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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Pilsu</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-04-04T01:47:24Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_sugar&amp;diff=122233</id>
		<title>v0.31:Dwarven sugar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Dwarven_sugar&amp;diff=122233"/>
		<updated>2010-07-22T16:42:28Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
'''Dwarven Sugar''' is a {{L|cook|cookable}} item made by {{L|milling}} {{L|sweet pod}}s. Milling plants needs one {{L|bag}} for every job, and one plant will be processed to make one bag of sugar. Sugar in bags or {{L|barrel|mill barrels}} do not {{L|wear|wither}} like crops, and possess an indefinite shelf life if kept free of {{L|vermin}}. It is also a very efficient use of space, since a single barrel can store up to ten bags of sugar. However, unless you have a severe shortage of barrels it is better to make {{L|dwarven syrup}} rather than sugar, as the two sweet pod products have the same {{L|value}} of 20☼ and both can be cooked, but syrup has five times the yield.&lt;br /&gt;
&lt;br /&gt;
Sugar will be used in the kitchen when 'prepare meal' tasks are queued if it is enabled in the Kitchen tab in the Status screen. Sugar is more valuable than the raw crop (20☼ per unit), and prepared meals made with sugar have a higher value. Bags and barrels of sugar are often quite valuable and suitable for export or import with caravans; a single barrel of sugar can easily be worth more than 200☼. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for dwarf}}&lt;br /&gt;
Sweet pods are planted in {{L|spring}} and {{L|summer}}, to be {{L|farming|harvested}}, stored, and processed during the {{L|fall}} in preparation for the lean {{L|winter}} months. {{L|cook|+Sugar roast+}} is a traditional dish of {{L|goblin christmas|Goblin Christmas}}, enjoyed by good little dwarves while they wait for {{L|siege|Goblin Claus}} to leave his [[Goblinite|presents]] outside in the perimeter {{L|traps}}.&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121744</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121744"/>
		<updated>2010-07-17T07:35:52Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Forgot my ID&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary. --[[User:Pilsu|Pilsu]] 8:35, 17 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121742</id>
		<title>v0.31 Talk:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Underworld&amp;diff=121742"/>
		<updated>2010-07-17T07:31:58Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==HFS -&amp;gt; Hell==&lt;br /&gt;
&lt;br /&gt;
Just to be clear: HFS ''is'' Hidden Fun Stuff - in the last version HFS was the [[40d:Eerie glowing pit|eerie glowing pits]], but in this version it's Hell, so that's what we're officially referring to it as (though the nickname of HFS will still stand). I imagine Demonic Fortresses will be moved to their own page eventually but for now it'd be too stubby. --[[User:Retro|Retro]] 00:35, 4 April 2010 (UTC)&lt;br /&gt;
:Actually, upon realizing that curious structures are demonic fortresses, I merged their info into the Demonic Fortress page. --[[User:Retro|Retro]] 01:15, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Article Title ==&lt;br /&gt;
&lt;br /&gt;
Should the article be renamed? The game refers to the demons as denizens of the Underworld unless I'm mistaken. Using tangentially related Judeo-Christian terminology for something that already has an official name seems unnecessary.&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pixie&amp;diff=121740</id>
		<title>v0.31:Pixie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pixie&amp;diff=121740"/>
		<updated>2010-07-17T07:07:47Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: There's no point in reiterating the behavior description if the joke is omitted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{VerminInfo|name=Pixie|symbol=·|color=3:0:1|biome=* All|align=Good&lt;br /&gt;
|spring=1|summer=1|autumn=1|winter=1}}&lt;br /&gt;
{{av}}{{Quality|Exceptional|01:44, 10 June 2010 (UTC)}}&lt;br /&gt;
:''A tiny winged humanoid with shifting colors which performs intricate aerial dances in large groups.''&lt;br /&gt;
&lt;br /&gt;
'''Pixies''' are a very common type of {{L|vermin}} that live in {{L|good}} areas. They drift in the air in faintly glowing, colorful groups, dancing intricately. Repetitive music and recreational pixie dust use are likely involved.&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pixie&amp;diff=99272</id>
		<title>v0.31:Pixie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pixie&amp;diff=99272"/>
		<updated>2010-04-25T18:54:18Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{VerminInfo|name=Pixie|symbol=·|color={{COLOR:3:0:1}}|biome=&lt;br /&gt;
* Any Good|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny winged humanoid with shifting colors which performs intricate aerial dances in large groups.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|vermin}} that live in [[good]] areas. They drift in the air in faintly glowing, colorful groups, dancing intricately. Whether repetitive music and recreational drugs are involved remains a mystery.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:PIXIE]&lt;br /&gt;
	[DESCRIPTION:A tiny winged humanoid with shifting colors which performs intricate aerial dances in large groups.]&lt;br /&gt;
	[NAME:pixie:pixies:pixie]&lt;br /&gt;
	[CASTE_NAME:pixie:pixies:pixie]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:3:0:1]&lt;br /&gt;
	[BIOME:ALL_MAIN]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][GOOD]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:shifting colors]&lt;br /&gt;
	[PREFSTRING:intricate aerial dances]&lt;br /&gt;
	*** need lacy wings&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:1]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LIGHT_GEN]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SPEED:700]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
	[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
	[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{vermin}}&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Observer&amp;diff=98511</id>
		<title>v0.31:Observer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Observer&amp;diff=98511"/>
		<updated>2010-04-24T20:13:53Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
The Observer skill determines how good someone is at spotting stealthed units.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Expedition_leader&amp;diff=98506</id>
		<title>40d:Expedition leader</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Expedition_leader&amp;diff=98506"/>
		<updated>2010-04-24T20:06:54Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
Every fortress has one dwarf that is informally known as '''the leader'''. The leader is not chosen by the player (but the player can sometimes influence the selection). As the population of the fortress grows, the title and responsibilities of the leader change, and the dwarf who is leader may change also, but there is always just one, or will be again if the last one dies.&lt;br /&gt;
&lt;br /&gt;
The leader is what is called an &amp;quot;{{L|Noble#Appointments|appointed noble}}&amp;quot; position, meaning they come from the dwarfs within the existing population of your fortress, as opposed to {{L|noble#Immigrant Nobles|immigrant nobles}} like a {{L|philosopher}}, {{L|hammerer}} or {{L|king}} who arrive from off-map.  Your leader will perform any jobs you assign them as well as any other dwarf (unlike immigrant nobles).&lt;br /&gt;
&lt;br /&gt;
At the start of a new game, the duties of {{L|manager|Outpost Manager}}, {{L|Treasurer}}, and {{L|broker|Outpost Broker}} are automatically assigned to the designated Leader.  However, in the {{k|n}}obles screen, any of these can be {{k|r}}eplaced as the player wishes.  With a small fortress, these positions often consume very little time, so it is common to leave some or all to the leader, at least to start, but they are separate and not to be confused with the position and duties of &amp;quot;your leader&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Expedition Leader==&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Expedition Leader&lt;br /&gt;
| arrival=&lt;br /&gt;
* none, designated upon embark&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with liaison&lt;br /&gt;
* Listen to complaints &lt;br /&gt;
}}&lt;br /&gt;
Every fortress starts with an '''Expedition Leader''', a low-grade {{L|noble}} position that is automatically appointed when you start your game.  It is not possible to choose a new expedition leader while the current one remains alive. Your first expedition leader is semi-randomly chosen from the starting dwarves. Giving one dwarf {{L|social skill}}s will greatly increase the chance that this dwarf is chosen as the leader; otherwise it is completely random.  &lt;br /&gt;
&lt;br /&gt;
If your Expedition Leader is slain and you do not choose a new one from the {{k|n}}obles screen, a new dwarf will be automatically, semi-randomly designated for the job after about half a season.&lt;br /&gt;
&lt;br /&gt;
When the population of a fort reaches 50, the expedition leader becomes the '''Mayor'''.&lt;br /&gt;
&lt;br /&gt;
==Duties in common==&lt;br /&gt;
&lt;br /&gt;
Both '''Expedition Leaders''' and '''Mayors''' have only one real duty, and that is meeting with other dwarfs.  The other dwarf will attempt to schedule a meeting with the Leader. An &amp;quot;Attend Meeting&amp;quot; job will be started for the other dwarf, and a &amp;quot;{{L|Meeting|Conduct Meeting}}&amp;quot; job will be started for the Leader, ''if'' they are not doing anything else.  If a dwarf is following your leader around and around, chances are they want to meet with them but the leader is too busy with other jobs to do it.  (The dwarf who wants the meeting will have the &amp;quot;Attend Meeting&amp;quot; job showing, even if the leader has not yet joined in the process.)&lt;br /&gt;
&lt;br /&gt;
:''Note - If the leader is interrupted out of their Conduct Meeting, the &amp;quot;Attend Meeting&amp;quot; dwarf has been known to get stuck. {{k|A}}ssigning that dwarf to the military, and then unassigning them, usually fixes this, if with an unhappy thought if they are not a {{L|soldier}}.''&lt;br /&gt;
&lt;br /&gt;
Dwarfs want to meet for important reasons (to them, at least), and ignoring them is not a good plan.  This can possibly cause the dwarf to become {{L|Insanity|depressed}} or go {{L|berserk}} if they are ignored long enough.  Be warned that if your Expedition Leader is set to perform any other tasks, he may be too busy to conduct a meeting, or not soon enough to suit the other party.   If this is occurring, it is ''strongly recommended'' that all jobs be turned off for the leader until all meetings are over.  In extreme situations, if the leader is asleep, deconstructing the {{L|bed}} will wake them (and give them an unhappy thought). If they are in a {{L|party}}, undefining/deconstructing the furniture that defines the meeting area will break up that party.&lt;br /&gt;
&lt;br /&gt;
The leader meets with other dwarfs for one of two reasons:&lt;br /&gt;
&lt;br /&gt;
=== 1) Meet with Liaison ===&lt;br /&gt;
[[Image:Goblin_Slaying_Mayor.png‎|thumb|left|A dwarven mayor conducting a &amp;quot;meeting&amp;quot; with some goblin &amp;quot;liasons&amp;quot;.]]&lt;br /&gt;
Leaders meet with a {{L|liaison}} to discuss {{L|trade#liaison|trade arrangements}} or other political issues.  (Human liaisons will only meet with the designated {{L|broker}} to discuss trade issues - they have no refined sense of etiquette.)&lt;br /&gt;
&lt;br /&gt;
:In the process, the Leader uses the following skills:&lt;br /&gt;
&lt;br /&gt;
:* {{L|Persuader}}&lt;br /&gt;
:* {{L|Intimidator}}&lt;br /&gt;
:* {{L|Negotiator}}&lt;br /&gt;
:* {{L|Flatterer}}&lt;br /&gt;
:* {{L|Judge of intent}}&lt;br /&gt;
&lt;br /&gt;
Once the fortress has certain {{L|noble#Immigrant Nobles|immigrant nobles}}, liaisons will meet with them instead (see below).&lt;br /&gt;
&lt;br /&gt;
Happy or unhappy thoughts are generated from meeting with liaisons, depending on the setting.&lt;br /&gt;
&lt;br /&gt;
=== 2) Counsellor ===&lt;br /&gt;
Leaders meet with seriously unhappy dwarfs to listen to their complaints, and (hopefully) make them feel better. You can think of a leader as something like your fortress psychiatrist in this manner. &lt;br /&gt;
&lt;br /&gt;
:In doing this duty, the leader uses the skills:&lt;br /&gt;
:* {{L|Consoler}}&lt;br /&gt;
:* {{L|Pacifier}}&lt;br /&gt;
&lt;br /&gt;
:When a dwarf has experienced a personal loss, or is just fed up with the general conditions, a good leader can talk them down from the ledge, and get them back to work.&lt;br /&gt;
&lt;br /&gt;
Complaining will give the complainer a happy thought, while giving the leader an unhappy one (and most probably save much worse in the complainer).&lt;br /&gt;
&lt;br /&gt;
== Mayor ==&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Mayor&lt;br /&gt;
| quarters=Decent Quarters&lt;br /&gt;
| dining=Decent Dining Room&lt;br /&gt;
| office=Decent Office&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=2&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| arrival=&lt;br /&gt;
* 50 population&lt;br /&gt;
* Election&lt;br /&gt;
| function=&lt;br /&gt;
* Meet with {{L|Liaison}}&lt;br /&gt;
* Listen to complaints&lt;br /&gt;
}}&lt;br /&gt;
When the population of a fortress reaches 50, the {{L|Expedition leader}} automatically becomes the '''Mayor''', another, similar {{L|Noble#Appointments|appointed noble}} position.&lt;br /&gt;
&lt;br /&gt;
After a period of time, the fortress's {{L|dwarves}} may elect a new Mayor, who will demand improved {{L|room|accomodations}} accordingly. The former Mayor will revert to the profession they had previously and will no longer require those rooms. Becoming Mayor gives a happy {{L|thought}}. Dwarves currently in the military are not eligible to be elected as mayor.&lt;br /&gt;
&lt;br /&gt;
The amount of {{L|friends}} a {{L|dwarf}} may be the main factor in his election to the office of Mayor. However, there is a random element to it, and so it is quite possible for a dwarf with no {{L|social skill}}s and fewer friends to be elected over a dwarf who has either or both.&lt;br /&gt;
&lt;br /&gt;
A Mayor will sometimes make {{L|mandate}}s, which can include banning {{L|trade|exports}} or producing certain {{L|goods}}.  If a new Mayor is elected when a mandate is in effect, that mandate will end, and no dwarves will be punished for not meeting it.&lt;br /&gt;
&lt;br /&gt;
== Immigrant/Promoted nobles ==&lt;br /&gt;
&lt;br /&gt;
{{L|Count|Countesses and Counts}}, {{L|Duke|Duchesses and Dukes}}, {{L|Baron|Baronesses and Barons}}, and {{L|King|Queens and Kings}} may immigrate to your fortress, or be promoted from lesser titles. The dwarven liason and any diplomats will meet with them rather than your Mayor, but the Mayor will still remain the &amp;quot;leader&amp;quot; of your fortress, and still bear the duties of meeting with unhappy dwarfs.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode - Human mayors ==&lt;br /&gt;
In {{L|Adventure mode}}, {{L|Human}} towns each have their own Mayor, and almost every one of them is a master of a weapon skill. The Mayors give {{L|quest}}s out to {{L|adventurer}}s, and no matter how much you might plead they never join adventurers on their travels.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Nobles}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=98505</id>
		<title>v0.31:Arsenal dwarf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Arsenal_dwarf&amp;diff=98505"/>
		<updated>2010-04-24T20:06:33Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Arsenal Dwarf&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|arrival=&lt;br /&gt;
* 20 Population&lt;br /&gt;
|function=&lt;br /&gt;
* License equipment to the military&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Arsenal Dwarf''' is an administrative {{L|noble}} that manages the {{l|equipment}} changes of your military {{L|squads|squads}}. The position becomes available only after your population hits 20+ dwarves. Until this position becomes available, your dwarves will simply equip whatever you tell them to right away. Once the slot on the {{L|nobles screen}} opens, the {{l|military}} will not carry out equipment changing orders until they have been approved by the Arsenal Dwarf.&lt;br /&gt;
&lt;br /&gt;
They will make no {{L|demand}}s and  {{L|Requirement|require}} only a meager {{L|office}} to work in. &lt;br /&gt;
&lt;br /&gt;
When selecting a dwarf for the position from the noble screen, both the {{L|record keeper}} and {{L|organizer}} {{L|skills}} are highlighted as relevant.&lt;br /&gt;
&lt;br /&gt;
* There have been reports of the Arsenal Dwarf not appearing despite the population criteria being fulfilled; this is probably a bug. Don't worry, the position will randomly appear later.{{version|0.31.02}}&lt;br /&gt;
* If your Expedition Leader/Mayor is killed it can cause all unassigned nobles to vanish from the nobles screen. This could cause your arsenal dwarf position (among others) to be unavailable. This is a bug.{{version|0.31.01}}&lt;br /&gt;
* It may seem like a good idea to have your arsenal dwarf in the military, but they won't be able to hand out equipment while on duty or training, which will fundamentally break your military.&lt;br /&gt;
* Assigning equipment uses the Organizer skill and can take a very long time at low levels of the skill, resulting in dwarves wandering around with the wrong equipment for extended periods. One way to speed this up is to assign the arsenal dwarf and manager duties to the same dwarf, which will consolidate organizer skill growth from both tasks.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:ARSENAL_DWARF]&lt;br /&gt;
	[NAME:arsenal dwarf:arsenal dwarves]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:UPGRADE_SQUAD_EQUIPMENT]&lt;br /&gt;
	[RESPONSIBILITY:EQUIPMENT_MANIFESTS]&lt;br /&gt;
	[RESPONSIBILITY:SORT_AMMUNITION]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[REQUIRES_POPULATION:20]&lt;br /&gt;
	[PRECEDENCE:179]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]&lt;br /&gt;
	[REQUIRED_OFFICE:1]}}&lt;br /&gt;
&lt;br /&gt;
{{nobles}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Broker&amp;diff=98504</id>
		<title>v0.31:Broker</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Broker&amp;diff=98504"/>
		<updated>2010-04-24T20:01:06Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Broker&lt;br /&gt;
| function=&lt;br /&gt;
* {{L|Trade}}&lt;br /&gt;
* Visibility of Item {{L|Value}}s&lt;br /&gt;
* Display of Fortress {{L|Wealth}} on&amp;lt;br&amp;gt; {{k|z}}-{{L|Status}} Screen&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Broker is a useful {{L|noble}} with no {{L|Demand}}s or {{L|Requirements}}. They have several duties in the running of an organised fortress.&lt;br /&gt;
&lt;br /&gt;
If the broker has the {{L|Appraisal}} skill, they will allow you to see the count of your fortresses {{L|Wealth}} in the {{L|Status}} screen ({{k|z}}). The exactness with which this can seen is determined by the duties of the {{L|Bookkeeper}}.&lt;br /&gt;
&lt;br /&gt;
At the {{L|Depot}}, you can specify that only the broker may {{L|Trade}} with visiting {{L|caravan}}s. The advantage of this is that the broker gains skill in appraisal as he trades, which both allows the display of fortress wealth and helps with getting the best deals in your trading efforts.&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[POSITION:BROKER]&lt;br /&gt;
	[NAME:broker:brokers]&lt;br /&gt;
	[SITE]&lt;br /&gt;
	[NUMBER:1]&lt;br /&gt;
	[RESPONSIBILITY:TRADE]&lt;br /&gt;
	[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
	[APPOINTED_BY:MAYOR]&lt;br /&gt;
	[PRECEDENCE:170]&lt;br /&gt;
	[DO_NOT_CULL]&lt;br /&gt;
	[COLOR:5:0:0]&lt;br /&gt;
	[DUTY_BOUND]}}&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sheriff&amp;diff=98501</id>
		<title>v0.31:Sheriff</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sheriff&amp;diff=98501"/>
		<updated>2010-04-24T19:56:42Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Noble&lt;br /&gt;
| noble=Sheriff&lt;br /&gt;
| quarters=Modest {{L|Bedroom|Quarters}}&lt;br /&gt;
| dining=Modest {{L|Dining Room}}&lt;br /&gt;
| office=Modest {{L|Office}}&lt;br /&gt;
| stands=1&lt;br /&gt;
| racks=1&lt;br /&gt;
| chests=1&lt;br /&gt;
| cabinets=1&lt;br /&gt;
| function=&lt;br /&gt;
* Law Enforcement&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''Sheriff''' is the noble responsible for crude law enforcement until your fortress grows large enough to require a {{L|Captain of the Guard}}. The sheriff will subdue and imprison lawbreaking dwarves.  Without a {{L|jail}}, the sheriff will have no choice but to issue summary {{L|justice}} in the form of a beating{{verify}}. The sheriff will still perform justice jobs if {{L|draft}}ed to the military{{verify}}. ''Having a weak sheriff is a good thing. A sheriff with good strength, training or a {{L|weapon}} could heavily injure or kill a criminal''{{verify}}.&lt;br /&gt;
&lt;br /&gt;
When your fortress reaches 50 dwarves, the sheriff will be promoted to {{L|Captain of the Guard}}.&lt;br /&gt;
&lt;br /&gt;
The sheriff can be designated through the {{L|Nobles screen|{{k|n}}obles screen}}.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Militia_captain&amp;diff=98500</id>
		<title>v0.31:Militia captain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Militia_captain&amp;diff=98500"/>
		<updated>2010-04-24T19:50:30Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Noble|noble=Militia Captain&lt;br /&gt;
|function=&lt;br /&gt;
* Leads a squad of {{L|militia}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Militia Captain is a {{L|noble}} in charge of a band of up to ten soldiers of the {{L|militia}}. He is directly subordinate to the {{L|Militia Commander}}.&lt;br /&gt;
&lt;br /&gt;
{{Nobles}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Militia_commander&amp;diff=98499</id>
		<title>v0.31:Militia commander</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Militia_commander&amp;diff=98499"/>
		<updated>2010-04-24T19:49:50Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Noble|noble=Militia Commander&lt;br /&gt;
|function=&lt;br /&gt;
* Leads the local {{L|military}} of your fortress.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Militia Commander is a {{L|noble}} in charge of the {{L|militia}} of your fortress. He leads a squad of up to ten soldiers and also commands the {{L|Militia Captain}}s.&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cave_blob&amp;diff=98495</id>
		<title>v0.31:Cave blob</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cave_blob&amp;diff=98495"/>
		<updated>2010-04-24T19:33:28Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Changed the description a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar|{{gamedata}}{{CreatureInfo v0.31|name=Cave blob|symbol=o|color={{COLOR:6:0:1}}|bones=0|skulls=0&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Cavern}} water&lt;br /&gt;
* {{L|Cavern}} land&lt;br /&gt;
* Underground depth 3&lt;br /&gt;
|wiki=no&lt;br /&gt;
|butcher=no &amp;lt;!-- maybe? --&amp;gt;&lt;br /&gt;
}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''A strange shapeless life form with an orange leathery skin containing a liquid interior. It can secrete its internal fluid.''&lt;br /&gt;
&lt;br /&gt;
A '''Cave blob''' is a single body/cell organism. They are seemingly incapable of attacking anything and pose little threat if left alone. Being exotic, it takes the aid of the dungeon master to tame these &amp;lt;s&amp;gt;beautiful&amp;lt;/s&amp;gt; unique creatures.&lt;br /&gt;
&lt;br /&gt;
Harmless as they may be, it is still ill-advised to disturb them. Exposure to their secretions or contents is capable of causing mild, short-term {{l|Syndrome|harm}} in the form of painful blisters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=98462</id>
		<title>v0.31:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=98462"/>
		<updated>2010-04-24T16:57:22Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Fiddled with the grammar and wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar|{{gamedata}}{{CreatureInfo v0.31|name=Giant cave spider|symbol=S|color={{COLOR:7:0:0}}|skin=Yes|biome= * Subterranean {{l|caverns}}|wiki=no}}}}&lt;br /&gt;
{{av}}{{elven}}&lt;br /&gt;
&lt;br /&gt;
:''A large underground monster with eight legs and sharp, venomous teeth.''&lt;br /&gt;
&lt;br /&gt;
'''Giant cave spiders''' are far different from your regular cave spider; those are just treats for your cat. Giant cave spiders are as big as a horse and will make treats ''of'' cats, dwarves and the occasional careless adventurer.  You can find Giant cave spiders in, obviously, caves, caverns and most underground areas.  They are extremely dangerous as they feel no pain and thus cannot be stunned, can poison creatures and have the ability to shoot webbing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are fortunately (depending on your point of view) not a rarity anymore and there are dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill, so watch out.&lt;br /&gt;
&lt;br /&gt;
They are both a boon and a bane, the boon being their webs (whenever they aren't a part of the bane.) Giant cave spider silk is worth much more than ordinary cloth and given the proper setup and victims, they can produce endless amounts of it.&lt;br /&gt;
&lt;br /&gt;
If you see one in adventure mode, an announcement, &amp;quot;You've spotted a Giant Cave Spider!&amp;quot; will appear.&lt;br /&gt;
&lt;br /&gt;
Giant cave spider venom appears to be a neurotoxin which causes progressive paralysis and is ultimately fatal due to suffocation as the victim's diaphragm succumbs and ceases to function. The poison's effects set in relatively quickly with complete paralysis at phase 5(360 seconds) and death usually occurs at around 1300 seconds.  &lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=98451</id>
		<title>v0.31:Health care</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Health_care&amp;diff=98451"/>
		<updated>2010-04-24T15:49:05Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''Hospitals''' are a zone designated via the zone menu. Hospitals use any beds, tables, traction benches, and boxes/bags that are within these zones. You may also alter how much {{l|thread}}, {{l|cloth}}, {{l|splint}}s, {{l|crutch}}es, {{l|plaster powder}} for casts, {{l|bucket}}s, and {{l|soap}} hospitals use.&lt;br /&gt;
&lt;br /&gt;
'''Doctors''' are dwarves assigned to any of the five medical labors; dressing wounds, diagnosis, surgery, setting bones, and suturing. All doctors in the fortress operate under the instruction of the Chief Medical Dwarf, one of the new appointed {{l|noble}}s, and presumably only perform medicine on a dwarf after treatment has been prescribed by a diagnostician. &lt;br /&gt;
&lt;br /&gt;
All beds within a hospital zone are automatically Hospital beds, where injured dwarves will go to recuperate. Tired healthy dwarves will occasionally camp there too if the hospital is close, even if they have their own bed. &lt;br /&gt;
&lt;br /&gt;
==Medical Skills==&lt;br /&gt;
There are five doctor skills - how critical they are is unclear at the moment, but from [[Toady]]'s pre-release comments we can assume they are moderately important to the healing process. &lt;br /&gt;
:''(And if you choose &amp;quot;{{L|Starting build|Play Now!}}&amp;quot;, one of the 7 dwarves has Adequate (+2) {{L|experience}} in all 5 of these skills - which says something. &amp;quot;What?&amp;quot; is not perfectly clear either, but something.)''&lt;br /&gt;
&lt;br /&gt;
Skill (&amp;amp; Profession)&lt;br /&gt;
&lt;br /&gt;
:* {{l|Diagnosis}} (Diagnostician) This skill is used at the start of the treatment of every wounded; used a lot and also needed by your chief medical&lt;br /&gt;
&lt;br /&gt;
:* {{l|Wound Dressing}} (Wound Dresser) This is also used pretty often; any wound seems to need it&lt;br /&gt;
&lt;br /&gt;
:* {{l|Suturing}} (Suturer) Fairly common; most open wounds (from cutting) seem to need it?&lt;br /&gt;
:* {{l|Surgery}} (Surgeon) Somewhat less common; amongst others, wounds to organs seem to require it&lt;br /&gt;
:* {{l|Setting Bones}} (Bone Doctor) This is obviously needed for broken bones, but perhaps not for all?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Non-doctor labors===&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Non&amp;quot;-doctors have 2 {{L|labor}}s that contribute to healthcare:&lt;br /&gt;
&lt;br /&gt;
:* Feed Patients/Prisoners&lt;br /&gt;
:* Recover Wounded&lt;br /&gt;
&lt;br /&gt;
Note that these are not {{L|skill}}s - they do not cause experience gain, but merely are activities that can be turned on/off for each dwarf. By default, all dwarfs start with these labors designated.&lt;br /&gt;
&lt;br /&gt;
==Setting up a Hospital==&lt;br /&gt;
First, hit the 'i' key, and set up a hospital [[zone]] for the area you plan on having your hospital in. Next place enough beds in that zone to ensure you can keep all wounded dwarves in the hospital plus a few spare that will be occupied by lazy couchsurfers. After this is done, build containers ({{k|b}}-{{k|h}}); bags and/or chests. These are essential since it is where hospital supplies are stashed. You will need several containers (3+) to store all items listed on the {{k|i}}-{{k|H}} menu like thread, cloth and buckets. Note that it's fine to store, say, a wooden crutch in a silk bag. From that menu you are also able to change the maximum amount of supplies in your hospital as well as seeing how many are currently stored in the hospital's chests. This may be a bit buggy as more cloth and thread are often stored than you order. You may want to build tables and a Traction Bench(see below), as both are listed on the {{k|i}}-{{k|H}}ospital screen if present, presumably intended to be used for surgeries and bone setting{{verify}}. Turn on the various healthcare labors on some doctor dwarves, and you should be pretty much set.&lt;br /&gt;
&lt;br /&gt;
Healthcare will also require a source of water to clean wounds.  While they are capable of taking a bucket and gathering it from the nearest source, note that swamp water from a murky pool will vastly increase your chance of infection (though {{l|soap}} can offset this to a degree.)  It is unknown at the moment whether dwarves will intelligently choose a clean water source when both clean and dirty water are available.&lt;br /&gt;
&lt;br /&gt;
Dwaves will also use soap to clean wounds. In all 0.31 versions so far{{version|0.31.03}}, soap production is only possible by going through the manager screen.&lt;br /&gt;
&lt;br /&gt;
Dwarves will prefer to store and use the most expensive thread and cloth. Yes, that includes '''adamantine strands'''.&lt;br /&gt;
&lt;br /&gt;
==Broken bones==&lt;br /&gt;
&lt;br /&gt;
'''Casts''': ''Not to be confused with [[caste|castes]]''&lt;br /&gt;
&lt;br /&gt;
A '''traction bench''' is used by a {{l|doctor}} in a {{l|Hospital|hospital zone}} to immobilize a dwarf that has sustained complex or overlapping fractures.&lt;br /&gt;
&lt;br /&gt;
It is constructed in the {{l|Mechanic's workshop}}, and requires a {{l|table}}, a {{l|mechanism}}, and a {{l|rope}} to construct.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|Crutches are represented with the symbol&lt;br /&gt;
|{{RT0|┬|#770}}&lt;br /&gt;
|.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A dwarf that needs to use a crutch/crutches will gain experience in the '''Crutch Walking''' skill, which Toady has stated will reduce the speed penalty for having to use crutches. Presumably, at legendary, they will move just as fast as without crutches. Testing remains to be seen whether using crutches causes any other penalties that this skill might reduce.&lt;br /&gt;
&lt;br /&gt;
Plaster powder is produced at a {{L|kiln}} or {{L|magma kiln}} from {{L|gypsum}}, {{L|alabaster}}, {{L|selenite}}, or {{L|satinspar}} and an empty {{L|bag}} by a dwarf with the furnace operator skill enabled.  They can also be bought at embark for 3P per unit - each unit comes with a free {{L|bag}}.&lt;br /&gt;
&lt;br /&gt;
'''See Also:''' &lt;br /&gt;
*{{l|plaster powder}}&lt;br /&gt;
*{{l|Health screen|z-health screen}}&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
{{version|0.31.03}}&lt;br /&gt;
&lt;br /&gt;
* When a patient is diagnosed and treated, some wounds may heal before treatment occurs. If this happens, the surgery/suturing/etc jobs will never complete, and the patient will never be deemed healed. You now have a permanent invalid.&lt;br /&gt;
** Unless of course you {{l|Cave-in|somehow}} {{l|Lever|re-injure}}/{{l|Trap_component|poke}} the dwarf. This will cause a new diagnosis to be made and may free the invalid.&lt;br /&gt;
** If you remove the bed the dwarf is resting in, he will notice that he is ok and leave the hospital. &lt;br /&gt;
* Surgery is broken. It won't work, and {{l|Trap_component|pok}}ing the dwarf won't help either.&lt;br /&gt;
* Traction bench is broken.&lt;br /&gt;
* Bone setting is broken.&lt;br /&gt;
* Gypsum powder is not stored at the hospital.&lt;br /&gt;
* Dwarves with healthcare jobs will take supplies from normal stockpiles instead of the hospital to do their work.&lt;br /&gt;
* The hospital often stores more materials than are assigned.&lt;br /&gt;
* The quality and value of a finished traction bench doesn't account for all of the inputs used to make it.&lt;br /&gt;
* Dwarves without a depot will steal hospital items and store them once a trade caravan arrives.&lt;br /&gt;
&lt;br /&gt;
[[Category:Current]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pixie&amp;diff=96826</id>
		<title>v0.31:Pixie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pixie&amp;diff=96826"/>
		<updated>2010-04-21T12:46:23Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Created the page for pixies and added relevant data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{VerminInfo|name=Pixie|symbol=·|color={{COLOR:3:0:1}}|biome=&lt;br /&gt;
* Any Good|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny winged humanoid with shifting colors which performs intricate aerial dances in large groups.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|vermin}} that live in [[good]] areas. They drift in the air in faintly glowing, colorful groups, dancing intricately. Whether repetitive music and ecstasy are involved remains a mystery.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:PIXIE]&lt;br /&gt;
	[DESCRIPTION:A tiny winged humanoid with shifting colors which performs intricate aerial dances in large groups.]&lt;br /&gt;
	[NAME:pixie:pixies:pixie]&lt;br /&gt;
	[CASTE_NAME:pixie:pixies:pixie]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:3:0:1]&lt;br /&gt;
	[BIOME:ALL_MAIN]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][GOOD]&lt;br /&gt;
	[VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:shifting colors]&lt;br /&gt;
	[PREFSTRING:intricate aerial dances]&lt;br /&gt;
	*** need lacy wings&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:1]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LIGHT_GEN]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SPEED:700]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
	[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
	[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Phantom_spider&amp;diff=96822</id>
		<title>v0.31:Phantom spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Phantom_spider&amp;diff=96822"/>
		<updated>2010-04-21T12:12:26Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Added sidebar data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{VerminInfo|name=Phantom spider|symbol=·|color={{COLOR:7:0:1}}|biome=&lt;br /&gt;
* Evil temperate forest&lt;br /&gt;
* Evil tropical forest&lt;br /&gt;
|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Phantom spiders''' are {{L|vermin}} that occur in {{L|Region#surroundings|evil}} forest {{L|biome}}s. They are closely related to {{L|cave spider}}s; they produce webs that can be collected and woven into {{L|thread}} at a {{L|loom}}, and bite {{L|creature}}s to inject a venom. Note that stripping an area of available {{L|tree}}s reduces the amount of webbing present due to dwarves trampling it. Oddly, their venom does not appear to have any effect - this may be a bug.&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:SPIDER_PHANTOM]&lt;br /&gt;
	[DESCRIPTION:A tiny translucent creature, found in evil forests.]&lt;br /&gt;
	[NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[CASTE_NAME:phantom spider:phantom spiders:phantom spider]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[CARNIVORE]&lt;br /&gt;
	[PET_EXOTIC][EVIL]&lt;br /&gt;
	[PARALYZEIMMUNE]&lt;br /&gt;
	[WEBIMMUNE]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[VERMIN_GROUNDER]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:translucence]&lt;br /&gt;
	[PREFSTRING:creepiness]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOFEAR]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen phantom spider venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:phantom spider venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling phantom spider venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling phantom spider venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
	[EXTRACT:LOCAL_CREATURE_MAT:VENOM]&lt;br /&gt;
	[VERMIN_BITE:10:bitten:LOCAL_CREATURE_MAT:VENOM]&lt;br /&gt;
	[WEBBER:LOCAL_CREATURE_MAT:SILK]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:500]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:exterior:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;br /&gt;
{{Category|Venom}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fairy&amp;diff=96820</id>
		<title>v0.31:Fairy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fairy&amp;diff=96820"/>
		<updated>2010-04-21T11:55:07Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Added game object data, sidebar data and a description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{VerminInfo|name=Fairy|symbol=·|color={{COLOR:6:0:1}}|biome=&lt;br /&gt;
* Any Good|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A tiny, giggling humanoid with lacy wings.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|vermin}} that live in [[good]] areas. They glow in the dark and constantly pester your dwarves with their insufferable giggling, fluttering just out of reach.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They do not have lacy wings. IT'S ALL A LIE.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FAIRY]&lt;br /&gt;
	[DESCRIPTION:A tiny, giggling humanoid with lacy wings.]&lt;br /&gt;
	[NAME:fairy:fairies:fairy]&lt;br /&gt;
	[CASTE_NAME:fairy:fairies:fairy]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:6:0:1]&lt;br /&gt;
	[BIOME:ALL_MAIN]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[PETVALUE:10]&lt;br /&gt;
	[INTELLIGENT]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[BENIGN]&lt;br /&gt;
	[FLIER][VERMIN_NOTRAP][GOOD]&lt;br /&gt;
	[VERMIN_GROUNDER][FREQUENCY:100]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[PREFSTRING:babylike giggles]&lt;br /&gt;
	[PREFSTRING:lacy wings]&lt;br /&gt;
	*** need lacy wings&lt;br /&gt;
	[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:5]&lt;br /&gt;
	[BODY_SIZE:1:168:50]&lt;br /&gt;
	[BODY_SIZE:12:0:100]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]&lt;br /&gt;
		[APP_MOD_IMPORTANCE:500]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EYE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:LIP]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:lips:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NOSE]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:nose bridge:SINGULAR]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:EAR]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
			[APP_MOD_NOUN:ears:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]&lt;br /&gt;
			[APP_MOD_NOUN:teeth:PLURAL]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:SKULL]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:NECK]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]&lt;br /&gt;
	[SET_BP_GROUP:BY_CATEGORY:HEAD]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
		[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
			[APP_MOD_IMPORTANCE:700]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[BABY:1]&lt;br /&gt;
	[CHILD:12]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[LIGHT_GEN]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SPEED:700]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
		[MULTIPLE_LITTER_RARE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
		[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
	[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyebrows:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]&lt;br /&gt;
				[APP_MOD_NOUN:eyelashes:PLURAL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]&lt;br /&gt;
		 [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]&lt;br /&gt;
			[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]&lt;br /&gt;
				[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]&lt;br /&gt;
				[APP_MOD_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
	[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=96811</id>
		<title>v0.31:Acorn fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=96811"/>
		<updated>2010-04-21T10:33:54Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{VerminInfo|name=Acorn fly|symbol=·|color={{COLOR:6:0:0}}|biome=&lt;br /&gt;
* Any pool|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''An insect many times the size of its peers.  It is known for its deafening buzz.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|vermin}} which spawns around the [[DF2010:Murky_pool|murky pools]] in {{L|savage}} areas. &lt;br /&gt;
&lt;br /&gt;
It is 20 times the size of a normal {{L|fly}}. However. being vermin it is not butcherable and never gets into fights so it doesn't really make any difference.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY_ACORN]&lt;br /&gt;
	[DESCRIPTION:An insect many times the size of its peers.  It is known for its deafening buzz.]&lt;br /&gt;
	[NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CASTE_NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:6:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[VERMIN_ROTTER][VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[VERMIN_NOTRAP]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:deafening buzz]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cougar&amp;diff=96807</id>
		<title>v0.31:Cougar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cougar&amp;diff=96807"/>
		<updated>2010-04-21T10:25:03Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
{{CreatureInfo v0.31|name=Cougar|symbol=C|color={{COLOR:6:0:1}}&lt;br /&gt;
|biome=&lt;br /&gt;
* {{L|Temperate}} {{L|Forest}}&lt;br /&gt;
* {{L|Tropical}} Forest&lt;br /&gt;
* Temperate {{L|Shrubland}}&lt;br /&gt;
* Tropical Shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
:''A large solitary feline.  It is found in mountains and woodland, ambushing its prey.''&lt;br /&gt;
&lt;br /&gt;
{{gamedata|[CREATURE:COUGAR]&lt;br /&gt;
	[DESCRIPTION:A large solitary feline.  It is found in mountains and woodland, ambushing its prey.]&lt;br /&gt;
	[NAME:cougar:cougars:cougar]&lt;br /&gt;
	[CASTE_NAME:cougar:cougars:cougar]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:cougar cub:cougar cubs]&lt;br /&gt;
	[CREATURE_TILE:'C'][COLOR:6:0:1]&lt;br /&gt;
	[BIOME:ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:2:3]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[PETVALUE:100]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:cunning]&lt;br /&gt;
	[BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ:4TOES_RQ:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:6000]&lt;br /&gt;
	[BODY_SIZE:1:0:30000]&lt;br /&gt;
	[BODY_SIZE:2:0:60000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[MUNDANE]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:TAN:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:2]}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:DF2010:Animals]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=96800</id>
		<title>v0.31:Acorn fly</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Acorn_fly&amp;diff=96800"/>
		<updated>2010-04-21T10:06:05Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Fixed a link and upgraded the article categorization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
{{VerminInfo|name=Acorn fly|symbol=·|color={{COLOR:6:0:0}}|biome=&lt;br /&gt;
* Any pool|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''An insect many times the size of its peers.  It is known for its deafening buzz.''&lt;br /&gt;
&lt;br /&gt;
A type of {{L|vermin}} which spawns around the [[DF2010:Murky_pool|murky pools]] in {{L|savage}} areas. &lt;br /&gt;
&lt;br /&gt;
It is 20 times the size of a normal {{L|fly}}. However. being vermin it is not butcherable and never gets into fights so it doesn't really make any difference.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FLY_ACORN]&lt;br /&gt;
	[DESCRIPTION:An insect many times the size of its peers.  It is known for its deafening buzz.]&lt;br /&gt;
	[NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CASTE_NAME:acorn fly:acorn flies:acorn fly]&lt;br /&gt;
	[CREATURE_TILE:250][COLOR:6:0:0]&lt;br /&gt;
	[NATURAL]&lt;br /&gt;
	[BIOME:ANY_POOL]&lt;br /&gt;
	[VERMIN_ROTTER][VERMIN_GROUNDER][VERMIN_MICRO][FREQUENCY:100]&lt;br /&gt;
	[VERMIN_NOTRAP]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[POPULATION_NUMBER:2500:5000]&lt;br /&gt;
	[CLUSTER_NUMBER:100:200]&lt;br /&gt;
	[SMALL_REMAINS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[PREFSTRING:deafening buzz]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[HOMEOTHERM:10071]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:INSECT:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:20]&lt;br /&gt;
	[MAXAGE:1:1]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ballista&amp;diff=95643</id>
		<title>Ballista</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ballista&amp;diff=95643"/>
		<updated>2010-04-19T13:08:05Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Redirected page to DF2010:Ballista&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Ballista]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ballista&amp;diff=95641</id>
		<title>v0.31:Ballista</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ballista&amp;diff=95641"/>
		<updated>2010-04-19T12:58:23Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Redirected page to DF2010:Siege engine&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Siege engine]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=95640</id>
		<title>v0.31:Tigerman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tigerman&amp;diff=95640"/>
		<updated>2010-04-19T12:46:38Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Added game object data.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game Data|[CREATURE:TIGERMAN]&lt;br /&gt;
	[DESCRIPTION:An orange striped man with the head of a tiger.]&lt;br /&gt;
	[NAME:tigerman:tigermen:tigerman]&lt;br /&gt;
	[CASTE_NAME:tigerman:tigermen:tigerman]&lt;br /&gt;
	[CHILD:3][GENERAL_CHILD_NAME:tigerman cub:tigerman cubs]&lt;br /&gt;
	[CREATURE_TILE:'T'][COLOR:6:0:1]&lt;br /&gt;
	[PETVALUE:200]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK][LIKES_FIGHTING]&lt;br /&gt;
	[BIOME:ANY_TROPICAL_FOREST]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:SWAMP_TROPICAL_SALTWATER]&lt;br /&gt;
	[BIOME:SWAMP_MANGROVE]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:5]&lt;br /&gt;
	[POPULATION_NUMBER:5:10]&lt;br /&gt;
	[CLUSTER_NUMBER:1:4]&lt;br /&gt;
	[CARNIVORE][NATURAL][PET]&lt;br /&gt;
	[LARGE_PREDATOR][MEANDERER]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[PREFSTRING:stripes, of course]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:GENERIC_TEETH_WITH_LARGE_EYE_TEETH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:12000]&lt;br /&gt;
	[BODY_SIZE:1:0:60000]&lt;br /&gt;
	[BODY_SIZE:2:0:120000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[MAXAGE:20:30]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]&lt;br /&gt;
			[TL_COLOR_MODIFIER:STRIPES_ORANGE_BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:hair:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
	[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:IRIS_EYE_YELLOW:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94626</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94626"/>
		<updated>2010-04-17T21:22:57Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment{{verify}}.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94623</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=94623"/>
		<updated>2010-04-17T21:21:03Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Verified some parts of the section detailing free equipment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = #080&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap); a crossbow (made of copper, bronze, bismuth bronze, iron, or steel); and a quiver with 30-40 steel bolts.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Underworld&amp;diff=94550</id>
		<title>v0.31:Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Underworld&amp;diff=94550"/>
		<updated>2010-04-17T19:10:38Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Reaching Hell==&lt;br /&gt;
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock, which can not be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. There will then be one of two ways through the impassible layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' {{L|raw adamantine|Adamantine}} veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow centre of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow centre is located a different height - the risk is all part of the [[fun]].&lt;br /&gt;
Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
'''Entering a {{l|demonic fortress}}:''' These fortresses are found once per map tile, as frequent as the old [[40d:Eerie glowing pit|eerie glowing pits]]. They also go right through to Hell, however they are defended by undead creatures and demons on the lower levels. {{L|Demonic_Fortress|See the full page for more details}}.&lt;br /&gt;
&lt;br /&gt;
==Hell itself==&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png]]&lt;br /&gt;
&lt;br /&gt;
You will receive the above announcement upon piercing Hell . One frame later, you will get a second announcement (&amp;quot;Horrifying screams come from the darkness below&amp;quot;) and a massive amount of {{l|demon}}s will be spawned - the amount is variable but can fill many pages on the unit screen, so you'd do well to prepare for the worst. It is yet unclear whether the amount of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered,&amp;quot; a descriptor usually reserved for ants, worms, and other omnipresent vermin.&lt;br /&gt;
&lt;br /&gt;
Hell takes the shape of a large open cavern, seemingly infinitely wide and generally varying between 1 and 4z high, made of {{l|slade}}. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. Far below that are glowing cracks that shine purple light up into the main cavern of Hell.&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=94549</id>
		<title>v0.31:Forgotten beast</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Forgotten_beast&amp;diff=94549"/>
		<updated>2010-04-17T19:02:58Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
'''Forgotten Beasts''' are subterranean [[Titans]]; Forgotten Beasts are, essentially, randomised creatures(or procedural for you fancy big-city developer types) composed from a variety of material types, creature bodies / limbs and other additions. These other additions include everything from venomous stings to flame breath.&lt;br /&gt;
&lt;br /&gt;
The venom of a forgotten beast is randomly generated also, along with the symptoms, along with its breath attack if it has one.&lt;br /&gt;
&lt;br /&gt;
The number of forgotten beasts is a World-Gen Parameter; you can have any number you want.  They dwell most often in caverns. Some of them are building destroyers. As always this includes doors. Currently they appear to be immune to cage traps and stonefall traps.&lt;br /&gt;
&lt;br /&gt;
If you need to kill a Forgotten Beast, order your military to move to the location of the beast. Ordering your troops to attack a forgotten beast currently does not work.&lt;br /&gt;
&lt;br /&gt;
Forgotten Beasts can be butchered. Some are quite massive and may leave you with hundreds of meat units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When a forgotten beast appears, the game pauses and you will get a message.&lt;br /&gt;
[[Image:DF2010ForgottenBeast1.png]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Gnomeblight&amp;diff=93790</id>
		<title>v0.31:Gnomeblight</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Gnomeblight&amp;diff=93790"/>
		<updated>2010-04-16T15:45:51Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Gnomeblight is an extract made from [[Kobold bulb]]s. Previously, gnomeblight did nothing, but now, it causes moderate necrosis to both [[mountain gnome]]s and [[dark gnome]]s. It is extracted into a flask and is worth 100☼.&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Waterskin&amp;diff=93745</id>
		<title>v0.31:Waterskin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Waterskin&amp;diff=93745"/>
		<updated>2010-04-16T12:34:25Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Waterskins are not vials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Plant_processing&amp;diff=92427</id>
		<title>v0.31:Plant processing</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Plant_processing&amp;diff=92427"/>
		<updated>2010-04-13T21:04:01Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
Plant processing (also known as threshing) is a skill used in the Farmer's Workshop to process plants into a more useful form. The process produces seeds if the plant has any.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Kobold bulbs and valley herbs are processed into gnomeblight and golden salve, respectively. The process uses a vial, the contents of which are then poured into suitable barrels in a stockpile accepting said extracts.&lt;br /&gt;
&lt;br /&gt;
Sweet pods are processed into barrels and result in dwarven syrup, a valuable foodstuff. It cannot be consumed raw.&lt;br /&gt;
&lt;br /&gt;
Quarry bushes are processed into bags, yielding quarry bush leaves, a valuable foodstuff. They cannot be consumed without cooking.&lt;br /&gt;
&lt;br /&gt;
Rope reeds and pig tails are processed into thread. Thread is used for making cloth or suturing wounds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
None of the produced goods have quality values and thus the only benefit of high skill level is faster processing speed.&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Harpy&amp;diff=26435</id>
		<title>40d:Harpy</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Harpy&amp;diff=26435"/>
		<updated>2009-03-15T19:58:42Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Harpy|symbol=h|color={{COLOR:6:0:0}}|butcher=no|bones=6|fat=1|skin=no|skulls=1|chunks=6|meat=6|biome= * [[Temperate]] grassland , shrubland and savanna&lt;br /&gt;
* [[Tropical]] grassland, shrubland and savanna&lt;br /&gt;
* Temperate salt/fresswater [[marsh]]&lt;br /&gt;
* Tropical salt/fresswater marsh}}&lt;br /&gt;
&lt;br /&gt;
This evil predatory flying monster will pursue any [[dwarf]] it targets indefinitely.  While they are not extremely dangerous individually, they often fly in packs, and a group of two or more harpies can tear an unarmed [[dwarf]] apart quickly.  They also don't seem to fly as variably as a [[Giant eagle]] between z planes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:HARPY]&lt;br /&gt;
	[NAME:harpy:harpies:harpy]&lt;br /&gt;
	[TILE:'h'][COLOR:6:0:0]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:2:3]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[PREFSTRING:feathery wings]&lt;br /&gt;
	[PREFSTRING:fearsome talons]&lt;br /&gt;
	[BODY:BASIC_1PARTBODY:BASIC_HEAD:BASIC_3PARTLEGS:2WINGS:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]&lt;br /&gt;
	[BODYGLOSS:TALON_FOOT]&lt;br /&gt;
	[SIZE:6]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:STANCE:claw:claws:1:4:GORE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SAVANNA_TEMPERATE]&lt;br /&gt;
	[BIOME:GRASSLAND_TEMPERATE]&lt;br /&gt;
	[BIOME:SHRUBLAND_TROPICAL]&lt;br /&gt;
	[BIOME:SAVANNA_TROPICAL]&lt;br /&gt;
	[BIOME:GRASSLAND_TROPICAL]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TEMPERATE_SALTWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_FRESHWATER]&lt;br /&gt;
	[BIOME:MARSH_TROPICAL_SALTWATER]&lt;br /&gt;
	[FEMALE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:50]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Spirit_of_fire&amp;diff=34848</id>
		<title>40d:Spirit of fire</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Spirit_of_fire&amp;diff=34848"/>
		<updated>2009-03-15T18:57:56Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
'''Spirits of Fire''' are one of the possible [[creatures]] that will attack your [[Dwarf|dwarves]] if you discover [[Glowing_pits|glowing pits]] in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
These creatures are the greatest of the three lesser [[Demon|demons]]. They will burn or boil everything that they come in contact with except [[adamantine]], and throw giant fireballs at dwarves. Spirits of fire cannot feel pain or bleed to death, and like all demons they are immune to [[trap]]s. Their one weakness is that their limbs sever instead of breaking. Spirits of Fire are immune to fire, so [[magma]] traps won't save your Fortress. Drowning chambers are completely ineffective due to the spirits' innate heat boiling water away from several tiles away. [[Moat|Moats]] remain effective despite the spirits' ability to fly due to pathfinding quirks. When they die, they leave a pile of [[ash]] behind, that can be used to make [[lye]].&lt;br /&gt;
&lt;br /&gt;
{{CreatureInfo|name=Spirit of Fire|biome=*  [[Glowing pits]]|symbol=&amp;amp;|color={{COLOR:6:0:1}}|bones=N/A|chunks=0|meat=0|fat=N/A|skulls=0|skin=N/A|butcher=no}}&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIRIT_OF_FIRE]&lt;br /&gt;
     [NAME:spirit of fire:spirits of fire:spirit of fire]&lt;br /&gt;
     [TILE:'&amp;amp;'][COLOR:6:0:1]&lt;br /&gt;
     [FLIER]&lt;br /&gt;
     [MODVALUE:20]&lt;br /&gt;
     [FANCIFUL][DEFENDER]&lt;br /&gt;
     [TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
     [FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
     [GENPOWER:5]&lt;br /&gt;
     [BLOODTYPE:0]&lt;br /&gt;
     [CANOPENDOORS]&lt;br /&gt;
     [NOT_BUTCHERABLE][EVIL]&lt;br /&gt;
     [NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
          [NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
     [BUILDINGDESTROYER:2]&lt;br /&gt;
     [NOFEAR][NOEXERT]&lt;br /&gt;
     [PREFSTRING:firey glow]&lt;br /&gt;
     [ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
     [NOSMELLYROT]&lt;br /&gt;
     [BODY:HUMANOID_SIMPLE]&lt;br /&gt;
     [SIZE:11]&lt;br /&gt;
     [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
     [NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
     [ALL_ACTIVE]&lt;br /&gt;
     [NO_GENDER]&lt;br /&gt;
     [FIXED_TEMP:25000]&lt;br /&gt;
     [PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
     [PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
     [PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
     [PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
     [PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
     [PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
     [PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
     [SPHERE:FIRE]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=25000</id>
		<title>40d:Ice</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Ice&amp;diff=25000"/>
		<updated>2009-01-05T18:56:31Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Ice''' is [[water]] that has been frozen by cold seasons. Any water that is [[above ground]] will freeze during the cold time, but it will stay wet if it is on [[subterranean]] tiles.&lt;br /&gt;
&lt;br /&gt;
A water tile with 1 depth will freeze to create ice floor. A tile of water deeper than 1 will freeze into an '''ice wall''', creating an '''ice floor''' one [[Z-Axis]] above it. The ice wall will be the same no matter how deep the water is. As there is no thin ice, the floor can be walked on freely. Ice walls can be [[mine]]d like any other natural wall. The ice wall will melt into water of depth 7 [http://www.dwarffortresswiki.net/index.php/Talk:Water] when warmer temperatures arrive, which can keep ponds full if rain only fills them up to 2/7. An ice floor will also melt, leaving 1 water if it was smoothed or engraved.&lt;br /&gt;
&lt;br /&gt;
Ice can be mined out, creating [[Ice#Ice as a stone|stones]] of ice that melt into thin air come spring. This makes winter an ideal time to get rid of any [[lake]]s that are in the way.&lt;br /&gt;
&lt;br /&gt;
Entire water supplies can become completely frozen upon winter in colder areas. This can depopulate an entire fortress with rapidity in the first winter if they're unprepared. To counter this, make a [[cistern]] inside beforehand or brew enough [[alcohol]].&lt;br /&gt;
&lt;br /&gt;
== Ice as a stone ==&lt;br /&gt;
&lt;br /&gt;
Ice appears as a light blue stone which can be found by mining through an ice wall. Ice can be used to build [[construction]]s and [[workshops]]. Ice boulders and objects made of ice will melt when exposed to warmer temperatures (such as inside a fortress), giving it rather limited use. Nevertheless, workshops made of ice have a certain novelty to them, and it's even possible to make [[furnace]]s out of ice, as counter-intuitive as that sounds.&lt;br /&gt;
&lt;br /&gt;
The games refers to ice boulders as &amp;quot;water.&amp;quot; It doesn't appear in any stockpile options or the manager, but it does appear under the &amp;quot;stones&amp;quot; section of the [[Stocks]] menu.&lt;br /&gt;
&lt;br /&gt;
== Icy constructions ==&lt;br /&gt;
&lt;br /&gt;
All constructions are entirely indestructible. Entire fortresses can be built of ice in temperate climates equally impervious to catapults, the summer sun, or a thousand tons of boiling lava. If constructions of ice are dismantled during the warm season, they will melt into thin air.&lt;br /&gt;
&lt;br /&gt;
== Mining hazard ==&lt;br /&gt;
&lt;br /&gt;
Watch out when digging through ice into ([[subterranean]]) unfrozen water resorts. The space cleared by the miner will freeze solid again instantly, encasing the advancing miner into a wall of ice. This means not only the loss of a valuable [[dwarf]], but also of his now inaccessible equipment.&lt;br /&gt;
&lt;br /&gt;
== Melting outdoor ice ==&lt;br /&gt;
&lt;br /&gt;
It can be very important to be able to extract water from permanently-frozen ice (for instance on cold northern maps) in order to give water to the wounded. This can be done with [[magma]]. Dig out a tunnel one z-level below the ice sheet and fill it with magma. The ice on the above z-level will melt. You can see this happening here: http://mkv25.net/dfma/movie-153-meltingwateronglacier&lt;br /&gt;
&lt;br /&gt;
If you would like to transport magma to heat a frozen [[brook]] or other such feature that is very far away from the magma pipe, try to use a magma duct that is nearly as wide as the area you intend to fill. Otherwise, magma will tend to evaporate as it disperses from a narrow duct to a wider area. &lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
[[Category:Materials]]&lt;br /&gt;
[[Category:Map_tiles]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=31357</id>
		<title>40d:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Demon&amp;diff=31357"/>
		<updated>2008-09-13T19:20:41Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Drawbridges supposedly no longer work against demons but break instead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Mountain_air_pocket.JPG|thumb|right|250px|Here, demons appear as red and green ampersands.]]&lt;br /&gt;
&lt;br /&gt;
A Demon is an evil fast moving creature that will either severely wound or kill your [[dwarf|dwarves]] and [[animal]]s. Their attacks include projectile fireballs and hand to hand combat. Most are living and as such are especially vulnerable to weapons with high critical boost such as [[spear]]s and [[crossbow]] [[bolt]]s.&lt;br /&gt;
&lt;br /&gt;
Demons are immune to [[Trap#Stone-fall_Trap|stone-fall traps]], [[Trap#Weapon_Trap|weapon traps]], [[Trap#Cage_Trap|cage traps]] and will destroy your [[door]]s and [[floodgate]]s. At least some of them are able to fly and survive under [[Water|water]] and [[Magma|magma]].&lt;br /&gt;
&lt;br /&gt;
==Defenses against Demons==&lt;br /&gt;
&lt;br /&gt;
Demons, as large, living enemies, are somewhat susceptible to piercing damage - [[spear]] and [[arrow]]s work well. A well trained, well equipped [[speardwarf]] can mix it up with frog and [[tentacle demon]]s, however will likely not get the chance to close with a [[Spirit_of_fire|Spirit of Fire]] before being immolated by the Spirit's ranged [[fire]] attack. Spirits also lack most vital organs that spears target in any case. Spirits can be reliably brought down by [[marksdwarf|marksdwarves]], but expect losses on both sides of that matchup. You can signifigantly improve your survival rate by placing the marksdwaves behind [[fortification]]s - the incoming fireballs have a chance to not penetrate the fortifications, which is higher the farther away the demon fired from.&lt;br /&gt;
&lt;br /&gt;
Finally, [[siege weapon]]s can be useful against demons. A [[ballista|ballista]] bolt will kill a demon, and a ballista fired down a narrow hallway to channel the demons into your field of fire will kill several. Use [[wall]]s and fortifications to give your siege crew some protection from fireballs, and prepare a backup plan as your crew will panic and run once the demons get too close, which will happen ''quickly'' as the demons are quite fast.&lt;br /&gt;
&lt;br /&gt;
One effective anti-demon tactic is to equip your entire fortress with crossbows and quivers and arrows and order them all into 1-dwarf squads. Station every one dwarf squad on the same tile. The result should be a single tile capable of launching 60+bolts in seconds. Set a space 4-6 tiles closer to the demons as a meeting zone; spare animals will pile up there. In this method, any approaching demons will 'bump' into the horses and cats, and then be obliterated by incredible crossbow fire. Although eventually your defending creatures may be slaughtered, this tactic can allow you to survive demon pits with ease.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:DEMON]&lt;br /&gt;
	[NAME:demon:demons:demonic]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:4:0:1]&lt;br /&gt;
	[MODVALUE:50]&lt;br /&gt;
	[FANCIFUL][ENDING][POWER]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[PREFSTRING:terrifying features]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:16]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:BURN][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:3]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10095]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
	[PERSONALITY:DEPRESSION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
	[SPHERE:DEATH]&lt;br /&gt;
	[SPHERE:TORTURE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Frog demon]]''': Arguably the easiest demon. Powerful combatant and can swim.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:FROG_DEMON]&lt;br /&gt;
	[NAME:frog demon:frog demons:frog demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:2:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[AMPHIBIOUS][UNDERSWIM]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:impressive bellies]&lt;br /&gt;
	[BODY:HUMANOID:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:MUCK]&lt;br /&gt;
	[SPHERE:WATER]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Tentacle_demon|Tentacle Demon]]''': Corrupt intentions.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:TENTACLE_DEMON]&lt;br /&gt;
	[NAME:tentacle demon:tentacle demons:tentacle demon]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:5:0:1]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK][FIREIMMUNE]&lt;br /&gt;
	[LIKES_FIGHTING]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD][EVIL]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:corrupt intentions]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE:SIX_TENTACLES:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]&lt;br /&gt;
	[SIZE:12]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:RLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:MAIN:BYTOKEN:LLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[MALE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10069]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
	[PERSONALITY:IMMODERATION:100:100:100]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:DEPRAVITY]&lt;br /&gt;
	[SPHERE:THRALLDOM]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''[[Spirit_of_fire|Spirit of Fire]]''': Arguably the hardest demon. Cannot swim, launches fireballs, is surrounded by fire, a powerful combatant, and can fly.  Limbs sever when broken.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIRIT_OF_FIRE]&lt;br /&gt;
	[NAME:spirit of fire:spirits of fire:spirit of fire]&lt;br /&gt;
	[TILE:'&amp;amp;'][COLOR:6:0:1]&lt;br /&gt;
	[FLIER]&lt;br /&gt;
	[MODVALUE:20]&lt;br /&gt;
	[FANCIFUL][DEFENDER]&lt;br /&gt;
	[TRAPAVOID][CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[FIREBREATH][FIREIMMUNE][LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
	[GENPOWER:5]&lt;br /&gt;
	[BLOODTYPE:0]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[NOT_BUTCHERABLE][EVIL]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOBREATHE][NOBLEED][NOSTUN][NONAUSEA][NOEMOTION][RECKLESS]&lt;br /&gt;
		[NOSTUCKINS][SEVERONBREAKS][NOSKULL][NOSKIN][NOBONES][NOMEAT][NOTHOUGHT][NOEXERT]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[NOFEAR][NOEXERT]&lt;br /&gt;
	[PREFSTRING:firey glow]&lt;br /&gt;
	[ITEMCORPSE:BAR:NO_SUBTYPE:ASH:NO_MATGLOSS]&lt;br /&gt;
	[NOSMELLYROT]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE]&lt;br /&gt;
	[SIZE:11]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BURN][ATTACKFLAG_WITH]&lt;br /&gt;
	[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[FIXED_TEMP:25000]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
	[PERSONALITY:SYMPATHY:0:0:0]&lt;br /&gt;
	[SPHERE:FIRE]&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Creatures]][[Category:Spoilers]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18822</id>
		<title>40d:Armor</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Armor&amp;diff=18822"/>
		<updated>2008-08-29T01:11:59Z</updated>

		<summary type="html">&lt;p&gt;Pilsu: Clothes wearing down do not currently affect dwarven mood&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Armor==&lt;br /&gt;
'''Armor''' is a class of clothing items that your [[dwarves]] can wear for protection to keep them alive longer. Armor can range from simple [[clothing]], light weight [[shell]], [[bone]] and [[leather]], to heavy [[chain mail]] and [[plate mail]].&lt;br /&gt;
&lt;br /&gt;
Giving your dwarves protective garments will help to keep them alive in combat, as well as safe from the elements. It will also protect them against [[sparring]] injuries and may develop their [[Armor user]] skill.  &lt;br /&gt;
&lt;br /&gt;
Civilians will not wear armor other than clothing. Assign them to be [[miner]]s or lumberjacks if you're concerned about them, since they'll carry [[axe]]s and [[pick]]s then even if they're not drafted.&lt;br /&gt;
&lt;br /&gt;
== Making armor ==&lt;br /&gt;
Depending on the type and material, different dwarves with specific skills are needed to make armor.  While clothes aren't necessarily armor, they do offer limited protection.  Shell and bone armors are made by a [[bone carver]] at a [[craftsdwarf's workshop]].  Chain mail and plate mail are made by an [[armorer]] at a [[metalsmith's forge]]. The type of [[metal]] used affects the effectiveness of the armor.  Leather armors are made at a [[leather works]] by a [[leatherworker]]. Skilled craftdwarves, leather workers and armorers will produce better quality armor that multiplies the effectiveness of the item.&lt;br /&gt;
&lt;br /&gt;
==Quality==&lt;br /&gt;
[[Toady]] has [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=12&amp;amp;t=000013 stated] that [[Quality|item quality]] increases its protection (or damage, in the case of [[weapons]]), namely, &amp;quot;Quality has a huge effect on damage and damage reduction... Exceptional is almost double damage/damage block.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Symbol !! Name !! Damage reduction multiplier&lt;br /&gt;
|-&lt;br /&gt;
|  Item  || Basic armor || x1.0 &lt;br /&gt;
|-&lt;br /&gt;
| -Item- || Well-crafted armor || x1.2 &lt;br /&gt;
|-&lt;br /&gt;
| +Item+ || Finely Crafted armor || x1.4 &lt;br /&gt;
|-&lt;br /&gt;
| *Item* || Superior Quality armor || x1.6 &lt;br /&gt;
|-&lt;br /&gt;
| ≡Item≡ || Exceptional armor || x1.8 &lt;br /&gt;
|-&lt;br /&gt;
| ☼Item☼ || Masterful armor || x2.0&lt;br /&gt;
|}&lt;br /&gt;
==Material==&lt;br /&gt;
Better materials provide better protection, according to the following table:&lt;br /&gt;
&lt;br /&gt;
{|cellpadding=&amp;quot;2&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
! Material !! Modifier %&lt;br /&gt;
|-&lt;br /&gt;
|  [[Adamantine]] || 500&amp;lt;!-- confirmed --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|  [[Steel]] || 133&lt;br /&gt;
|-&lt;br /&gt;
|  [[Iron]] || 100&lt;br /&gt;
|-&lt;br /&gt;
|  [[Bronze]] or [[Bismuth bronze]] || 75&lt;br /&gt;
|-&lt;br /&gt;
|  [[Copper]] || 66&lt;br /&gt;
|-&lt;br /&gt;
| Other metals/materials ([[leather]], [[cloth]], [[bone]], [[shell]], [[wood]], etc.) || 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Using Armor ==&lt;br /&gt;
&lt;br /&gt;
To tell a [[dwarf]] to wear armor in Fortress Mode, {{k|v}}iew the dwarf, go to {{k|p}}references, then {{k|s}}oldiering.  There you can select the highest level of armor he should wear: clothes, leather, chain, or plate.  Shield level is selected separately.  You can also set the armor level for many dwarves at once on the {{k|m}}ilitary screen, under {{k|w}}eapons.&lt;br /&gt;
&lt;br /&gt;
Upgrading a civilian dwarf's armor level will not take effect unless they are activated as soldiers.  Civilians will not wear armor other than [[clothing]], except for those given the [[Ambusher|Hunting]] [[labor]] (provided their armor level is set above &amp;quot;clothing&amp;quot;).  This will, however, cause them to go out into the wilderness and hunt any wild animal they encounter.&lt;br /&gt;
If you set dwarves' armor level above their current set of armor (for instance, 'plate' when they are wearing chain armor), they will replace their current armor level and use armor of the better armor level when it is available.  Unfortunately, dwarves do not make a distinction between different [[materials]] or [[quality|item qualities]], so if they are already wearing a [[helm]] (of, say, copper), they will not pick up a steel helm, as they are of the same armor level.&lt;br /&gt;
&lt;br /&gt;
The solution is to set the dwarf's armor level to 'clothes', so that they drop their armor altogether, then station them standing on top of the pieces of armor you want them to wear (typically located on an armor [[stockpile]] or still in the [[forge]]) and set their armor to the desired level again.  Hopefully you can get them to complete the operation without wandering off to find a set of civilian clothes to wear first.  A similar technique can be used to get dwarves to change [[weapons]] as well (from an iron short [[sword]] to an [[obsidian]] one, for instance). This can be effectively managed by using the ['''q'''] tool to edit stockpiles to store only certain kinds of item materials. You could for instance keep a Stockpile of bone and wood [[bolt]]s as well as silver weapons behind a door near the [[barracks]], so you can lock up the crappy stuff when the [[goblins]] are at the door.&lt;br /&gt;
In older versions of the game, armor would be stored on an [[Armor stand]] -- a piece of [[furniture]] which could also be used to define a [[room]] as a barracks.  However, both armor stands and [[weapon rack]]s proved to be buggy, and their &amp;quot;container&amp;quot; status has currently been disabled.  For now, store your armor in a [[stockpile]] dedicated for the purpose.&lt;br /&gt;
&lt;br /&gt;
Sometimes dwarves will ignore the armor they are standing on top of, and go put on the armor they had just removed.  The best way to avoid this is to get rid of the inferior armor -- either by [[chasm]]ing it, [[melt]]ing it (if metal), or [[trading]] it away.  This may take some time to carry out, meaning you must leave some of your soldiers at &amp;quot;clothing&amp;quot; armor level for a while until the unwanted pieces are disposed of.  Keep in mind when melting armor pieces that only about 30% of the metal is recovered, so you should avoid making excess quantities with your most precious metal (steel, generally) unless you have a [[legendary]] armorsmith.&lt;br /&gt;
&lt;br /&gt;
Heavy armor can reduce dwarves' [[speed]], especially when they wear several pieces.  Being [[attributes|Strong]] will reduce this problem, as will [[Armor user]] skill (gained by fighting or sparring in armor).  Extremely Strong dwarves can generally wear a complete suit of plate armor without being burdened.  Armor User at &amp;quot;Expert&amp;quot; level is also generally enough to eliminate the burden of a full suit of plate, even for a dwarf without any Strength attribute. Experiment in adventure mode in order to find out more how this system works.&lt;br /&gt;
&lt;br /&gt;
As an emergency measure, a dwarf who is about to be [[justice|hammered]] can be turned into a [[military]] recruit and set to &amp;quot;Plate&amp;quot; armor level; if they manage to don the suit before being captured, it will reduce the damage they take.&lt;br /&gt;
&lt;br /&gt;
== Armor Levels ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;1&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Slot&lt;br /&gt;
! Leather&lt;br /&gt;
! Chain&lt;br /&gt;
! Plate&lt;br /&gt;
|-&lt;br /&gt;
| Head&lt;br /&gt;
| leather [[cap]] and/or [[helm]]&lt;br /&gt;
| metal [[cap]] and/or [[helm]]&lt;br /&gt;
| [[helm]]&lt;br /&gt;
|-&lt;br /&gt;
| Upper Body&lt;br /&gt;
| [[leather|leather armor]]&lt;br /&gt;
| [[chain mail]]&lt;br /&gt;
| [[plate mail]]&lt;br /&gt;
|-&lt;br /&gt;
| Lower Body&lt;br /&gt;
| leather [[leggings]]&lt;br /&gt;
| metal/bone/shell [[leggings]]&lt;br /&gt;
| [[greaves]]&lt;br /&gt;
|-&lt;br /&gt;
| Foot&lt;br /&gt;
| leather low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
| metal low/high [[boot]]&lt;br /&gt;
|-&lt;br /&gt;
| Hand&lt;br /&gt;
| nothing&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
| [[gauntlet]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Types of Protection==&lt;br /&gt;
&lt;br /&gt;
Garments fit on different body parts depending on the item in question, and require different orders based on material sometimes.&lt;br /&gt;
They may additionally protect upper and lower arms and legs, depending on the garment. Dwarves do not seem to make a distinction between genders when selecting clothing to wear, so don't be startled when you see them running around in dresses.&lt;br /&gt;
There is no real difference between armor and clothing, except that maybe only non-Clothing Garments may increase the [[Armor user]] skill.&lt;br /&gt;
&lt;br /&gt;
This list only lists equipment Dwarves should be able to manufacture, from the file \raw\objects\entity_default.txt&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;5&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
!Body Part!!Clothing!!Weight!!Block!![[Cloth|Fiber]]/[[Silk]]!![[Leather]]!![[Bone]]!![[Shell]]!![[Metal]]!![[Wood]]!![[Size]]!![[Permit]]&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Head||Cap||10||20||Clothes||Clothes|| || ||Leather|| ||10||15&lt;br /&gt;
|-&lt;br /&gt;
|Helm[S]||20||60|| ||Leather||Leather||Leather||Chain|| ||30||20&lt;br /&gt;
|-&lt;br /&gt;
|Hood||10||20||Clothes||Clothes|| || || || ||10||100&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot;|Upper Body||Chainmail||75||50/30|| || || || ||Chain|| ||15||50&lt;br /&gt;
|-&lt;br /&gt;
|Cloak||10||5/5||Clothes||Clothes|| || || || ||15||150&lt;br /&gt;
|-&lt;br /&gt;
|Coat||50||15/15||Clothes||Clothes|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Dress||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Leather Armor[S]||50||20/20|| ||Leather|| || || || ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Platemail[S]||150||70/50|| || || || ||Plate|| ||20||50&lt;br /&gt;
|-&lt;br /&gt;
|Robe||10||5/5||Clothes||Clothes|| || || || ||20||100&lt;br /&gt;
|-&lt;br /&gt;
|Shirt(*)||10||3/3||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Tunic||10||5/5||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|Vest||10||2/2||Clothes||Clothes|| || || || ||10||50&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Hands||Gauntlets[S]||25||60|| || ||Chain||Chain||Chain|| ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|Gloves||10||60||Clothes||Clothes|| || || || ||10||10&lt;br /&gt;
|-&lt;br /&gt;
|Mittens||10||60||Clothes||Clothes|| || || || ||15||20&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Lower Body||Greaves[S]||60||70|| || ||Plate|| ||Plate|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Leggings[S]||40||50|| ||Leather||Leather||Leather||Chain|| ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|Trousers||20||20||Clothes||Clothes|| || || || ||15||30&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|Feet||High Boots||20||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Low Boots||15||60|| ||Leather|| || ||Chain|| ||25||15&lt;br /&gt;
|-&lt;br /&gt;
|Shoes||10||60||Clothes||Clothes|| || || || ||20||15&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;|Shield||Buckler||15||60(10%)|| ||Buckler|| || ||Buckler||Buckler||Just||One&lt;br /&gt;
|-&lt;br /&gt;
|Shield||50||60(20%)|| ||Shield|| || ||Shield||Shield||Just||One&lt;br /&gt;
|}&lt;br /&gt;
(*) = Not currently manufactable {{version|0.28.181.39e}}&lt;br /&gt;
&lt;br /&gt;
[S] = Max one [S] per body slot(eg. only one plate mail, and no greaves and Leggings on top)&lt;br /&gt;
&lt;br /&gt;
The Value in each hex represents the kind of armor a specific piece of armor counts as.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;weight&amp;quot; figure is for items made of metal.  Metal armor may be made from [[copper]], [[bronze]], [[iron]], or [[steel]], and weigh the same regardless of which metal they are made of.  [[Leather]], plant [[cloth]], [[bone]], and [[shell]] items weigh half as much, [[adamantine]] items weigh one-eighth as much, and [[silk]] items one-tenth as much.  Certain items (such as Leather Armor) cannot be made of metal, so their weights will always be half that listed in the table.&lt;br /&gt;
&lt;br /&gt;
The '''Size''' and '''Permit''' values dictate how you stack armor. A dwarf who is authorized to use a certain type of armor that he can find easily(as in a stockpile), when he's not terribly busy, will go there and pick it up and use it depending on these variables. The dwarf has a '''Layer''' for every body slot. As he wears Garments, their' '''Size''' add to the body slot the items belong to(Head, Upper Body, etc.). When this layer variable is OVER an item's '''Permit''', then the dwarf will not consider to wear that item. This means that you can Cram a dwarf into one plate mail and three chain mails. The last chain mail went over the chain mail's limit of 50, so no more chain mail. Dwarves in Fortress mode will use the '''lowest''' permit of all the items they are wearing, and the code for finding and evaluating new equipment has some quirks that can lead to rather odd equipment setups, including the seeming inability for Fortress dwarves to wear [[cloak]]s unless set to &amp;quot;clothes&amp;quot; armor level. In adventure mode you can use a hefty bunch of cloaks on top of your Plate mail and 3 Chain mails though, since you are not at all prohibited by the search algorithms of Fortress dwarves.&lt;br /&gt;
&lt;br /&gt;
== Other Sizes ==&lt;br /&gt;
Beware! Dwarves can not wear any armor that is named 'large', 'narrow' or 'small' ([[elves]]', [[goblins]]'...) (except [[large rat]] leather armor :-) ). The smug traders will not warn you of this.&lt;br /&gt;
&lt;br /&gt;
== Requirements ==&lt;br /&gt;
Creating plate mails requires three [[bar]]s of metal to [[forge]]. Chain mails and greaves require two bars. All other metal armors require one bar. Note that making gauntlets or boots will always produce a pair (a left and right gauntlet, or two boots) from one bar of metal. A full suit of leather armor requires four leather pieces to manufacture, a full suit of chain armor requires six metal bars, and a full suit of plate armor requires eight metal bars. This does not include [[shield]]s.&lt;br /&gt;
&lt;br /&gt;
Bone greaves require three ''stacks'' of bone to make (the stacks can be of any size), and bone leggings require two stacks; all other bone and shell items (including shell leggings) require one stack of bone/one shell to make.&lt;br /&gt;
&lt;br /&gt;
== Shields and Bucklers ==&lt;br /&gt;
&lt;br /&gt;
Shields and [[buckler]]s come in all the same material flavours as armor, but offer a slightly different form of protection. While armor absorbs some of the damage from all successful attacks, a shield provides complete protection from some attacks. In [[Adventure Mode]], a successful block may also grant the defender an immediate free counterattack. Bucklers weigh less than shields, making them useful for more mobile [[marksdwarf|Marksdwarves]], but provide less protection.&lt;br /&gt;
&lt;br /&gt;
Shields work by offering a chance for an instantaneous deflection.  Shields provide a 20% chance of total deflection, while bucklers provide a 10% chance of deflection.  This chance of deflection is then altered by the wielder's [[Shield user]] skill, although the exact mechanics are unknown.&lt;br /&gt;
&lt;br /&gt;
== Fun Facts ==&lt;br /&gt;
* Dwarves will not switch to Metal greaves by themselves if they already wear bone greaves.&lt;br /&gt;
* Dwarves will not take off leather armor or chain mail when allowed a higher armor class; they will also keep what they wear. They will however switch between leggings and greaves.&lt;br /&gt;
* Dwarves feel it's perfectly normal to wear one leather low boot and one steel high boot. If it fits, it fits, right?&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Pilsu</name></author>
	</entry>
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