen, generating a world with &amp;quot;'''Number of bogeymen types'''&amp;quot; set to '''0''' [BOGEYMAN_NUMBER:0] in [[Advanced world generation|advanced world generation]] will ensure that no bogeymen exist in your world. &lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. The number of different types of bogeymen can be controlled in advanced world generation, as demonstrated in the previous paragraph. During a bogeyman ambush, you will face mixed types of bogeymen. For example, some Bogeymen are generated with wings and thus have the ability to fly, but this doesn't usually affect adventurers unless they too can fly. Others might be generated with appendages such as horns which can be used to gore the bogeyman's prey.&lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vaporize quickly. However, it is sometimes possible to keep them if you pick them up and fast-travel away before they start smoking. Bogeymen cannot be [[butcher|butchered]] as they are considered sapient creatures.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen becomes {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
=== Fighting bogeymen ===&lt;br /&gt;
&lt;br /&gt;
Direct combat against bogeymen might seem like a suicide, but if you know how to fight them effectively, they will go down surprisingly easily. Here are a few tips for fighting them:&lt;br /&gt;
&lt;br /&gt;
* Don't panic. Carefully planned manoeuvring is the key to survival.&lt;br /&gt;
&lt;br /&gt;
* Use your [[size]] to your advantage. Bogeymen are surprisingly small relative to the playable races available in unmodded games. Set your combat preference to '''charge''', and you will knock them over every time you strike. This can easily give you the upper hand in battle, as being prone slows bogeymen down and gives you more time to act.&lt;br /&gt;
&lt;br /&gt;
*Your [[speed]] is an important factor when it comes to fighting bogeymen. Whilst a slow adventurer can be swarmed and killed in seconds, one who is faster than the bogeymen has a distinct advantage.  Remember, prone bogeymen  are much slower, so charge at them as often as you can. You could also try to sever off feet or legs, as this will make them permanently prone. If you are carrying a lot of heavy objects, it might be a good idea to drop your backpack or, better yet, [[thrower|throw]] the heavier and/or pointier objects at the bogeymen if they are not too close to you. If you are really desperate for speed, you might also want to consider dropping your [[armor]] if it is slowing you down too much. Note that, while the extra speed might very well prove vital for your survival, you will also be more exposed to bogeymen attacks and will probably die faster if they manage to attack you and you are not a good [[dodger]]. &lt;br /&gt;
&lt;br /&gt;
* Despite what your imagination might imply, bogeymen are actually organic creatures. This means that they can be killed by damage to the brain, beheading, bisection and excessive blood loss, and it is generally easy to sever limbs and break bones. However, like a number of other [[night creature|night creatures]], bogeymen do not feel pain and do not breathe, so they do not receive pain-related penalties or die from suffocation. This means that the most effective [[weapon|weapons]] to use against them are edged weapons. With sufficient weapon skill, it is easy to score a hit that will sever a limb or puncture a vital organ such as the heart. Due to their small size, it is also easy to chop off the head or the lower body, killing the bogeyman instantly.&lt;br /&gt;
&lt;br /&gt;
* Whatever you do, don't allow yourself to get surrounded. If a group a bogeymen are approaching you from one direction, move in the opposite direction. This generally leads to them approaching you in a line rather than a group, as the fastest bogeyman reaches you first. Thus you can fight them one at time if you are fast enough. &lt;br /&gt;
&lt;br /&gt;
* Don't let bogeymen get the initiative. If you let the bogeyman attack you, it might be the beginning of the quick end. So you should charge at one, attack it and run away before it has the chance to attack you.  &lt;br /&gt;
&lt;br /&gt;
* If the odds are against you, don't hesitate to flee. Remember that you don't need to kill bogeymen to get rid of them - you just have to survive the night or enter a shelter. Thus you should try to run in the direction of the nearest town, fortress, cave or lair. If you have a high enough speed, running away should actually be quite easy, as the bogeymen won't be able to catch up with you despite their constant teleportation. If ever a bogeyman gets too close to you, charge at it to knock it over and slow it down, and then continue running.&lt;br /&gt;
&lt;br /&gt;
*Above all, remember that [[Losing|Losing is fun]]!&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Cassowary&amp;diff=189835</id>
		<title>v0.34:Cassowary</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Cassowary&amp;diff=189835"/>
		<updated>2013-07-11T09:58:15Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: changed &amp;quot;prefer&amp;quot; to &amp;quot;admire&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|02:44, 10 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=yes&lt;br /&gt;
|bone=19&lt;br /&gt;
|meat=14&lt;br /&gt;
|fat=13&lt;br /&gt;
|lung=2&lt;br /&gt;
|heart=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|spleen=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|brain=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Although described as small in Dwarf Fortress, '''cassowaries''' rank among the largest flightless birds on earth, outsized only by [[ostrich]]es and [[emu]]s. Though benign, they can cause lethal damage to the average dwarf with a well-aimed kick. Coming into contact with these creatures in Dwarf Fortress will cause job cancellations. They can be tamed and bred, but there are better options. Some dwarves [[preference|admire]] them for their ''casques'' (helmet-like protrusions).&lt;br /&gt;
&lt;br /&gt;
[[Image:Jurong Southern Cassowary.jpg|thumb|left|400px|[[preference|Admired]] for their ''casques''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=189825</id>
		<title>v0.34:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=189825"/>
		<updated>2013-07-10T21:09:55Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: fixed link to breeding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:00, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-219&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are the [[list of creatures by adult size#end_of_list|largest]] &amp;lt;tt&amp;gt;[NATURAL]&amp;lt;/tt&amp;gt; land animals in the game (only the fanciful [[ogre]]s and [[megabeast]]s/[[semi-megabeast]]s are larger). Elephants were famous in past versions of the game as [[23a:Elephant|cold, emotionless, and highly effective dwarf killing machines]], blood eternally dripping from their ivory tusks, the bane of even the mightiest of [[Main:Boatmurdered|fortresses]], so on and so forth. [[Size]] used to be correlated with combat bonuses, both to damage and damage resistance, making them incredibly dangerous animals; today it just translates into more and thicker tissues. Nonetheless, their sheer size means that they pack a huge blunt force, able to rip apart even the most well-[[armor]]ed of [[goblin]]s with ease.&lt;br /&gt;
&lt;br /&gt;
In the wild, elephants appear in clusters of three to seven individuals, and their size notwithstanding can be caught by the same [[cage trap]]s as any other creature. Additionally, [[elf|elven]] [[caravan]]s may occasionally bring tame elephants with them, if they have settlements in the right locations - the method by which a 1,000 pound [[donkey]] carries a 15,000 pound elephant in a cage, on top of whatever else it's carrying, are a deeply veiled elven secret. [[Animal training|Tamed]] elephants can be trained for both war and hunting roles (no word yet on how elephant sneaking works, exactly), and are easily the most effective war animals that your fortress can train.&lt;br /&gt;
&lt;br /&gt;
Keeping elephants alive, however, is pretty much impossible, because of how [[pasture|grazing]] works. When it comes to grazing, a higher &amp;lt;tt&amp;gt;[GRAZER:#]&amp;lt;/tt&amp;gt; [[creature token|value]] is better, allowing the creature to feed itself with less effort and on a lesser surface area. A grazer value of 20 is the lowest numbered creature that could survive, given a large enough pasture containing perfectly dense grass growth; with a &amp;lt;tt&amp;gt;[GRAZER:12]&amp;lt;/tt&amp;gt; token, tame elephants are literally impossible to feed, and will invariably expire.{{Bug|4113}} Death can be delayed if the elephant is a [[pet]] of an owner that likes feeding it, but seems to be inevitable regardless. This will be fixed in the next version: with the introduction of multi-tiled trees and of tree browsing for nutrition, DF2013 will allow you to maintain live elephants, although you'll almost certainly require an extremely large pasture to do so.&lt;br /&gt;
&lt;br /&gt;
If you plan on [[breeding]] elephants, note that elephant calves take 10 years to mature (though they reach full size in only 5 years). Pregnant elephants will sometimes give birth to triplets, and they have longer lives than most animals (50-70 years) as well. Even in death, elephants are wonderful creatures; once butchered, their products are worth ''five'' times as much as those of more boring animals (like [[cow]]s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
[[File:Elephant_Creature.jpg|thumb|left|400px|[[preference|Admired]] for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=189824</id>
		<title>v0.34:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Elephant&amp;diff=189824"/>
		<updated>2013-07-10T21:06:04Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: fixed link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|06:00, 30 April 2012 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=49-67&lt;br /&gt;
|meat=36-219&lt;br /&gt;
|fat=13-58&lt;br /&gt;
|lung=8-12&lt;br /&gt;
|heart=2-3&lt;br /&gt;
|ivory=3&lt;br /&gt;
|intestine=14-19&lt;br /&gt;
|liver=4-6&lt;br /&gt;
|tripe=4-6&lt;br /&gt;
|sweetbread=2-3&lt;br /&gt;
|spleen=2-3&lt;br /&gt;
|kidney=4-6&lt;br /&gt;
|brain=4-6&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Elephants''' are the [[list of creatures by adult size#end_of_list|largest]] &amp;lt;tt&amp;gt;[NATURAL]&amp;lt;/tt&amp;gt; land animals in the game (only the fanciful [[ogre]]s and [[megabeast]]s/[[semi-megabeast]]s are larger). Elephants were famous in past versions of the game as [[23a:Elephant|cold, emotionless, and highly effective dwarf killing machines]], blood eternally dripping from their ivory tusks, the bane of even the mightiest of [[Main:Boatmurdered|fortresses]], so on and so forth. [[Size]] used to be correlated with combat bonuses, both to damage and damage resistance, making them incredibly dangerous animals; today it just translates into more and thicker tissues. Nonetheless, their sheer size means that they pack a huge blunt force, able to rip apart even the most well-[[armor]]ed of [[goblin]]s with ease.&lt;br /&gt;
&lt;br /&gt;
In the wild, elephants appear in clusters of three to seven individuals, and their size notwithstanding can be caught by the same [[cage trap]]s as any other creature. Additionally, [[elf|elven]] [[caravan]]s may occasionally bring tame elephants with them, if they have settlements in the right locations - the method by which a 1,000 pound [[donkey]] carries a 15,000 pound elephant in a cage, on top of whatever else it's carrying, are a deeply veiled elven secret. [[Animal training|Tamed]] elephants can be trained for both war and hunting roles (no word yet on how elephant sneaking works, exactly), and are easily the most effective war animals that your fortress can train.&lt;br /&gt;
&lt;br /&gt;
Keeping elephants alive, however, is pretty much impossible, because of how [[pasture|grazing]] works. When it comes to grazing, a higher &amp;lt;tt&amp;gt;[GRAZER:#]&amp;lt;/tt&amp;gt; [[creature token|value]] is better, allowing the creature to feed itself with less effort and on a lesser surface area. A grazer value of 20 is the lowest numbered creature that could survive, given a large enough pasture containing perfectly dense grass growth; with a &amp;lt;tt&amp;gt;[GRAZER:12]&amp;lt;/tt&amp;gt; token, tame elephants are literally impossible to feed, and will invariably expire.{{Bug|4113}} Death can be delayed if the elephant is a [[pet]] of an owner that likes feeding it, but seems to be inevitable regardless. This will be fixed in the next version: with the introduction of multi-tiled trees and of tree browsing for nutrition, DF2013 will allow you to maintain live elephants, although you'll almost certainly require an extremely large pasture to do so.&lt;br /&gt;
&lt;br /&gt;
If you plan on [[breed]]ing elephants, note that elephant calves take 10 years to mature (though they reach full size in only 5 years). Pregnant elephants will sometimes give birth to triplets, and they have longer lives than most animals (50-70 years) as well. Even in death, elephants are wonderful creatures; once butchered, their products are worth ''five'' times as much as those of more boring animals (like [[cow]]s), and their great size means that there will be a ''lot'' of products.&lt;br /&gt;
&lt;br /&gt;
[[File:Elephant_Creature.jpg|thumb|left|400px|[[preference|Admired]] for its ''strength''.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Military_quickstart&amp;diff=189823</id>
		<title>v0.34 Talk:Military quickstart</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Military_quickstart&amp;diff=189823"/>
		<updated>2013-07-10T21:02:48Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Page says certain items like an axe, pick, etc... cannot be shared between a civilian profession that uses them and a military profession that uses them.  What exactly does this mean?  Do you need 2 of said item for any dwarf who switches between the two.  Ie, an axedwarf will use one axe for woodchopping, but upon being drafted will *drop* said axe and go get another one to fight with?  Really?  (So much for my informal militia who all carried axes or picks just in case...).  Could someone please say exactly what is meant by the page's statement and clarify the page?  --[[User:Squirrelloid|Squirrelloid]] 17:41, 18 April 2012 (UTC)&lt;br /&gt;
:Yes, that's what it means. --[[User:Greycat|Greycat]] 00:38, 19 April 2012 (UTC)&lt;br /&gt;
&lt;br /&gt;
== SUGGESTION: 'How to attack' section ==&lt;br /&gt;
&lt;br /&gt;
As a total beginner to DF, I've made my way half way through this guide when a goblin thief appeared, and naturally I would like to use my new military to defend against him. Of course, I can just read up on this elsewhere but I think a 'how to attack' section would be a worthy addition to this quickstart guide.&lt;br /&gt;
:Actually this guide is for ''setting up'' your military, not for using it. You are looking for [http://dwarffortresswiki.org/index.php/DF2012:Attack]. Also see [http://dwarffortresswiki.org/index.php/DF2012:Military]--[[User:Pie Maker|Pie Maker]] ([[User talk:Pie Maker|talk]]) 21:02, 10 July 2013 (UTC)&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_desert_tortoise&amp;diff=189779</id>
		<title>v0.34:Giant desert tortoise</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_desert_tortoise&amp;diff=189779"/>
		<updated>2013-07-10T17:21:50Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: replaced &amp;quot;turtle&amp;quot; with &amp;quot;tortoise&amp;quot;-&amp;gt;turtles are water-dwelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 10 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|shell=1&lt;br /&gt;
|bone=19&lt;br /&gt;
|meat=15&lt;br /&gt;
|scale=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestine=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|fat=13&lt;br /&gt;
|contrib=no&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Giant desert tortoises''' are a solitary [[savage]] species of tortoise that appears in desert [[biome]]s. They produce [[shell]]s when [[butcher]]ed, and some dwarves prefer them for their &amp;quot;longevity&amp;quot; or for their &amp;quot;shell&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Giant_black_mamba&amp;diff=189659</id>
		<title>v0.34:Giant black mamba</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Giant_black_mamba&amp;diff=189659"/>
		<updated>2013-07-09T08:14:11Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:24, 9 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|bone=10&lt;br /&gt;
|tooth=2&lt;br /&gt;
|meat=6-8&lt;br /&gt;
|skin=hide&lt;br /&gt;
|fat=3&lt;br /&gt;
|scale=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|brain=1&lt;br /&gt;
|kidney=2&lt;br /&gt;
|spleen=1&lt;br /&gt;
|sweetbread=1&lt;br /&gt;
|tripe=1&lt;br /&gt;
|liver=1&lt;br /&gt;
|intestines=1&lt;br /&gt;
|heart=1&lt;br /&gt;
|lung=2&lt;br /&gt;
|eye=2&lt;br /&gt;
|nose cartilage=1&lt;br /&gt;
&lt;br /&gt;
|wiki=no|contrib=no}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
[[Black mamba]]s are an extremely deadly but small species of venomous snake whose bites to your dwarves cause short term [[syndrome|syndromic]] symptoms including dizziness, drowsiness, strong pain, fever, unconsciousness, complete paralysis, and death by suffocation soon after. '''Giant black mambas''' keep their basal creature's deadliness, but beef up their size to that of a full-grown [[tiger]]. Not only do they have no problem piercing through your dwarves' clothes, they have no problem piercing through most [[armor]] either, and may just as well end a bitten [[goblin|goblin spearman]]'s life by crushing his skull as by stopping his lungs.&lt;br /&gt;
&lt;br /&gt;
In the wild giant black mambas are solitary creatures that normally flee contact, but have a &amp;lt;tt&amp;gt;[PRONE_TO_RAGE:1]&amp;lt;/tt&amp;gt; tag in their [[raw file|creature definitions]], which means that about 1% of the time they will flip out on anyone they see. Unless that dwarf happens to be a [[skill|great]] [[battle axe|axedwarf]] in full [[steel]] [[armor]], they probably won't survive the ensuing encounter. Excellent [[mass pitting|pit]] creatures, if not one of the most durable creatures of their size - better to not [[ambusher|approach]] them in the wild.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba_man&amp;diff=189658</id>
		<title>v0.34:Black mamba man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Black_mamba_man&amp;diff=189658"/>
		<updated>2013-07-09T08:12:29Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: added link to black mamba&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|05:29, 9 July 2013 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Black mamba men''' are the animorph versions of [[black mamba|black mambas]], half-man, half-snake. Unlike their solitary basal creatures, they can appear in packs of up to three. They're slightly larger than a dwarven child, and not nearly so threatening as the [[giant black mamba]]s, but because of their insta-death poison bite, pack mentality, and increased size should not be attacked by non-armored military dwarves.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Silver&amp;diff=189484</id>
		<title>v0.34:Silver</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Silver&amp;diff=189484"/>
		<updated>2013-07-04T18:03:02Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:34, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Silver|color=7:7:1&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* Make [[Billon]] at [[smelter]]&lt;br /&gt;
* Make [[Electrum]] at [[smelter]]&lt;br /&gt;
* [[weapon|Melee Weapons]]&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Native silver]]&lt;br /&gt;
* [[Horn silver]]&lt;br /&gt;
* [[Galena]] (50%)&lt;br /&gt;
* [[Tetrahedrite]] (20%)&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 10&lt;br /&gt;
}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Silver''' is a mid-value [[metal]] which is useful for decorations, [[furniture]] and other objects. Silver can be used to produce [[weapon]]s and [[ammunition]]; its high density enhances the performance of [[Attack types#Blunt weapons|bludgeon]]ing weapons such as [[mace]]s, [[Weapon#Foreign weapons|maul]]s, and [[war hammer]]s. However, a low shear strength means silver-made [[edge]]d weapons such as [[spear]]s or [[sword]]s are quite terrible compared to any other weapons-grade metal.&lt;br /&gt;
&lt;br /&gt;
Silver may be combined with other [[metal|metals]] in a [[magma smelter]] or [[smelter]] to produce the following [[metal|alloys]]:&lt;br /&gt;
&lt;br /&gt;
* [[Billon]] = Silver + [[Copper]]&lt;br /&gt;
* [[Electrum]] = Silver + [[Gold]]&lt;br /&gt;
* [[Black bronze]] = Silver + [[Gold]] + 2x [[Copper]]&lt;br /&gt;
* [[Sterling silver]] = Silver + 3x [[Copper]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Silver.jpg|Silver bars&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=189480</id>
		<title>v0.34:Bogeyman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Bogeyman&amp;diff=189480"/>
		<updated>2013-07-04T12:25:34Z</updated>

		<summary type="html">&lt;p&gt;Pie Maker: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|17:22, 6 January 2011 (UTC)}}{{av}}&lt;br /&gt;
A Bogeyman is a [[night creature]] who attacks unwary adventurers who travel or sleep outside at night alone.  They can be avoided by being accompanied by companions, by sleeping the night away inside of a building, or by traveling in the more desolate biomes, such as mountains or deserts.&lt;br /&gt;
&lt;br /&gt;
When you are ambushed, you will get the message:&lt;br /&gt;
{{gametext|You are surrounded by incessant cackling|5:1}}&lt;br /&gt;
&lt;br /&gt;
And will receive the message:&lt;br /&gt;
{{gametext|You are still surrounded by cackling|5:1}}&lt;br /&gt;
if you try to travel or sleep/rest while you're still being attacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If you've added high agility during character creation, you may be able to run away from them. However, no matter where you run, they may spawn near you endlessly and attack you. The only way to stop their attacks is by going &amp;quot;inside&amp;quot; - entering an intact building or a lair - or waiting until dawn, or killing them all. Bogeymen also seem to not ambush players on beaches; sleeping on the beach is a safe way to avoid them in the night. &lt;br /&gt;
&lt;br /&gt;
After they're gone or all dead, you'll get the message:&lt;br /&gt;
{{gametext|The cackling fades away|5:1}}&lt;br /&gt;
And then you can get back to adventuring.&lt;br /&gt;
&lt;br /&gt;
Bogeymen are created procedurally at the start of world gen, much like Titans and Forgotten Beasts but to a lesser extent. Some Bogeymen have semi-useless abilities like wings and can thus fly, but this doesn't usually affect the adventurer unless they can fly. Others of these bogeymen can be considerably harder to kill because of their horns. It is advised that if you encounter one you engage it more cautiously than other bogeymen. Overall, they are fast and can kill an inexperienced adventurer easily. During an ambush, you will face mixed types of bogeymen. &lt;br /&gt;
&lt;br /&gt;
Bogeymen dissolve into smoke shortly after being killed, but will not light objects on fire. Bogeymen body parts can be picked up but they too vanish shortly. You may be able to keep some, though, if you dispatch them fast enough, pick up, and fast-travel away before they start smoking.&lt;br /&gt;
&lt;br /&gt;
During a bogeyman attack, the &amp;quot;give up&amp;quot; option in the {{k|Esc}} screen will become {{DFtext|Give in to the night.|7:1}} Selecting this will end the game immediately. If you end the game in this way, or are otherwise killed by bogeymen, you will be described in [[Legends|Legends mode]] as having {{DFtext|died in the the dark.|7:0}}&lt;br /&gt;
&lt;br /&gt;
One of the best ways to kill or get away from them is throwing objects if you have high thrower skill. This helps in two ways, lightening your load so you can run away faster if need be, and it has the chance of lopping off a limb and possibly the head. If you do manage to kill them you cannot [[butcher]] them, as it gives a &amp;quot;you are not that hungry&amp;quot; display.&lt;br /&gt;
{{Creatures}}&lt;/div&gt;</summary>
		<author><name>Pie Maker</name></author>
	</entry>
</feed>