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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stinkhorn</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Stinkhorn"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Stinkhorn"/>
	<updated>2026-06-27T03:42:13Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>https://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=301969</id>
		<title>Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=301969"/>
		<updated>2024-06-16T23:55:42Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Lion tamarin man sprite, not Lion tamarin sprite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:49, 26 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:animal_people_preview2.png|306px|right]]'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits, some beneficial (such as [[flying]], and [[syndrome|poisons]]), or detrimental ([[steals items|thievery]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than the base animals, as well as the ability to [[learns|learn]]. They can be legless, but get arms even if their base animal is limbless. Their body size is the average of their base animal's size and 70,000 (the size of a [[human]]), working out so that the smallest animal people are 35,000cm³, half the size of a [[human]], but they can get [[sperm whale man|very large]]. Most animal people can join [[civilization]]s and live in [[site]]s, or come to your fort as [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are playable creatures in [[adventurer mode]]. If they became established members of a playable civ ([[dwarf]], [[elf]], human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal people may not be available due to having [[extinction|died out]] or being uncontacted (e.g. excluded to an isolated island).&lt;br /&gt;
&lt;br /&gt;
Wild animal people wander on the surface in [[savage]] environments or dwell underground in the [[cavern]]s; these two populations form distinct groups:&lt;br /&gt;
*Savage animal people behave mostly like common animals, wandering the wilderness and occasionally joining human, dwarven or elven society during [[world generation]]. When encountered in gameplay, they are essentially animals who can't be [[butcher]]ed, incapable of any sort of non-violent interaction.&lt;br /&gt;
*Subterranean animal people are a civilization in themselves, rarely encountered, in small groups or &amp;quot;tribes&amp;quot;. They are equipped with primitive weaponry such as wooden [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labelled as {{DFtext|Hostile|4:0}} upon discovery – they are not interested in negotiations, and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the {{k|c}}ivilizations [[menu]].&lt;br /&gt;
&lt;br /&gt;
Subterranean animal people are also found in generated [[sewer]]s, formed from collections of outcasts. Graphically, animal people are given their own sprites. Unlike dwarves, humans, elves, [[goblin]]s and [[kobold]]s, where each of their body parts are assembled from separate smaller to combine into one sprite based on their physical traits and items in their possession, animal people will use the same exact sprite regardless of any differing qualities. Like almost every other creature in the game, animal people will have one standard sprite, and one [[undead]] sprite.&lt;br /&gt;
&lt;br /&gt;
== Subterranean animal people ==&lt;br /&gt;
&lt;br /&gt;
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
=== Ethics ===&lt;br /&gt;
&lt;br /&gt;
Being an entity in their own right, subterranean animal people possess ethics, much like other civs. Those particular ethics are incomplete for now, being directly copied from kobolds and their [[personality trait|values]] all set to zero (none).&lt;br /&gt;
&lt;br /&gt;
Like kobolds, subterranean animal people consider the killing of other living beings acceptable, but treason is unthinkable, and they'll respond to the murder of their own kind by exiling the offender from their tribe. They oppose torturing for information and the torture of animals, but consider torturing for fun appropriate. Assault is considered a personal matter, while slavery, the taking of animal trophies, and the consumption of sapient beings (which includes other animal people) are all unthinkable acts.&lt;br /&gt;
&lt;br /&gt;
== Savage animal people ==&lt;br /&gt;
&lt;br /&gt;
{{columns-list|colwidth=15em|&lt;br /&gt;
* [[File:aardvark_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Aardvark man]] &lt;br /&gt;
* [[File:adder_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Adder man]]&lt;br /&gt;
* [[File:albatross_man_sprite.png|20px]] / {{Tile|a|7:1}} [[Albatross man]] &lt;br /&gt;
* [[File:alligator_man_sprite.png|20px]] / {{Tile|A|2:0}} [[Alligator man]]&lt;br /&gt;
* [[File:anaconda_man_sprite.png|20px]] / {{Tile|A|2:1}} [[Anaconda man]] &lt;br /&gt;
* [[File:anole_man_sprite.png|20px]] / {{Tile|a|2:1}} [[Anole man]]&lt;br /&gt;
* [[File:armadillo_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Armadillo man]] &lt;br /&gt;
* [[File:axolotl_man_sprite.png|20px]] / {{Tile|a|5:0}} [[Axolotl man]]&lt;br /&gt;
* [[File:aye_aye_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Aye-aye man]] &lt;br /&gt;
* [[File:badger_man_sprite.png|20px]] / {{Tile|b|7:0}} [[Badger man]]&lt;br /&gt;
* [[File:bark_scorpion_man_sprite.png|20px]] / {{Tile|s|6:1}} [[Bark scorpion man]] &lt;br /&gt;
* [[File:barn_owl_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Barn owl man]]&lt;br /&gt;
* [[File:beaver_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Beaver man]] &lt;br /&gt;
* [[File:beetle_man_sprite.png|20px]] / {{Tile|b|4:0}} [[Beetle man]]&lt;br /&gt;
* [[File:black_bear_man_sprite.png|20px]] / {{Tile|B|0:1}} [[Black bear man]] &lt;br /&gt;
* [[File:black_mamba_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Black mamba man]]&lt;br /&gt;
* [[File:bluejay_man_sprite.png|20px]] / {{Tile|b|1:1}} [[Bluejay man]] &lt;br /&gt;
* [[File:bobcat_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Bobcat man]]&lt;br /&gt;
* [[File:brown_recluse_spider_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Brown recluse spider man]] &lt;br /&gt;
* [[File:bushmaster_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Bushmaster man]]&lt;br /&gt;
* [[File:bushtit_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Bushtit man]] &lt;br /&gt;
* [[File:buzzard_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Buzzard man]]&lt;br /&gt;
* [[File:capuchin_man_sprite.png|20px]] / {{Tile|c|7:1}} [[Capuchin man]] &lt;br /&gt;
* [[File:capybara_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Capybara man]]&lt;br /&gt;
* [[File:cardinal_man_sprite.png|20px]] / {{Tile|c|4:1}} [[Cardinal man]] &lt;br /&gt;
* [[File:cassowary_man_sprite.png|20px]] / {{Tile|c|0:1}} [[Cassowary man]]&lt;br /&gt;
* [[File:chameleon_man_sprite.png|20px]] / {{Tile|c|2:1}} [[Chameleon man]] &lt;br /&gt;
* [[File:cheetah_man_sprite.png|20px]] / {{Tile|c|6:1}} [[Cheetah man]]&lt;br /&gt;
* [[File:chinchilla_man_sprite.png|20px]] / {{Tile|c|7:0}} [[Chinchilla man]] &lt;br /&gt;
* [[File:chipmunk_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Chipmunk man]]&lt;br /&gt;
* [[File:coati_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Coati man]] &lt;br /&gt;
* [[File:cockatiel_man_sprite.png|20px]] / {{Tile|c|7:1}} [[Cockatiel man]]&lt;br /&gt;
* [[File:copperhead_snake_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Copperhead snake man]] &lt;br /&gt;
* [[File:cougar_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Cougar man]]&lt;br /&gt;
* [[File:coyote_man_sprite.png|20px]] / {{Tile|c|7:0}} [[Coyote man]] &lt;br /&gt;
* [[File:crab_man_sprite.png|20px]] / {{Tile|c|4:1}} [[Crab man]]&lt;br /&gt;
* [[File:crow_man_sprite.png|20px]] / {{Tile|c|0:1}} [[Crow man]] &lt;br /&gt;
* [[File:cuttlefish_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Cuttlefish man]]&lt;br /&gt;
* [[File:damselfly_man_sprite.png|20px]] / {{Tile|d|3:1}} [[Damselfly man]] &lt;br /&gt;
* [[File:deer_man_sprites_anim.gif|20px]] / {{Tile|d|6:0}} [[Deer man]]&lt;br /&gt;
* [[File:desert_tortoise_man_sprite.png|20px]] / {{Tile|t|6:0}} [[Desert tortoise man]] &lt;br /&gt;
* [[File:dingo_man_sprite.png|20px]] / {{Tile|d|6:1}} [[Dingo man]]&lt;br /&gt;
* [[File:dragonfly_man_sprite.png|20px]] / {{Tile|d|3:1}} [[Dragonfly man]] &lt;br /&gt;
* [[File:eagle_man_sprite.png|20px]] / {{Tile|e|6:0}} [[Eagle man]]&lt;br /&gt;
* [[File:echidna_man_sprite.png|20px]] / {{Tile|e|6:0}} [[Echidna man]] &lt;br /&gt;
* [[File:elephant_man_sprite.png|20px]] / {{Tile|E|7:0}} [[Elephant man]]&lt;br /&gt;
* [[File:elephant_seal_man_sprite.png|20px]] / {{Tile|S|6:0}} [[Elephant seal man]] &lt;br /&gt;
* [[File:elk_man_sprites_anim.gif|20px]] / {{Tile|E|6:0}} [[Elk man]]&lt;br /&gt;
* [[File:emu_man_sprite.png|20px]] / {{Tile|E|6:0}} [[Emu man]] &lt;br /&gt;
* [[File:firefly_man_sprite.png|20px]] / {{Tile|f|2:1}} [[Firefly man]]&lt;br /&gt;
* [[File:fly_man_sprite.png|20px]] / {{Tile|f|0:1}} [[Fly man]] &lt;br /&gt;
* [[File:flying_squirrel_man_sprite.png|20px]] / {{Tile|f|6:0}} [[Flying squirrel man]]&lt;br /&gt;
* [[File:fox_man_sprite.png|20px]] / {{Tile|f|4:0}} [[Fox man]] &lt;br /&gt;
* [[File:gazelle_man_sprite.png|20px]] / {{Tile|g|6:0}} [[Gazelle man]]&lt;br /&gt;
* [[File:giant_tortoise_man_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant tortoise man]] &lt;br /&gt;
* [[File:gila_monster_man_sprite.png|20px]] / {{Tile|g|4:1}} [[Gila monster man]]&lt;br /&gt;
* [[File:giraffe_man_sprite.png|30px|20px]] / {{Tile|G|6:0}} [[Giraffe man]] &lt;br /&gt;
* [[File:grackle_man_sprite.png|20px]] / {{Tile|g|0:1}} [[Grackle man]]&lt;br /&gt;
* [[File:grasshopper_man_sprite.png|20px]] / {{Tile|g|2:1}} [[Grasshopper man]] &lt;br /&gt;
* [[File:gray_langur_man_sprite.png|20px]] / {{Tile|l|7:0}} [[Gray langur man]]&lt;br /&gt;
* [[File:gray_squirrel_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Gray squirrel man]] &lt;br /&gt;
* [[File:great_horned_owl_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Great horned owl man]]&lt;br /&gt;
* [[File:green_tree_frog_man_sprite.png|20px]] / {{Tile|f|2:1}} [[Green tree frog man]] &lt;br /&gt;
* [[File:grey_parrot_man_sprite.png|20px]] / {{Tile|p|7:0}} [[Grey parrot man]]&lt;br /&gt;
* [[File:grizzly_bear_man_sprite.png|20px]] / {{Tile|B|6:0}} [[Grizzly bear man]] &lt;br /&gt;
* [[File:groundhog_man_sprite.png|20px]] / {{Tile|g|6:0}} [[Groundhog man]]&lt;br /&gt;
* [[File:hamster_man_sprite.png|20px]] / {{Tile|h|7:0}} [[Hamster man]] &lt;br /&gt;
* [[File:hare_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hare man]]&lt;br /&gt;
* [[File:harp_seal_man_sprite.png|20px]] / {{Tile|h|7:0}} [[Harp seal man]] &lt;br /&gt;
* [[File:hedgehog_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hedgehog man]]&lt;br /&gt;
* [[File:hippo_man_sprite.png|20px]] / {{Tile|H|7:0}} [[Hippo man]] &lt;br /&gt;
* [[File:hoary_marmot_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Hoary marmot man]]&lt;br /&gt;
* [[File:honey_badger_man_sprite.png|20px]] / {{Tile|b|7:1}} [[Honey badger man]] &lt;br /&gt;
* [[File:hornbill_man_sprite.png|20px]] / {{Tile|h|0:1}} [[Hornbill man]]     &lt;br /&gt;
* [[File:horseshoe_crab_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Horseshoe crab man]] &lt;br /&gt;
* [[File:hyena_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hyena man]]&lt;br /&gt;
* [[File:ibex_man_sprite.png|20px]] / {{Tile|i|6:0}} [[Ibex man]] &lt;br /&gt;
* [[File:iguana_man_sprite.png|20px]] / {{Tile|i|2:1}} [[Iguana man]]&lt;br /&gt;
* [[File:impala_man_sprite.png|20px]] / {{Tile|i|6:0}} [[Impala man]] &lt;br /&gt;
* [[File:jackal_man_sprite.png|20px]] / {{Tile|j|6:0}} [[Jackal man]]&lt;br /&gt;
* [[File:jaguar_man_sprite.png|20px]] / {{Tile|J|6:1}} [[Jaguar man]] &lt;br /&gt;
* [[File:jumping_spider_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Jumping spider man]]&lt;br /&gt;
* [[File:kakapo_man_sprite.png|20px]] / {{Tile|k|2:0}} [[Kakapo man]] &lt;br /&gt;
* [[File:kangaroo_man_sprite.png|20px]] / {{Tile|K|6:0}} [[Kangaroo man]]&lt;br /&gt;
* [[File:kea_man_sprite.png|20px]] / {{Tile|k|2:0}} [[Kea man]] &lt;br /&gt;
* [[File:kestrel_man_sprite.png|20px]] / {{Tile|k|4:0}} [[Kestrel man]]&lt;br /&gt;
* [[File:king_cobra_man_sprite.png|20px]] / {{Tile|k|0:1}} [[King cobra man]] &lt;br /&gt;
* [[File:kingsnake_man_sprite.png|20px]] / {{Tile|k|7:1}} [[Kingsnake man]]&lt;br /&gt;
* [[File:kiwi_man_sprite.png|20px]] / {{Tile|k|6:0}} [[Kiwi man]] &lt;br /&gt;
* [[File:koala_man_sprite.png|20px]] / {{Tile|k|7:0}} [[Koala man]]&lt;br /&gt;
* [[File:leech_man_sprite.png|20px]] / {{Tile|l|0:1}} [[Leech man]] &lt;br /&gt;
* [[File:leopard_gecko_man_sprite.png|20px]] / {{Tile|g|6:1}} [[Leopard gecko man]]&lt;br /&gt;
* [[File:leopard_man_sprite.png|20px]] / {{Tile|l|6:1}} [[Leopard man]] &lt;br /&gt;
* [[File:leopard_seal_man_sprite.png|20px]] / {{Tile|L|0:1}} [[Leopard seal man]]&lt;br /&gt;
* [[File:lion_man_sprite_anim.gif|20px]] / {{Tile|L|6:1}} [[Lion man]] &lt;br /&gt;
* [[File:Lion_tamarin_man_sprite.png|20px]] / {{Tile|l|6:1}} [[Lion tamarin man]]&lt;br /&gt;
* [[File:lizard_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Lizard man]] &lt;br /&gt;
* [[File:loon_man_sprite.png|20px]] / {{Tile|l|0:1}} [[Loon man]]&lt;br /&gt;
* [[File:lorikeet_man_sprite.png|20px]] / {{Tile|l|4:1}} [[Lorikeet man]] &lt;br /&gt;
* [[File:louse_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Louse man]]&lt;br /&gt;
* [[File:lynx_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Lynx man]] &lt;br /&gt;
* [[File:magpie_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Magpie man]]&lt;br /&gt;
* [[File:mandrill_man_sprite.png|20px]] / {{Tile|m|1:1}} [[Mandrill man]] &lt;br /&gt;
* [[File:mantis_man_sprite.png|20px]] / {{Tile|m|2:1}} [[Mantis man]]&lt;br /&gt;
* [[File:masked_lovebird_man_sprite.png|20px]] / {{Tile|l|2:1}} [[Masked lovebird man]] &lt;br /&gt;
* [[File:mink_man_sprite.png|20px]] / {{Tile|m|6:0}} [[Mink man]]&lt;br /&gt;
* [[File:monarch_butterfly_man_sprite.png|20px]] / {{Tile|b|4:1}} [[Monarch butterfly man]] &lt;br /&gt;
* [[File:mongoose_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Mongoose man]]&lt;br /&gt;
* [[File:monitor_lizard_man_sprite.png|20px]] / {{Tile|M|6:0}} [[Monitor lizard man]] &lt;br /&gt;
* [[File:moon_snail_man_sprite.png|20px]] / {{Tile|s|4:1}} [[Moon snail man]]&lt;br /&gt;
* [[File:moose_man_sprite_anim.gif|20px]] / {{Tile|M|6:0}} [[Moose man]] &lt;br /&gt;
* [[File:mosquito_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
* [[File:moth_man_sprite.png|20px]] / {{Tile|m|6:0}} [[Moth man]] &lt;br /&gt;
* [[File:mountain_goat_man_sprite.png|20px]] / {{Tile|g|7:1}} [[Mountain goat man]]&lt;br /&gt;
* [[File:muskox_man_sprite.png|20px]] / {{Tile|M|6:0}} [[Muskox man]] &lt;br /&gt;
* [[File:narwhal_man_sprite.png|20px]] / {{Tile|N|7:0}} [[Narwhal man]]&lt;br /&gt;
* [[File:nautilus_man_sprite.png|20px]] / {{Tile|n|4:1}} [[Nautilus man]] &lt;br /&gt;
* [[File:ocelot_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Ocelot man]]&lt;br /&gt;
* [[File:octopus_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Octopus man]] &lt;br /&gt;
* [[File:one_humped_camel_man_sprite.png|20px]] / {{Tile|C|6:0}} [[One-humped camel man]]&lt;br /&gt;
* [[File:opossum_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Opossum man]] &lt;br /&gt;
* [[File:orca_man_sprite.png|20px]] / {{Tile|O|0:1}} [[Orca man]]&lt;br /&gt;
* [[File:oriole_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Oriole man]] &lt;br /&gt;
* [[File:osprey_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Osprey man]]&lt;br /&gt;
* [[File:ostrich_man_sprite_anim.gif|13px]] / {{Tile|O|0:1}} [[Ostrich man]] &lt;br /&gt;
* [[File:otter_man_sprite.png|20px]] / {{Tile|o|6:0}} [[Otter man]]&lt;br /&gt;
* [[File:panda_man_sprite.png|20px]] / {{Tile|P|7:1}} [[Panda man]] &lt;br /&gt;
* [[File:pangolin_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Pangolin man]]&lt;br /&gt;
* [[File:parakeet_man_sprite.png|20px]] / {{Tile|p|2:1}} [[Parakeet man]] &lt;br /&gt;
* [[File:peach_faced_lovebird_man_sprite.png|20px]] / {{Tile|l|2:1}} [[Peach-faced lovebird man]]&lt;br /&gt;
* [[File:penguin_man_sprite.png|20px]] / {{Tile|p|7:1}} [[Penguin man]] &lt;br /&gt;
* [[File:peregrine_falcon_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Peregrine falcon man]]&lt;br /&gt;
* [[File:platypus_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Platypus man]] &lt;br /&gt;
* [[File:polar_bear_man_sprite.png|20px]] / {{Tile|B|7:1}} [[Polar bear man]]&lt;br /&gt;
* [[File:pond_turtle_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Pond turtle man]] &lt;br /&gt;
* [[File:porcupine_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Porcupine man]]&lt;br /&gt;
* [[File:puffin_man_sprite.png|20px]] / {{Tile|p|0:1}} [[Puffin man]] &lt;br /&gt;
* [[File:python_man_sprite.png|20px]] / {{Tile|S|6:0}} [[Python man]]&lt;br /&gt;
* [[File:raccoon_man_sprite.png|20px]] / {{Tile|r|7:0}} [[Raccoon man]] &lt;br /&gt;
* [[File:rat_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rat man]]&lt;br /&gt;
* [[File:rattlesnake_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Rattlesnake man]] &lt;br /&gt;
* [[File:raven_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Raven man]]&lt;br /&gt;
* [[File:red_panda_man_sprite.png|20px]] / {{Tile|r|4:0}} [[Red panda man]] &lt;br /&gt;
* [[File:red_squirrel_man_sprite.png|20px]] / {{Tile|r|6:0}} [[Red squirrel man]]&lt;br /&gt;
* [[File:red_winged_blackbird_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Red-winged blackbird man]] &lt;br /&gt;
* [[File:rhesus_macaque_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Rhesus macaque man]]&lt;br /&gt;
* [[File:rhinoceros_man_sprite.png|20px]] / {{Tile|R|7:0}} [[Rhinoceros man]] &lt;br /&gt;
* [[File:roach_man_sprite.png|20px]] / {{Tile|r|6:0}} [[Roach man]]&lt;br /&gt;
* [[File:saltwater_crocodile_man_sprite.png|20px]] / {{Tile|C|2:0}} [[Saltwater crocodile man]] &lt;br /&gt;
* [[File:skink_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Skink man]]&lt;br /&gt;
* [[File:skunk_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Skunk man]] &lt;br /&gt;
* [[File:sloth_bear_man_sprite.png|20px]] / {{Tile|B|0:1}} [[Sloth bear man]]&lt;br /&gt;
* [[File:sloth_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Sloth man]] &lt;br /&gt;
* [[File:slug_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Slug man]]&lt;br /&gt;
* [[File:snail_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Snail man]] &lt;br /&gt;
* [[File:snapping_turtle_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Snapping turtle man]]&lt;br /&gt;
* [[File:snowy_owl_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Snowy owl man]] &lt;br /&gt;
* [[File:sparrow_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Sparrow man]]&lt;br /&gt;
* [[File:sperm_whale_man_sprite.png|20px]] / {{Tile|W|7:0}} [[Sperm whale man]] &lt;br /&gt;
* [[File:spider_monkey_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Spider monkey man]]&lt;br /&gt;
* [[File:sponge_man_sprite.png|20px]] / {{Tile|s|4:1}} [[Sponge man]] &lt;br /&gt;
* [[File:squid_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Squid man]]&lt;br /&gt;
* [[File:stoat_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Stoat man]] &lt;br /&gt;
* [[File:swan_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Swan man]]&lt;br /&gt;
* [[File:tapir_man_sprite.png|20px]] / {{Tile|T|7:1}} [[Tapir man]] &lt;br /&gt;
* [[File:thrips_man_sprite.png|20px]] / {{Tile|t|6:0}} [[Thrips man]]&lt;br /&gt;
* [[File:tick_man_sprite.png|20px]] / {{Tile|t|0:1}} [[Tick man]] &lt;br /&gt;
* [[File:tiger_man_sprite.png|20px]] / {{Tile|T|6:1}} [[Tiger man]]&lt;br /&gt;
* [[File:toad_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Toad man]] &lt;br /&gt;
* [[File:two_humped_camel_man_sprite.png|20px]] / {{Tile|C|6:0}} [[Two-humped camel man]]&lt;br /&gt;
* [[File:vulture_man_sprite.png|20px]] / {{Tile|v|4:0}} [[Vulture man]] &lt;br /&gt;
* [[File:walrus_man_sprite.png|20px]] / {{Tile|W|6:0}} [[Walrus man]]&lt;br /&gt;
* [[File:warthog_man_sprite.png|20px]] / {{Tile|W|6:0}} [[Warthog man]] &lt;br /&gt;
* [[File:weasel_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Weasel man]]&lt;br /&gt;
* [[File:white_stork_man_sprite.png|20px]] / {{Tile|s|7:1}} [[White stork man]] &lt;br /&gt;
* [[File:wild_boar_man_sprite.png|20px]] / {{Tile|B|6:0}} [[Wild boar man]]&lt;br /&gt;
* [[File:wolf_man_sprite.png|20px]] / {{Tile|w|7:0}} [[Wolf man]] &lt;br /&gt;
* [[File:wolverine_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wolverine man]]&lt;br /&gt;
* [[File:wombat_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wombat man]] &lt;br /&gt;
* [[File:worm_man_sprite.png|20px]] / {{Tile|w|7:0}} [[Worm man]]&lt;br /&gt;
* [[File:wren_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wren man]]}}&lt;br /&gt;
&lt;br /&gt;
== Animal people organized by attributes==&lt;br /&gt;
&lt;br /&gt;
@ Probably only functions as a citizen in Fortress Mode {{verify}}&lt;br /&gt;
&lt;br /&gt;
+ Probably only functions in Adventure Mode {{verify}}&lt;br /&gt;
&lt;br /&gt;
(#) Probably only functions for procedurally generated &amp;quot;mob spawns&amp;quot; and not for adventurers {{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Attribute !! Effect !! Species of animal person&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Amphibious]]''' || Move and breathe normally on water AND dry land || [[Alligator man]] | [[Axolotl man]] | [[Capybara man]] | [[Crab man]] | [[Elephant seal man]] | [[Gila monster man]] | [[Green tree frog man]] | [[Harp seal man]] | [[Hippo man]] | [[Horseshoe crab man]] | [[Leopard seal man]] | [[Olm man]] | [[Otter man]] | [[Platypus man]] | [[Pond turtle man]] | [[Reptile man]] | [[Saltwater crocodile man]] | [[Snapping turtle man]] | [[Toad man]] | [[Walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Aquatic]]''' || Move and breathe normally in water, but drown in less than 4/7 units of water. || | [[Cuttlefish man]] | [[Moon snail man]] | [[Narwhal man]] | [[Nautilus man]] | [[Octopus man]] | [[Orca man]] | [[Sperm whale man]] | [[Sponge man]] | [[Squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[creature token#HOMEOTHERM|Ectothermic]]''' || Does not have internal body temperature || | Assumedly all species of reptiles, amphibians, arthropods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[egg|Egglaying]]@''' || Females will lay (sterile) eggs if given a nest box to claim ||  | Assumedly all species of egglaying birds, reptiles, etc.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Flying]]+(bugged)''' || Can fly through the air ||  | [[Albatross man]] | [[Barn owl man]] | [[Bluejay man]] | [[Bushtit man]] | [[Buzzard man]] | [[Cardinal man]] | [[Crow man]] | [[Damselfly man]] | [[Dragonfly man]] | [[Eagle man]] | [[Firefly man]] | [[Fly man]] | [[Grackle man]] | [[Great horned owl man]] | [[Grey parrot man]] | [[Hornbill man]] | [[Kea man]] | [[Kestrel man]] | [[Loon man]] | [[Lorikeet man]] | [[Magpie man]] | [[Mantis man]] | [[Masked lovebird man]] | [[Monarch butterfly man]] | [[Mosquito man]] | [[Moth man]] | [[Oriole man]] | [[Osprey man]] | [[Parakeet man]] | [[Peach-faced lovebird man]] | [[Peregrine falcon man]] | [[Puffin man]] | [[Raven man]] | [[Red-winged blackbird man]] | [[Roach man]] | [[Snowy owl man]] | [[Sparrow man]] | [[Swan man]] | [[Thrips man]] | [[Vulture man]] | [[Wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Genderless]]''' || Cannot breed in normal gameplay ||  | [[Leech man]] | [[Slug man]] | [[Snail man]] | [[Sponge man]] | [[Worm man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Pain]]''' || Feels no pain ||  | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Stun]]''' || Cannot be stunned || | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Shell]]''' || Has a shell that can be yielded if butchered, however, dwarves won't butcher animal people in non-modded DF. ||  | [[Armadillo man]] | [[Desert tortoise man]] | [[Giant tortoise man]] | [[Moon snail man]] | [[Nautilus man]] | [[Pond turtle man]] | [[Snail man]] | [[Snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals drink]](#)''' || Approaches any available drink and steals it, guzzling entire barrels at once, on the spot. ||  | [[Black bear man]] | [[Grizzly bear man]] | [[Polar bear man]] | [[Sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals food]](#)''' || Approaches any available food and steals it, carrying a stack of food off-map. ||  | [[Black bear man]] | [[Buzzard man]] | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Grizzly bear man]] | [[Honey badger man]] | [[Kea man]] | [[Mandrill man]] | [[Polar bear man]] | [[Raccoon man]] | [[Rhesus macaque man]] | [[Sloth bear man]] | [[Vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals items]](#)''' || Approaches an item and steals it, carrying it off-map. ||  | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Kea man]] | [[Mandrill man]] | [[Raccoon man]] | [[Rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Syndrome]]''' || Venoms that cause various [[symptom]]s, usually applied by bite or a special sting attack ||  | [[Adder man]] | [[Bark scorpion man]] | [[Black mamba man]] | [[Brown recluse spider man]] | [[Bushmaster man]] | [[Copperhead snake man]] | [[Gila monster man]] | [[King cobra man]] | [[Platypus man]] | [[Rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Web]]s''' || Can move through webbing and collect it in adventure mode with {{k|g}}. No web spray attack included. ||  | [[Brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''(All animal people have the Learning and Humanoid Attributes)'''&lt;br /&gt;
&lt;br /&gt;
== Creature &amp;amp; body tokens altered from base animal raws ==&lt;br /&gt;
These are the tokens removed, added or replaced from the base creatures that animal people come from. They are replaced in the c_variation_default.txt raw file by the tokens APPLY_CREATURE_VARIATION:ANIMAL_PERSON and APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS which come from the animal person's raws.&lt;br /&gt;
&lt;br /&gt;
'''[[Creature token|Tokens]] removed and added'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Token &lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
|| NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_CHILD_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_BABY_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CASTE_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CHILDNAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| BABYNAME&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SMALL_REMAINS &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| DESCRIPTION &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CREATURE_TILE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| COLOR &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MAXAGE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SOUND &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PET &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PETVALUE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PENETRATEPOWER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_EATER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_HATEABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_GROUNDER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_FISH &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL_COLONY &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_ROTTER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_NOTRAP&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| FISHITEM &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| IMMOBILE_LAND&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| TRIGGERABLE_GROUP &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MOUNT&lt;br /&gt;
|| Removed only from creatures with legs&lt;br /&gt;
|-&lt;br /&gt;
|| PET_EXOTIC &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| NOT_BUTCHERABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SWIMSPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MUNDANE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| POPULATION_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CLUSTER_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_SKILL&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VERB&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_CONTACT_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PRIORITY&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_WITH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PENETRATION_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PREPARE_AND_RECOVER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_EDGE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_CANLATCH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GAIT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| UBIQUITOUS&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| LARGE_ROAMING&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| SAVAGE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| GRAVITATE_BODY_SIZE:70000&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CHANGE_FREQUENCY_PERC:10&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_LEARN&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_SPEAK&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| EQUIPS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CANOPENDOORS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_FRONT_GRASP&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_FRONT_GRASP&lt;br /&gt;
|| HUMANOID_NECK&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_NECK_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT_4LEGS_2ARMS&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON:LEGLESS [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID_LEGLESS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID_LEGLESS:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_LEGLESS_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_LEGLESS_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Present from the first official release of the game, the animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. [[23a:frogman|Frogmen]], [[23a:lizardman|lizardmen]], and [[23a:snakeman|snakemen]] emerged from [[23a:cave river|cave rivers]], and [[23a:antman|antmen]], [[23a:batman|batmen]], and [[23a:ratman|ratmen]] would come out from [[23a:chasm|chasms]] to attack.&lt;br /&gt;
&lt;br /&gt;
[[40d:release information|v0.27.169.32a]] released three-dimensional worlds, and subterranean creatures were moved to flock near generated [[40d:chasm|chasms]], [[40d:underground river|underground rivers]], and [[40d:Underground pool|underground pools]]. [[cave swallow man|Cave swallowmen]] and [[olm man|olmmen]] were introduced. The first set of above-ground savage animal people were also introduced: [[leech man|leechmen]], [[snail man|snailmen]], [[slug man|slugmen]], and [[tiger man|tigermen]].&lt;br /&gt;
&lt;br /&gt;
In [[v0.31:release information|v0.31]], every creature was renamed and/or had their properties revamped (for example, &amp;quot;frogman&amp;quot; was changed to &amp;quot;amphibian man&amp;quot; and &amp;quot;batman&amp;quot; was changed to &amp;quot;bat man&amp;quot;). Not all animal people were redefined in this version, and some continued to use old codes for many releases. The version also introduced &amp;quot;[[creature variation token|creature variation]]&amp;quot; templates, which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current [[cavern]]s, and subterranean animal people formed civilizations. More anthropomorphic variations of animals present at the time were added.&lt;br /&gt;
&lt;br /&gt;
More animal people were added to the game in [[v0.34:release information|v0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Release information/0.42.01|v0.42.01]] allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. (A grizzly bear hammerman has much to offer a dwarven society.) [[Release information/0.42.04|v0.42.04]] added more animal people to the game.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Humanoid versions of animals with the {{token|MEANDERER}} token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless performing a task.{{Bug|9588}}&lt;br /&gt;
&lt;br /&gt;
* Animal people can't learn swimming. {{Bug|9853}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
[[Ru:Animal people]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Moth_man_sprite.png&amp;diff=301968</id>
		<title>File:Moth man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Moth_man_sprite.png&amp;diff=301968"/>
		<updated>2024-06-16T23:52:03Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Moth man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kea_man_sprite.png&amp;diff=301967</id>
		<title>File:Kea man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kea_man_sprite.png&amp;diff=301967"/>
		<updated>2024-06-16T23:44:31Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn reverted File:Kea man sprite.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Opossum_man_sprite.png&amp;diff=301966</id>
		<title>File:Opossum man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Opossum_man_sprite.png&amp;diff=301966"/>
		<updated>2024-06-16T23:40:05Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Opossum man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Kakapo_man_sprite.png&amp;diff=301965</id>
		<title>File:Kakapo man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Kakapo_man_sprite.png&amp;diff=301965"/>
		<updated>2024-06-16T23:29:34Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn reverted File:Kakapo man sprite.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Squid_man_sprite.png&amp;diff=301964</id>
		<title>File:Squid man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Squid_man_sprite.png&amp;diff=301964"/>
		<updated>2024-06-16T23:13:50Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Squid man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Jumping_spider_man_sprite.png&amp;diff=301963</id>
		<title>File:Jumping spider man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Jumping_spider_man_sprite.png&amp;diff=301963"/>
		<updated>2024-06-16T22:46:37Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Jumping spider man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Snapping_turtle_man_sprite.png&amp;diff=301962</id>
		<title>File:Snapping turtle man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Snapping_turtle_man_sprite.png&amp;diff=301962"/>
		<updated>2024-06-16T21:54:31Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded File:Snapping turtle man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Snapping_turtle_man_sprite.png&amp;diff=301961</id>
		<title>File:Snapping turtle man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Snapping_turtle_man_sprite.png&amp;diff=301961"/>
		<updated>2024-06-16T21:52:53Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: this is an incorrect redirect to another image, trying to remove it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Hoary_marmot_man_sprite.png&amp;diff=301960</id>
		<title>File:Hoary marmot man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Hoary_marmot_man_sprite.png&amp;diff=301960"/>
		<updated>2024-06-16T21:22:52Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Hoary marmot man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Rat_man_sprite.png&amp;diff=301959</id>
		<title>File:Rat man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Rat_man_sprite.png&amp;diff=301959"/>
		<updated>2024-06-16T21:06:49Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Rat man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Chipmunk_man_sprite.png&amp;diff=301958</id>
		<title>File:Chipmunk man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Chipmunk_man_sprite.png&amp;diff=301958"/>
		<updated>2024-06-16T21:04:08Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn reverted File:Chipmunk man sprite.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Chipmunk_man_sprite.png&amp;diff=301957</id>
		<title>File:Chipmunk man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Chipmunk_man_sprite.png&amp;diff=301957"/>
		<updated>2024-06-16T21:03:22Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Chipmunk man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Chipmunk_man_sprite.png&amp;diff=301956</id>
		<title>File:Chipmunk man sprite.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Chipmunk_man_sprite.png&amp;diff=301956"/>
		<updated>2024-06-16T20:54:33Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: Stinkhorn uploaded a new version of File:Chipmunk man sprite.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{Non-free Dwarf Fortress Screenshot}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=290534</id>
		<title>Trap</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Trap&amp;diff=290534"/>
		<updated>2023-02-11T22:32:59Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: updated the menu keyboard shortcuts `b` -&amp;gt; `t` is the Traps menu now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
: ''For information on trapping [[vermin]], see [[animal trap]].''&lt;br /&gt;
: ''For complex, multi-tile configurations, see [[trap design]].''&lt;br /&gt;
&lt;br /&gt;
[[File:stone_fall_trap.png|thumb|230px|right|Real inconspicuous.]]'''Traps''' are a relatively quick and easy method of defending a fortress. Unlike [[soldier]]s, they're always on duty, and, once set up, need less management. On the other hand, they are immobile and can only lie in wait for foes to walk over them. Traps can be built from the {{k|b}}uild-&amp;gt;{{k|t}}raps menu. Most traps need one [[mechanism]], a dwarf with the [[mechanic]] labor designated (more [[skill]]ed mechanics take less time to build a trap), and at least one other component depending on the type of trap – a stone, a cage, or one or more weapons. They can be built indoors or outdoors on a vacant [[floor]] (natural or constructed). Traps will block the passage of [[caravan]] wagons.&lt;br /&gt;
&lt;br /&gt;
Stone-fall, weapon and cage traps will be triggered by most hostile entities entering their tile, with the possible exception of [[thief|thieves]], flying creatures and other [[Forgotten beast|occasional]] [[Titan|fun]] [[Demon|surprises]]. Any [[unconscious]] creature will trigger traps, including your own dwarves. Conscious dwarves do not set off self-triggered traps.&lt;br /&gt;
&lt;br /&gt;
Note that only dwarves with the mechanic labor enabled will reload cage, stone, or weapon traps. In combat situations, [[mechanic]]s have a nasty habit of wanting to reload (or clean) traps when they are triggered, regardless of who or what might be near them. [[Forbid]]ding traps after they are built will keep [[Urist|Urist McSuicide]] from deciding to reload a trap in the middle of a [[siege]]. Just remember to unforbid them when things calm down, so the traps are all ready for next time. Note that forbidding a trap after it has been triggered doesn't help, as the job to refill the trap has already been issued in that case, so a mechanic will carry a stone out to the trap anyway. Alternatively, simply order your dwarves to stay within a safe [[burrow]] until any threats have been dealt with.  If a cage trap has captured something while forbidden and been left alone for an extended period of time (nearly a year or longer) the caged individual escapes and you will get the announcement &amp;quot;Something has emptied a cage!&amp;quot;. If put into a stockpile or claimed, captured individuals will be prevented from escaping.&lt;br /&gt;
&lt;br /&gt;
It is possible to determine the state of a trap (loaded/unloaded) and the components it contains using the {{K|t}} query.&lt;br /&gt;
&lt;br /&gt;
Traps can be deconstructed by pressing {{k|t}} to view the trap (or {{k|q}}, although the name of the trap will not be displayed until it is flagged for removal), followed by {{k|x}} to remove it. Deconstructing a trap leaves the components used in its creation on the ground around the tile.  Traps destroyed by hostile action may return damaged objects.&lt;br /&gt;
&lt;br /&gt;
=== Stone-fall trap ===&lt;br /&gt;
[[File:DFwikiStonefallTrap.png|thumb|right|Stone-fall trap, the one on the left is loaded, while the one on the right is not]]&lt;br /&gt;
The simplest trap to construct, a stone-fall trap is essentially a [[stone]] suspended up in the air which is dropped on intruders when the trap is triggered. These are a popular defensive measure early on, as the components needed are readily available as soon as you start mining. A single stone trap will usually '''not''' severely wound or kill most animals and enemies, but can break a bone, which gives you more than enough time and advantage to finish them off with [[military]]. The [[density|weight]] of the stone used in the trap affects the amount of damage the trap does, but it can be difficult to get your dwarves to use heavier stones, like [[galena]] or [[cinnabar]], when loading the traps.  Patient micromanaging from the {{k|z}}/stock menu and/or using {{k|f}}orbid often does the trick.&lt;br /&gt;
&lt;br /&gt;
After each use, a stone-fall trap needs to be reloaded with another stone. This is done by any [[dwarf]] with [[mechanic]] [[skill]] enabled, a task which your dwarves will see to automatically. The dwarf will generally not use the stone that just dropped, but a new one (would you want to put your hands on that gory mess?). Being that stonefall traps do '''not''' alert you of ambushes when triggered by hidden invaders* (the way cage traps do), and ''automatically'' trigger a &amp;quot;reload&amp;quot; job, this can frequently lead your mechanics into peril.  You can make your mechanics' lives a lot easier and longer if you disable that labor during sieges or burrow them away from the enemy.&lt;br /&gt;
&lt;br /&gt;
: ''(* For something a bit more complex but quite elegant that will notify you, see [[Trap_design#Land_mines]])''&lt;br /&gt;
&lt;br /&gt;
Stone-fall traps respect [[economic stone]] restrictions, and they can not be loaded with [[clay]].&lt;br /&gt;
&lt;br /&gt;
Before you write off stone-fall traps as worse versions of weapon traps (see next), note that weapon traps require you to have previously made, [[goblinite|found]], or [[caravan|traded]] for [[weapon]]s, making them more of an option somewhat later in the game. A stone-fall trap only requires a mechanism and a stone.&lt;br /&gt;
&lt;br /&gt;
*Shortcut {{k|b}} {{k|t}} {{k|t}}&lt;br /&gt;
*Components used: [[mechanism]] and an ordinary [[stone]]&lt;br /&gt;
*Appearance: {{Raw Tile|^|7:1}} = ready, {{Raw Tile|^|7:0}} = no stone loaded&lt;br /&gt;
&lt;br /&gt;
=== Weapon trap ===&lt;br /&gt;
[[File:DFwikiCorridorWithTraps.png|thumb|right|Two serrated disc traps]]&lt;br /&gt;
Weapon traps are similar in nature to stone-fall traps, and are triggered when any hostile creature steps on the trap. They contain between one and ten weapons, and can inflict grievous injuries. However, it takes time for the trap's weapons to trigger; enemies who move quickly across the trap may survive unscathed, as the weapons will not hit a creature which has moved off the trap.&lt;br /&gt;
&lt;br /&gt;
When placing the trap you will be asked for a type of mechanism as normal, then asked to select weapons to use. The [[quality]] of a trap's mechanism influences the attack rolls of its weapons.[http://www.bay12forums.com/smf/index.php?topic=14461.msg131214#msg131214]. At this point you will get a list of all stockpiled weapons in your fortress. {{k|+}}{{k|-}} will select different weapons and pressing &amp;quot;Enter/Return&amp;quot; adds 1 of the selected weapon to the trap; you can e{{k|x}}pand the selection to choose more carefully. Up to 10 weapons can be put in each trap and all weapons in the trap will attack at once when it is triggered. When happy with your weapon selection press {{k|d}} to set the trap.&lt;br /&gt;
&lt;br /&gt;
Any weapon can be used, including poor-[[quality]] efforts by your weaponsmith, training weapons, and any non-dwarf weapons you have traded for or recovered from dead [[goblin]]s. Think of it as fair retribution when goblins are sliced to pieces by their own axes!&lt;br /&gt;
&lt;br /&gt;
If you add a [[crossbow]]* to a weapon trap, you must also include [[bolts]]. One bolt (per crossbow) will be fired each time the trap is triggered, and when those run out, the trap will signal a &amp;quot;reload&amp;quot; order.  A crossbow without bolts will not fire.&lt;br /&gt;
&lt;br /&gt;
(* Bows will also work in weapon traps, but that weapon will need to stay loaded with [[arrow]]s, which dwarves cannot produce.  But it certainly is one use for all those arrows you've collected.)&lt;br /&gt;
&lt;br /&gt;
You can also use the corkscrews that are normally used in [[screw pump]]s, or any of the other specialized trap-only weapons:&lt;br /&gt;
&lt;br /&gt;
[[Metalsmith's forge]]&lt;br /&gt;
*menacing &amp;lt;metal&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;metal&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;metal&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;metal&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;metal&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
[[Carpenter's workshop]]&lt;br /&gt;
*menacing &amp;lt;wooden&amp;gt; spike&lt;br /&gt;
*spiked &amp;lt;wooden&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;wooden&amp;gt; corkscrew&lt;br /&gt;
&lt;br /&gt;
[[Glass furnace]]&lt;br /&gt;
*menacing &amp;lt;glass&amp;gt; spike&lt;br /&gt;
*large, serrated &amp;lt;glass&amp;gt; disc&lt;br /&gt;
*spiked &amp;lt;glass&amp;gt; ball&lt;br /&gt;
*enormous &amp;lt;glass&amp;gt; corkscrew&lt;br /&gt;
*giant &amp;lt;glass&amp;gt; axe blade&lt;br /&gt;
&lt;br /&gt;
:* Don't know which to make? See [[Trap component]] for detailed information.&lt;br /&gt;
&lt;br /&gt;
These &amp;quot;trap only&amp;quot; weapons have all the material property advantages and disadvantages that normal weapons have, though they're massively less durable. It should be noted that the trap weapons are larger than normal dwarf weapons, meaning they should be more effective than normal weapons made of equivalent materials. When triggered, this trap will &amp;quot;attack&amp;quot; the creature with all the weapons available to it, normally doing massive damage. This can also be ''very'' messy if the trap is loaded with cutting weapons, often creating an explosion of blood and dismembered body parts. Using blunt weapons reduces the mess somewhat, and you may wish to strategically place a [[User:Uristocrat/Dwarven_Bathtub | Dwarven Bathtub]] nearby. See [[Trap component]] for a full discussion.&lt;br /&gt;
&lt;br /&gt;
Weapon traps do not require slightly suicidal mechanics to reset them after each triggering but instead reset automatically after an unknown period of time. However, there is a 50% chance that a kill will result in the victim getting stuck in the mechanism and cause the trap to jam (use {{k|t}} to check the trap), requiring a dwarf to remove the body. Whenever a trap jams, a mechanic will ''automatically'' attempt to clean it if they have a [[path]], so forbidding the body (or forbidding the trap's mechanism in advance) may be necessary to save him from the victim's friends. Note that weapon traps will only jam if they ''directly'' kill the creature – if they instead inflict a mortal wound and cause the creature to bleed out, they will not jam.&lt;br /&gt;
&lt;br /&gt;
The triggering creature will defend from the trap's attacks just like from a dwarf's, by jumping away, dodging and blocking. This can be used in your favor if the trapped tile happens to be surrounded by pits.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|o}}&lt;br /&gt;
*Components used: [[mechanism]] and whatever [[weapon]]s you want, limit 10.&lt;br /&gt;
*Appearance: {{Raw Tile|^|4:1}} = ready, {{Raw Tile|^|4:0}} = jammed or out of ammo&lt;br /&gt;
&lt;br /&gt;
=== Cage trap ===&lt;br /&gt;
[[File:DFwikiCageTrap.png|thumb|right|Cage trap, the one on the left is loaded, while the one on the right is not]]&lt;br /&gt;
Cage traps are different from the other trap types in that they do not directly kill or injure invaders. Instead, they capture the creature that triggers them in a [[cage]]. Despite the unfortunate lack of violence, this is still very effective as it completely neutralizes the target so that it can be dealt with later. After a creature is captured, it's stored in an animal [[stockpile]] if the current standing order is set ({{K|o}}-{{K|a}}). The trap will then be reset by [[hauling]] an empty cage to the trap's location. This is done ''automatically'', as in, during a siege, by any dwarf with the [[Mechanic]]s labor enabled. Cage traps will also alert you to ambushes when triggered by hidden invaders, making them a useful forward defense mechanism.&lt;br /&gt;
&lt;br /&gt;
'''Most''' captured creatures do not require any nourishment and will survive being in a cage indefinitely; in fact, even submersion in water appears to have no effect on caged creatures.  It is possible for dwarves to bring [[water]] to cages, but this will only occur if you have someone friendly also locked in the cage – like a dwarf child snatched by a goblin. See below for how to remove things from a cage.&lt;br /&gt;
&lt;br /&gt;
'''Magma''' can be used to 'clean' magma-safe sprung cage traps and cages that are built or stockpiled, removing non-magma safe materials (and creatures) from the cage. Non-magma safe cages are destroyed as well.&lt;br /&gt;
&lt;br /&gt;
'''Cage traps will not capture every creature in the game''', so you ''will'' need alternative defenses – [[titan]]s and [[forgotten beast]]s (as well as certain other types of creatures) are immune to traps entirely and will waltz right past all of your carefully placed cages unless the cage has a giant cave spider web on it. Some creatures are nimble enough to avoid setting off traps, or even escape it completely once triggered. A webbed cage trap '''will''' capture nearly anything ([[Fun|including even your own dwarves]]); the only creatures it cannot capture are those immune to both cage traps and webbing, such as a web-spinning forgotten beast or a dwarf from your fortress on a Collect Webs job.&lt;br /&gt;
&lt;br /&gt;
Cage traps are also useful for catching wild animals. This can be done by simply placing traps in areas where wild animals roam (this does '''not''' require a dwarf with the [[trapping]] labor enabled). The captured animals can be tamed (and sometimes trained into war animals!) at any animal training zone. See [[Animal trainer]] for more on training animals.&lt;br /&gt;
&lt;br /&gt;
In the process of taming a wild animal, there is a chance that seeds will be left in the cage. Dwarves ''only'' load empty cages into traps.  One way to remove the seeds and make the cage usable again is to {{K|d}}ump them. First loo{{K|k}} at the cage in your Animal [[stockpile]], then highlight the seed and press {{K|Enter}} to look at the seed, then press {{K|d}} to dump the seed.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|g}}&lt;br /&gt;
*Components used: [[mechanism]] and a [[cage]].&lt;br /&gt;
*Appearance: {{Raw Tile|^|2:1}} = ready, {{Raw Tile|^|2:0}} = no cage&lt;br /&gt;
&lt;br /&gt;
The material a cage is made affects indirectly the speed at which it is assembled into the trap. Heavier cages take longer to assemble. The more skilled a dwarf is in the [[Mechanics]] skill, the less time he takes to assemble the cage.&lt;br /&gt;
&lt;br /&gt;
With exception to the latter, cage material has no effect (beyond weight for hauling, value of finished trap, and the fact that [[elf]] merchants will get angry if the cage is wooden).  A glass terrarium is just as strong as a steel cage.&lt;br /&gt;
&lt;br /&gt;
To release a creature from a cage, build the cage ({{k|b}} {{k|r}}) {{k|g}}) and use {{k|q}} to unassign it.  You can also simply assign the creature to a pasture or pit. To release a hostile creature (or wild animal) safely from a cage, build the cage and link the cage to a [[lever]] that can be remotely triggered. If you have many cages you need to empty out quickly see [[Mass pitting]].  Cages have no current limit to the amount of beasts you can put in them, so you can build one cage and assign all the beasts to that cage.  Typical caveats of dealing with wild/hostile animals apply.&lt;br /&gt;
&lt;br /&gt;
As with most traps, if a dwarf goes to sleep or is knocked unconscious over a cage trap, it will be triggered and the dwarf will be trapped. Unlike usual creatures, a caged dwarf can starve or die from dehydration.&lt;br /&gt;
&lt;br /&gt;
=== Upright spear/spike ===&lt;br /&gt;
[[File:DFwikiRetractedSpikes.png|thumb|right|two retracted upright spikes]]&lt;br /&gt;
The previous 3 types of traps trigger when a hostile creature steps on them.  An upright spear/spike trap is different – it must be triggered externally to cause the spears or spikes to spring up or to recede back down.  Unlike the other traps, the spike trap ''does not discriminate between friend or foe'' – when the spears/spikes spring up, ''any'' creature on that tile will be subject to possible impalement by them.  Note that this trap only does damage [[Time|at the exact moment]] that the spikes spring up – once up, they do nothing (unless something falls on them from a height) until they come up again.&lt;br /&gt;
&lt;br /&gt;
If you simply want upright spikes on a tile, placing the upright spear/spike trap does not require a mechanism and it does not require the Mechanic labor.  Static spikes only require 1 to 10 [[Weapon|spears]] or [[Trap component|spikes]].  Without a link, the trap will not operate, but can still do additional damage to anything that falls on that tile (see below).&lt;br /&gt;
&lt;br /&gt;
Linking it to a [[lever]] or a [[pressure plate]] ''will'' require a mechanism and must be performed by a Mechanic.  Linking the spikes to better [[quality]] mechanisms increases the chance to hit the target.  Retracting the spears/spikes does not require space in the [[z-level]] below the trap. Spike traps do not jam.&lt;br /&gt;
&lt;br /&gt;
When linked to a lever or pressure plate, a &amp;lt;u&amp;gt;close&amp;lt;/u&amp;gt; signal will cause them to spring up, while an &amp;lt;u&amp;gt;open&amp;lt;/u&amp;gt; signal will cause the spears or spikes to recede.  Most [[repeater]]s do not cycle very quickly, so, with only 1 trap, it is easily possible for a unit to walk onto the trap tile after it has sprung up (and is harmless) and then on past it before it goes down and comes up again – multiple traps in a row can be a good idea.&lt;br /&gt;
&lt;br /&gt;
At the risk of stating the obvious, if you plan to recover the bodies or [[goblinite]] left by victims of an automated spike trap, you should also plan some way to turn them off during that recovery.  [[Unfortunate accident|Or not]].&lt;br /&gt;
&lt;br /&gt;
An often overlooked ability of an upright spike trap is that it also inflicts damage on a creature that falls onto it while it is deployed.  And since they are built in the deployed state they can be quickly built to make a pit trap more lethal, without the need for extra mechanisms.  However, you will still need some way to cause your victims to fall onto the spike from above in the first place, and the pit must be more than 1 z level deep for the spikes to cause damage.&lt;br /&gt;
&lt;br /&gt;
*Shortcut: {{k|b}} {{k|t}} {{k|u}}&lt;br /&gt;
*Components used: 1-10 spears or spikes, plus further [[mechanism]]s for linking to triggers.&lt;br /&gt;
*Appearance: {{Raw Tile|{{!}}|0:1}} = extended, {{Raw Tile|.|7:0}} = retracted&lt;br /&gt;
&lt;br /&gt;
== Mechanism quality ==&lt;br /&gt;
[[File:mechanism_sprite_x2.png|right]]All of the above traps other than Upright Spear use mechanisms in their construction. The quality of the mechanism used will impact weapon traps beyond their value. However, in weapon traps the mechanism quality seems to act similarly to weapon skill in an entity and will play a part in determining whether a strike lands.  Code analysis suggests that mechanism quality also impacts the effectiveness of stone fall traps, though it has no effect on cage traps.&lt;br /&gt;
&lt;br /&gt;
==Trap management==&lt;br /&gt;
&lt;br /&gt;
Making mechanisms, setting up traps, and constructing a variety of other buildings all require the mechanics skill. Only mechanisms have a quality level so it's a good idea to enable mechanic on the general work force of your fort and restrict mechanic workshops to skilled workers with the profile manager. Clogged traps and triggered cages will generate a &amp;quot;load trap&amp;quot; or &amp;quot;clean trap&amp;quot; labor even if said traps are forbidden. This could quickly send your dwarves into a danger zone as they go to maintain it. This can be prevented by drawing a burrow around said traps, assigning no one to it, and toggling the burrow to restrict all workshops on it to the burrow. Strangely this will also work for the traps (likely because the behaviors that check for jobs is not building-specific, but area-specific, so all jobs generated in the area must be undertaken by those in the burrow). Your dwarves will not touch the traps until the burrow is unrestricted.&lt;br /&gt;
&lt;br /&gt;
==Other traps==&lt;br /&gt;
You can create [[trap design|even more elaborate traps]] with imaginative use of pits, [[pressure plate]]s, [[lever]]s, [[grate]]s, [[support]]s, [[water]], and/or [[magma]], creating sacrificial altars (blood for the Blood God!) and whatever else you can think of.  Watching those goblins try to find a way out of your drowning chamber as it begins to fill is really quite satisfying.  These are best made in a large, repeatable mass killing way. If you make a trap that kills 10 or so goblins that only works once and you have to rebuild it, wasting time you don't have during a [[siege]], then you're not &amp;lt;s&amp;gt;trying hard enough&amp;lt;/s&amp;gt; having too much [[fun]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Trap design]]&lt;br /&gt;
*[[Mass pitting]]&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = ïggal&lt;br /&gt;
| elvish  = abola&lt;br /&gt;
| goblin  = stoslo&lt;br /&gt;
| human   = losric&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Traps}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256482</id>
		<title>User talk:Stinkhorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256482"/>
		<updated>2021-01-29T21:21:16Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: enlarge images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation sidebar positioning ==&lt;br /&gt;
&lt;br /&gt;
Regarding some recent edits like [https://dwarffortresswiki.org/index.php?title=DF2014:Chain&amp;amp;curid=31068&amp;amp;diff=256436&amp;amp;oldid=255491] [https://dwarffortresswiki.org/index.php?title=DF2014:Door&amp;amp;curid=31172&amp;amp;diff=256435&amp;amp;oldid=253919]: I think the original intention here was to have the translations lower down on the page because they're less important to the content of the article than the typical sidebar content - more along the lines of the creature raws and infoboxes at the bottom of each page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:28, 27 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
How am I supposed to respond to this? I have the option to edit what you've said like this is a wiki page but no reply. Bizarre.&lt;br /&gt;
&lt;br /&gt;
Yeah so, translation isn't important info, it's trivia.  But it has a little graphical box that floats to the right effectively making a small sidebar, and having a little mini sidebar at the bottom of the screen is ugly and not helpful in my opinion. Especially have two sidebars is bad UI. Having it at the bottom with the raws also pushes the raws down weirdly and makes it look like part of the Bugs section.  It's less in the way higher in the wiki where it's not displacing anything and can sit as a right sidebar&lt;br /&gt;
&lt;br /&gt;
[[File:Top.png|at the top]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bottom.png|at the bottom]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256481</id>
		<title>User talk:Stinkhorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256481"/>
		<updated>2021-01-29T21:17:30Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: /* Translation sidebar positioning */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation sidebar positioning ==&lt;br /&gt;
&lt;br /&gt;
Regarding some recent edits like [https://dwarffortresswiki.org/index.php?title=DF2014:Chain&amp;amp;curid=31068&amp;amp;diff=256436&amp;amp;oldid=255491] [https://dwarffortresswiki.org/index.php?title=DF2014:Door&amp;amp;curid=31172&amp;amp;diff=256435&amp;amp;oldid=253919]: I think the original intention here was to have the translations lower down on the page because they're less important to the content of the article than the typical sidebar content - more along the lines of the creature raws and infoboxes at the bottom of each page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:28, 27 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
How am I supposed to respond to this? I have the option to edit what you've said like this is a wiki page but no reply. Bizarre.&lt;br /&gt;
&lt;br /&gt;
Yeah so, translation isn't important info, it's trivia.  But it has a little graphical box that floats to the right effectively making a small sidebar, and having a little mini sidebar at the bottom of the screen is ugly and not helpful in my opinion. Especially have two sidebars is bad UI. Having it at the bottom with the raws also pushes the raws down weirdly and makes it look like part of the Bugs section.  It's less in the way higher in the wiki where it's not displacing anything and can sit as a right sidebar&lt;br /&gt;
&lt;br /&gt;
[[File:Top.png|thumb|at the top]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bottom.png|thumb|bottom]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256480</id>
		<title>User talk:Stinkhorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256480"/>
		<updated>2021-01-29T21:16:05Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: pics of the different and why I made that choice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation sidebar positioning ==&lt;br /&gt;
&lt;br /&gt;
Regarding some recent edits like [https://dwarffortresswiki.org/index.php?title=DF2014:Chain&amp;amp;curid=31068&amp;amp;diff=256436&amp;amp;oldid=255491] [https://dwarffortresswiki.org/index.php?title=DF2014:Door&amp;amp;curid=31172&amp;amp;diff=256435&amp;amp;oldid=253919]: I think the original intention here was to have the translations lower down on the page because they're less important to the content of the article than the typical sidebar content - more along the lines of the creature raws and infoboxes at the bottom of each page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:28, 27 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
How am I supposed to respond to this? I have the option to edit what you've said like this is a wiki page but no reply. Bizarre.&lt;br /&gt;
&lt;br /&gt;
Yeah so, translation isn't important info, it's trivia.  But it has a little graphical box that floats to the left effectively making a small sidebar, and having a little mini sidebar at the bottom of the screen is ugly and not helpful in my opinion. Especially have two sidebars is bad UI. Having it at the bottom with the raws also pushes the raws down weirdly and makes it look like part of the Bugs section.  It's less in the way higher in the wiki where it's not displacing anything and can sit as a right sidebar&lt;br /&gt;
&lt;br /&gt;
[[File:Top.png|thumb|at the top]]&lt;br /&gt;
&lt;br /&gt;
[[File:Bottom.png|thumb|bottom]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Bottom.png&amp;diff=256479</id>
		<title>File:Bottom.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Bottom.png&amp;diff=256479"/>
		<updated>2021-01-29T21:14:55Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;at the bottom, looks like it's part of the bugs&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Top.png&amp;diff=256478</id>
		<title>File:Top.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Top.png&amp;diff=256478"/>
		<updated>2021-01-29T21:13:57Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;translation floated at the top&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256477</id>
		<title>User talk:Stinkhorn</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Stinkhorn&amp;diff=256477"/>
		<updated>2021-01-29T21:08:26Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation sidebar positioning ==&lt;br /&gt;
&lt;br /&gt;
Regarding some recent edits like [https://dwarffortresswiki.org/index.php?title=DF2014:Chain&amp;amp;curid=31068&amp;amp;diff=256436&amp;amp;oldid=255491] [https://dwarffortresswiki.org/index.php?title=DF2014:Door&amp;amp;curid=31172&amp;amp;diff=256435&amp;amp;oldid=253919]: I think the original intention here was to have the translations lower down on the page because they're less important to the content of the article than the typical sidebar content - more along the lines of the creature raws and infoboxes at the bottom of each page. &amp;amp;mdash;[[User:Lethosor|&amp;lt;span style=&amp;quot;color:#074&amp;quot;&amp;gt;Lethosor&amp;lt;/span&amp;gt;]] ([[User talk:Lethosor|&amp;lt;span style=&amp;quot;color:#092&amp;quot;&amp;gt;talk&amp;lt;/span&amp;gt;]]) 04:28, 27 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
How am I supposed to respond to this? I have the option to edit what you've said like this is a wiki page but no reply. Bizarre.&lt;br /&gt;
&lt;br /&gt;
Yeah so, translation isn't important info.  But it has a little graphical box that floats to the left effectively making a small sidebar, and having a little mini sidebar at the bottom of the screen is ugly and not helpful in my opinion.&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Container&amp;diff=256438</id>
		<title>Container</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Container&amp;diff=256438"/>
		<updated>2021-01-26T23:03:26Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: add translation to the sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:03, 9 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
{{furniture|name=Container&lt;br /&gt;
|tile=Æ&lt;br /&gt;
|wood=y&lt;br /&gt;
|stone=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=y&lt;br /&gt;
|cloth=y&lt;br /&gt;
|leather=y&lt;br /&gt;
|rooms=&lt;br /&gt;
* [[Barracks]]&lt;br /&gt;
* [[Library]]&lt;br /&gt;
}}&lt;br /&gt;
{{Translation| dwarven = etost | elvish = thale | goblin = ustêx | human = puti}}&lt;br /&gt;
&lt;br /&gt;
'''Containers''' is a general term used for various types of similar [[item]]s which are used for [[storage|storing]]. Containers are named differently depending on what they are made of (see table, below), but they all fill the same function. They are a common requirement for [[noble]]s, and they are also good for increasing the [[room value|value]] of a [[room]]. Each different type of container holds a varying number of items. Dwarves may walk through tiles with containers.&lt;br /&gt;
&lt;br /&gt;
Containers are listed under &amp;quot;tools&amp;quot; in some menus.&lt;br /&gt;
&lt;br /&gt;
If a dwarf does not own a container in his bedroom, he or she will leave any possessions on the floor. Containers are also used in [[barracks]] to store [[squad]] equipment, and needed in a [[library]] to store blank writing materials such as [[quire]]s. Note that a [[bookcase]] is needed for ''written'' [[book|materials]].&lt;br /&gt;
;Different names for containers:&lt;br /&gt;
{| class = &amp;quot;wikitable unsortable&amp;quot;&lt;br /&gt;
! Name !! Material&lt;br /&gt;
|-&lt;br /&gt;
|'''Box'''&lt;br /&gt;
|[[Glass]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Coffer'''&lt;br /&gt;
|[[Stone]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Chest'''&lt;br /&gt;
|[[Wood]], [[Metal]]&lt;br /&gt;
|-&lt;br /&gt;
|'''Bag'''&lt;br /&gt;
|[[Cloth]], [[Leather]]&lt;br /&gt;
|}&lt;br /&gt;
Both bags and barrels (and all other containers) function exactly the same in-game - they report a container capacity (either hardcoded or derived from the item_tool raws), they have references to their contents (general_ref_contains_itemst), and their contents have references back to the container itself (general_ref_contained_in_itemst).&lt;br /&gt;
&lt;br /&gt;
Any behavioral differences between them are entirely due to the way jobs handle them and the way they (and their contents) are categorized for selection by jobs, and custom reactions don't necessarily follow all of those rules. Custom reactions can definitely use seeds that are stored in bags without requesting the bags themselves (I just checked), but plant growths might be treated differently, possibly an attempt to keep quarry bush leaves inside their bags (and similar scenarios). &lt;br /&gt;
&lt;br /&gt;
Bags are a special type of box.  While they can be built as furniture, they are more commonly used by dwarves to store seeds, mill plants at a [[millstone]] or quern, or collect [[sand]].  Dwarves have a habit of filling bags with seeds whenever possible, so, typically, many of them need to be made if they are going to be used for other purposes.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Storage]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Currently, bags are unable to reproduce due to being all-male. This may be a bug.&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=256437</id>
		<title>Bin</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Bin&amp;diff=256437"/>
		<updated>2021-01-26T22:56:01Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: add translation to the sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|21:47, 17 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{item|name=Bin&lt;br /&gt;
|tile=X|col=0:6:0&lt;br /&gt;
|wood=y&lt;br /&gt;
|metal=y&lt;br /&gt;
|glass=n&lt;br /&gt;
|cloth=n&lt;br /&gt;
|leather=n&lt;br /&gt;
|ceramic=n&lt;br /&gt;
|bone=n&lt;br /&gt;
|shell=n&lt;br /&gt;
|gem=n&lt;br /&gt;
|wax=n&lt;br /&gt;
|used for=&lt;br /&gt;
* Storage&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = osed&lt;br /&gt;
| elvish  = masa&lt;br /&gt;
| goblin  = sputo&lt;br /&gt;
| human   = itlud&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A '''bin''' is a specially made basket for certain [[stockpile]]s. A bin can be made from one [[wood|wooden log]] at a [[carpenter's workshop]] or forged from 3 [[metal]] [[bar]]s at a [[forge]]. Bins make it possible to store lots of objects into one tile of a stockpile. A stockpile without a bin will likely fill up fast, leaving any remaining items where they are to get in the way.&lt;br /&gt;
&lt;br /&gt;
Bins are therefore incredibly useful to a maturing fortress. The best material for bins is generally [[wood]], because wooden bins are the lightest bins and will therefore save your haulers' time. Of course, if you intend to use bins next to a volcano or something equally [[fire|hot]], you may want to use metal bins. &lt;br /&gt;
&lt;br /&gt;
If your fort suffers from a lack of wood but charcoal is also your only [[fuel]] source, producing metal instead of wooden bins will actually '''increase''' your wood consumption. Forging each bin will cost one unit of fuel and smelting the metal bars will also require fuel. Charcoal is produced at a rate of one bar per log. You can only reduce wood consumption by making metal bins if you use coke or [[magma]] to heat your smelters and forges.&lt;br /&gt;
&lt;br /&gt;
Stockpiles that use bins are [[ammunition|ammo]], [[armor]], [[bar]]s/[[block]]s, [[cloth]], [[Currency|coins]], [[finished goods]], [[gems]], [[leather]] and [[weapon]]s. [[Food]] stockpiles use [[barrel]]s and [[large pot]]s instead of bins. Other stockpiles do not use anything at all.&lt;br /&gt;
&lt;br /&gt;
Bins are a fast way to transport trade goods to a [[trade depot]]. Instead of carrying the individual item, the dwarf will haul the whole container for trade. Though if the contents inside are heavy, it will still take a long time.&lt;br /&gt;
&lt;br /&gt;
For information on managing bins in stockpiles, see [[using bins and barrels]].&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Hauling jobs block access to all the items in the destination containers until the hauling is complete. This often results in cancellation spam and work delays.{{bug|9004}} One workaround is creating a &amp;quot;feeder stockpile&amp;quot; with containers disabled.&lt;br /&gt;
&lt;br /&gt;
* [[Ammunition]] stored in bins may not appear available to marksdwarves, eventually causing them to head to battle without bolts. Disabling bins in ammo [[stockpile]]s is recommended.{{bug|2706}}&lt;br /&gt;
* Items in bins are sometimes not found for tasks.{{bug|8755}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Container]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Wood (2942371043).jpg|A large number of wooden bins stacked upon each other.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
[[ru:Bin]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Chain&amp;diff=256436</id>
		<title>Chain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Chain&amp;diff=256436"/>
		<updated>2021-01-26T22:45:54Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: add translation to the sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation&lt;br /&gt;
| dwarven = nicat&lt;br /&gt;
| elvish  = oséfi&lt;br /&gt;
| goblin  = ugo&lt;br /&gt;
| human   = ekul&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Exceptional|12:58, 26 July 2020 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Chains''' and '''Ropes''' are items used to make [[Traction_bench|traction benches]], [[well]]s, [[restraint]]s and [[minecart]] rollers. Ropes are not actually a distinct item type - they are merely what chains are called when they are made of cloth. &lt;br /&gt;
&lt;br /&gt;
They are both listed under the 'chains' heading in the z-stocks menu, are stored in finished goods [[stockpile]]s, and are generally interchangeable.&lt;br /&gt;
&lt;br /&gt;
Chains are created at the [[metalsmith's forge]] with one [[metal]] [[bar]] (or four [[adamantine]] wafers), using the [[metal crafter|metal craft]] [[skill]] (but are found listed under &amp;quot;Furniture&amp;quot; and not &amp;quot;other objects&amp;quot; in that menu). Ropes are created at the [[clothier's shop]] with one [[cloth]], using the [[clothier]] [[skill]].&lt;br /&gt;
&lt;br /&gt;
Taking a rope with you at [[embark]] lets you construct a [[well]] more quickly. While usually, it's much cheaper to take raw materials and produce ready goods after embark, the [[item value]] of a fiber rope is 20 vs. 12 of the [[thread]]. The dwarves will not enjoy using a base quality item as much, but cost-wise it matters 3 times less than the mechanism.  On the other hand, you can make 4 metal chains after smelting one copper ore (cost 6) into 4 bars once you have your forge up and running, but that won't happen as fast - lots to consider.&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;300px&amp;quot;&amp;gt;&lt;br /&gt;
File:steel_chains.png|Ready for holding against wills.&lt;br /&gt;
File:rope.png|thumb|Also ready for holding against wills.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
[[ru:Chain]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Door&amp;diff=256435</id>
		<title>Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Door&amp;diff=256435"/>
		<updated>2021-01-26T22:20:01Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: add translation to the sidebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation&lt;br /&gt;
| dwarven = tun&lt;br /&gt;
| elvish  = beÿa&lt;br /&gt;
| goblin  = sustgo&lt;br /&gt;
| human   = as&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Quality|Exceptional|21:45, 11 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Buggy|withoutbugsection=1}}&lt;br /&gt;
[[Image:Doors!.png‎|thumb|right|It is important to have many doors, but don't get carried away.]]&lt;br /&gt;
'''Doors''' are pieces of [[furniture]] used mainly to control the movement of dwarves, [[pet]]s, and liquids, and to define the exits of [[room]]s. A door must be built next to a [[wall]] or other form of support*. Doors appear using different [[Tilesets|graphical tiles]] depending on their material.&lt;br /&gt;
&lt;br /&gt;
: (* Note that a tile of [[tree|tree roots]] is ''not'' adequate for this purpose.)&lt;br /&gt;
&lt;br /&gt;
==Materials==&lt;br /&gt;
Doors can be made of [[stone]] ({{Raw Tile|┼|0:7:0}}), [[metal]] ({{Raw Tile|≡|6:4:0}}), [[glass]] ({{Raw Tile|O|2:2:1}}), and [[wood]] ({{Raw Tile|║|0:6:0}}). [[Artifact]] doors can also be made from [[gem]] ({{Raw Tile|☼|7:2:0}}) and [[bone]] ({{Raw Tile|║|0:7:0}}). A glass door is called a '''portal'''.&lt;br /&gt;
&lt;br /&gt;
While [[stone]], [[wood]], and [[glass]] doors require only a single building material, [[metal]] doors require 3 bars to produce.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
A door has three main settings:&lt;br /&gt;
* '''{{k|l}} Permit Passage/Forbid Passage''': This {{k|l}}ocks or un{{k|l}}ocks the door to (most) all creatures. The door cannot be passed unless it is permitted again or destroyed. [[Dwarf|Dwarves]], wild and tame [[animals]], and most [[invader]]s will all be unable to pass. However, [[Thief|thieves]] can pick the locks of locked doors, and [[Building destroyer|building destroyers]] such as [[Troll|trolls]] will simply smash them down. [[Ghost|Ghosts]] can also open locked doors, leaving them unlocked after passing through.&lt;br /&gt;
&lt;br /&gt;
: (Note: This does not &amp;quot;[[Forbid]]&amp;quot; the door itself in the usual sense. It only &amp;quot;forbids &amp;lt;u&amp;gt;passage&amp;lt;/u&amp;gt;&amp;quot; - an unfortunate choice of words, perhaps, but hopefully not too confusing. Just think of {{k|l}}ock/un{{k|l}}ock and you'll be fine.)&lt;br /&gt;
&lt;br /&gt;
*'''{{k|o}} Keep Tightly Closed/Make Pet-passable''': This determines whether a door is left {{k|o}}pen to animals, allowing them to pass on their own. If set to &amp;quot;tightly closed&amp;quot;, then dwarves, invaders and other sentient creatures will not be hindered, but animals will typically be unable to pass through. Note that animals may still be able to dart past the door for the short time it is open while a dwarf or other sentient creature goes through.  (Or, say, a goblin that just so happened to be one of the 50 goblins that ambushed you was to open this door and let out those 500 ravenous [[Dog|Wardogs]].]) Because of [[path]]finding issues, this setting has been known to cause game lag.{{bug|797}} Obviously, if a door is {{k|l}}ocked, neither animals nor others may pass.&lt;br /&gt;
*'''{{k|s}} Set as Internal/Set as External''': A door {{k|s}}et as &amp;quot;internal&amp;quot; will not block room expansion in the [[room]]-designating interface.&lt;br /&gt;
&lt;br /&gt;
Doors can be connected to [[lever]]s or [[pressure plate]]s to open on command. A door that is connected to a lever ''cannot'' be opened and closed by a dwarf or animal any longer; it can only be opened and closed by pulling the lever.&lt;br /&gt;
&lt;br /&gt;
Doors also halt the movement of liquids ([[water]] and [[magma]]) in the manner of [[floodgate]]s, and can be used in the same ways if a passageway is narrow enough. The main differences between a door and a floodgate for fluid containment are:&lt;br /&gt;
* There is a delay in operating a floodgate with a lever, but no delay on a door.&lt;br /&gt;
* A door that's not linked to a lever can be opened or closed by a dwarf or an animal (unless locked and/or tightly closed); usually this is ''not'' what you want when there is an enormous amount of liquid on the other side of the door.&lt;br /&gt;
&lt;br /&gt;
Animals only try to path through doors/hatches improperly when they are unlocked and tightly sealed (the latter specifically meaning &amp;quot;animals cannot open&amp;quot;), so a mechanism-controlled door/hatch is also identical to a floodgate from a pathfinding perspective.&lt;br /&gt;
&lt;br /&gt;
Most wild animals do not have [CANOPENDOORS], so they can't open doors at all - presumably, Tame creatures are explicitly granted the ability to open pet-passable doors in your fortress.&lt;br /&gt;
&lt;br /&gt;
==Advanced Door Construction==&lt;br /&gt;
The ''placement'' requirement for a door is that it must be positioned cardinally adjacent to a wall ''at the time of placement designation''. That wall does not need to exist when the door is being constructed, nor does that wall need to exist for the door to continue to exist after it has been constructed.  Thinking on this, one might discover that doors can be placed side by side in continuous strings, given a little extra effort.&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═════&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═Π═══&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═ΠΠ══&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; font-size: 15px; white-space: pre; line-height: 16px; float: left; margin-right: 25px; border:1px solid #000;&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;.....&lt;br /&gt;
═ΠΠΠ═&lt;br /&gt;
.....&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You will normally begin the process by anchoring your first door placement designation against a constructed wall. Immediately afterwards, you can use the {{K|d}}esignations menu to {{K|n}}Remove constructions to clear a space for the next door. Once the space is clear, you can designate the construction of a second door, even before the first door has been constructed. Repeat the process for your third, fourth, fifth, etc. door until you are satisfied. You can continue the process indefinitely as long as you possess doors and constructed walls to anchor your placement designations. Note that natural stone walls do '''not''' work this way; digging out a natural wall will deconstruct any adjacent no-longer-supported doors. &lt;br /&gt;
&lt;br /&gt;
You can also use this strategy to unhook doors from walls and leave them as free standing structures. Why you would want to do this is up to you, but some players may find this useful for baiting [[building destroyer|building destroyers]] away from their fortress.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Any item on the same tile as a door will cause the door to be propped open, which makes it impossible to lock and will allow fluids in. Such items will also jam mechanically linked doors; in order for the door to be shut, the item must be cleared out and the lever or pressure plate must be triggered again.&lt;br /&gt;
&lt;br /&gt;
* A door destroys any fluid on its tile when it closes.&lt;br /&gt;
&lt;br /&gt;
* If any invaders do move past a door (locked or unlocked), they will &amp;quot;take control&amp;quot; of the door and you will be unable to change any {{K|q}}-settings. If you can successfully move a squad through that door, it will be retaken to your control, but the door will be returned in an unlocked state. A door set to be tightly-closed to animals will remain tightly closed when you retake it.&lt;br /&gt;
&lt;br /&gt;
* Locked doors unlocked by ghosts, unlike those taken by invaders, can be immediately re-locked by the player using the {{K|q}} menu as soon as the ghost finishes passing through.&lt;br /&gt;
&lt;br /&gt;
* Doors are a vital, if somewhat double-edged, component of [[Fortress defense]]. You could build your own shogunate castle by replacing your walls with doors, a tactic which will disorient your enemies with unlimited pathfinding options and provide your Hammerdwarves with excellent ambushing potential. Be warned, though: just as rice-paper walls have trouble keeping grown men at bay, you're going to have some [[fun]] with building destroyers. And thieves. Your haulers won't mind.&lt;br /&gt;
&lt;br /&gt;
* Artifact doors are indestructible, and may be used to [[DF2012 Talk:Door#Artifact doors indeed indistructible|filter out building destroyers]].&lt;br /&gt;
&lt;br /&gt;
* Doors block [[trade depot]] access, regardless of their settings. And, no, you cannot build three-wide doors as a 'caravan garage door' - you're better off using a [[bridge]] or linked [[floodgate|floodgates]] for that.&lt;br /&gt;
&lt;br /&gt;
* All doors are watertight, but dwarves may allow small amounts through when they open a door to pass. If you need doors to a watery area such as a reservoir for an artificial waterfall or flood trap, you can limit the mess from escaping water by making each exit an &amp;quot;airlock&amp;quot;: two doors enclosing a one- or two-tile room between the tank and the main hallway. The small amount of water that escapes will be contained in the room and evaporate. If the water level can potentially get too high to evaporate, channeling a drain and placing [[grate]]s or floor bars is even more effective.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Floor hatch]]&lt;br /&gt;
&lt;br /&gt;
{{buildings}}&lt;br /&gt;
{{Category|Furniture}}&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Sword&amp;diff=256434</id>
		<title>Sword</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Sword&amp;diff=256434"/>
		<updated>2021-01-26T22:17:22Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: moved the translation so it's not in such an awkward spot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Translation&lt;br /&gt;
| dwarven = dastot&lt;br /&gt;
| elvish  = ocade&lt;br /&gt;
| goblin  = oxox&lt;br /&gt;
| human   = thil&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{av}}'''Sword''' may refer to:&lt;br /&gt;
* [[Short sword]]&lt;br /&gt;
* [[Long sword]]&lt;br /&gt;
* [[Two-handed sword]]&lt;br /&gt;
* [[Scimitar]]&lt;br /&gt;
* [[training weapon|Training sword]], a near-useless [[wood]]en sword&lt;br /&gt;
&lt;br /&gt;
Swords are common slashing [[weapon]]s that vary by length and shape.&lt;br /&gt;
&lt;br /&gt;
{{disambig}}&lt;br /&gt;
[[ru:Sword]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255773</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=255773"/>
		<updated>2020-11-22T18:18:31Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: added burial bug note and moved language chart to the top of the file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Translation| dwarven = nasnökor | elvish = senoanaÿa | goblin = rotûstru | human = obmuthro}}&lt;br /&gt;
[[File:zombie_dwarf.jpg|thumb|190px|right|Body, Decomposed. Wrath, Active.]]&lt;br /&gt;
[[File:undead_stab.jpg|thumb|190px|right|A zombie being stabbed in the back. Drawn by [[Zach Adams]].]]&lt;br /&gt;
&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living [[creature]]s animated through fell [[magic]]. These [[night creature]]s can be created intentionally by a [[necromancer]], a [[mummy]] or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
&lt;br /&gt;
An undead may be formed of either the rotting husk, or the bones and shell of a being: the former is considered a zombie, and the latter a skeleton. &lt;br /&gt;
(Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of [[Necromancer|another]], but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find, where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are wilful beings, generally indistinguishable from living persons, and capable of great deception to ensure that nobody learns about their condition.) [[Ghost]]s are called undead in-game, but they are also not considered animated dead (as they lack a corporeal form). [[Intelligent undead]] are harder to categorize: while they are created in the same way as zombies and skeletons and may resemble them in appearance, they retain their intelligence and personalities and can also manifest [[DF2014:Intelligent_undead#Powers|strange magical powers]]. &lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand, or head, or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical, until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the [[hair]] or [[skin]], or even ''[[mussel]] [[shell]]s''. These are, however, predictably nonlethal, mostly serving as B-movie terror monster 'fodder' to scare your dwarves into running around. A body part can be resurrected as a zombie even if it has already done so and been de-animated again. However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, neck, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again. Likewise, destroying the structural integrity of an animate bodypart will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour. Some of the traits they generally possess are:&lt;br /&gt;
*Somewhat increased [[attribute|strength and toughness]] and reduced [[speed]]. (Before [[Release_information/0.42.05|0.42.05]], this bonus was much higher).&lt;br /&gt;
*Opposition to life, will be hostile to any non-undead and non-inorganic creatures in their vicinity.&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath.&lt;br /&gt;
*Undead status ({{token|NOT_LIVING}}), sterility, and fixed [[skill]] and [[attribute]] values (with no rust or gain).&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous undead that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skin and hair can potentially become undead. Reanimated skin and hair are easy to kill but will often frighten civilians; surrounding a butcher's shop with cage traps will help alleviate the problem. In addition, undead appear to retain the trading value of the original animal. &lt;br /&gt;
&lt;br /&gt;
Unintelligent undead such as those created by a necromancer or raised by an evil biome have no concern for their own wellbeing. Such zombies will not attempt to dodge, block, or parry blows. &lt;br /&gt;
&lt;br /&gt;
Larger undead who were [[building destroyer]]s in life can still destroy buildings, though undead with special attacks like webbing will not be able to use them (zombie [[dragon]]s, however, still use their breath). Undead thieves can still pick locks, but will not path to a locked [[door]] unless in pursuit of the living. If found underground, undead will usually path into a fort if they can. [[Aquatic]] creatures rendered undead are able to path through land, even if their living counterparts are unable to do so.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[Tower (necromancy)|tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life. These creatures are referred to by the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name—for example, a ''stray [[Guineafowl|guineahen]] unholy gloom husk''. The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc. Similar entities called [[infected ghoul]]s can be created by necromancers, which spread their form of the syndrome through their bites.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying. Perhaps worst of all, they may still be contaminated with the material leading to the transformation, &amp;quot;infecting&amp;quot; those with whom they wrestle in a chain reaction that can rapidly destroy a fortress if they are not stopped immediately.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
In the past, the undead were considered perhaps the greatest threat a fortress could ever face, only rivaled by the inhabitants of the [[hidden fun stuff]]. However, since the balance changes of [[Release_information/0.42.05|0.42.05]], any battle against them will be much more fair.&lt;br /&gt;
That said, the undead are not to be trifled with – they do not tire, feel no pain, have no useful articulations to damage, ignore injuries to their now-useless organs, do not fall unconscious, and are impervious to the effects of morale. Add to that that they often arrive in big numbers with [[necromancer]]s to reanimate them, and that [[semi-megabeast|the]] [[megabeast|greatest]] [[titan|of]] [[forgotten beast|beasts]] can be reanimated, and it comes off as no surprise that the undead can pose a great opportunity for [[fun]].&lt;br /&gt;
&lt;br /&gt;
As a rule, an individual dwarven undead should best an untrained living dwarf, but be relatively easily dispatched by an armed member of the [[military|militia]]. Physically larger undead are greater threats than their smaller brethren, and no undead army should be faced without a prepared militia.&lt;br /&gt;
&lt;br /&gt;
The undead cannot bleed out. Puncture wounds do little good for this reason, and likewise, choking is ineffective against their lack of breath. Pulping or severing (&amp;quot;flies/sails off in an arc!&amp;quot; etc.) an important structural body-part (head, neck, upper body, lower body) is guaranteed to kill an undead. [[Attack types#Blunt weapons|Blunt]] weapons are effective against animated corpses because they inflict pulping damage, mangling the zombies so badly that they cannot rise up again, without severing body parts that might reanimate. Of those commonly available to dwarves, [[mace]]s are more efficient at pulping than [[war hammer]]s. [[Flail]]s are better still if one can acquire them. Beheading appears to sometimes work less reliably – this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}. Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present. The more body parts are about, the more fodder for animation is present. In this case, it is wisest to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverize them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again. A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand. Undead animals can be disposed of by cage-trapping them and trading them away to passing merchants. [[Crossbow]] bolts and other ranged weapons are essentially useless against undead of even moderate size, even if they can theoretically kill them if one of the previously mentioned important body-parts is destroyed by the shot. Against particularly small enemies like a kea or raccoon, bolts and arrows can be capable of severing limbs and ultimately finishing the job - but against anything more substantial like your average goblin, a squad of marksdwarves can spend multiple ''years'' and quiver after quiver of ammunition before ever dealing a lethal blow. This can be useful for rapidly training marksdwarves with a small number of targets, but may be undesirable if you're making a last stand or had intended to thin the horde before the melee started. &lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges may carry equipment, including weaponry and armor. While such undead will neither block nor parry, they are perfectly capable of using their weapons to inflict damage upon your dwarves, and the armor they carry makes them much more difficult to put down. Against an armored zombie, hammers will be more effective than maces, as they have higher armor penetration while still inflicting blunt damage. &lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may require utmost caution. Any thrall carrying a melee weapon or armour (let alone any combat skills of its own, which it will retain the use of) can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice – Armok help you if the thrall in question used to be one of your best soldiers. A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
Of course, the undead do not have to be beaten through direct combat. [[Trap]]s and [[dwarven atom smasher|atom smashers]] are among the many indirect ways to neutralize them. [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general. The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again. Magma kills zombies fairly slowly though. &lt;br /&gt;
&lt;br /&gt;
As unintelligent undead do not make any attempt to avoid attacks, they are particularly susceptible to even low quality weapon traps. This property can be exploited in [[trap_design|trap design]], as no-quality weapon traps will still be lethal to the undead hordes while typically allowing the horde's masters to leap out of the way, potentially [[cage|somewhere]] [[Pit_trap|nice]]. &lt;br /&gt;
&lt;br /&gt;
[[Discipline]] is a big obstacle to directly confronting a zombie horde. Without enough discipline, a troop sent to fight them may instead decide to flee in terror from such abominations of nature. As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up and add to the horde's numbers. It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers. Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}. This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets. Additionally, the very act of fighting undead makes dwarves more vulnerable to insanity (particularly if the undead was acquainted with the dwarf fighting it in its former life), which must be countered with as many sources of good thoughts as possible.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place. However, there are also reports of undead wildlife being encountered in areas bordering such places.{{verify}}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Undead caught in [[cage trap]]s can be used to rapidly train marksdwarves, or for fortress defense and executions if you are able to recapture them afterwards. They are hostile to every living creature, including [[siege|siegers]], [[megabeast]]s, [[forgotten beast]]s, [[elf|hippies]], [[snatcher]]s, [[noble|annoying residents]], and [[cavern]] inhabitants. Build a cunning trap involving caged undead [[elephant]]s, and release them upon an unsuspecting victim! Zombie elephant insurance not included. &lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack necromancers or other undead like vampires or mummies.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps that were known to them in life.&lt;br /&gt;
* Undead animals, even their animated body parts, retain their original animal value and can be traded to merchants for extra profit.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
* Enthralled dwarves in a fortress which is retired or abandoned can appear as part of a migrant wave, causing lots of [[Fun]].&lt;br /&gt;
* '''With the addition of jumping, they can jump over 2-tile thick moats'''.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Dwarves will never report someone who was reanimated before their body was discovered as dead, even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
* Bone stacks obtained from the severed limbs of undead sentient creatures are useable in crafting even though bones stacks rotted from the limbs of the living are off-limits. &lt;br /&gt;
* Undead [[echidna]], [[echidna man]], [[giant echidna]], [[hedgehog]], [[giant hedgehog]] and [[hedgehog man]] can be at the same time curled up (and therefore impossible to destroy), moving and attacking. Modding may be used as a workaround.{{bug|11463}}{{bug|10519}}.&lt;br /&gt;
*Dwarves fail to bury remains of reanimated corpses.{{bug|10396}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{category|Creatures}}&lt;br /&gt;
[[ru:Undead]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=249641</id>
		<title>Stress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Stress&amp;diff=249641"/>
		<updated>2020-01-06T19:14:29Z</updated>

		<summary type="html">&lt;p&gt;Stinkhorn: /* Altering the raws */ added [NATURAL_SKILL:DISCIPLINE:#] tag info to the stress management options&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|20:09, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{new in|0.40.14}}&lt;br /&gt;
{{buggy}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
'''Stress''' is a condition that is similar to unhappiness in earlier versions. It will cause the dwarf to flash with a downward red arrow, and {{DFtext|Over the long term, Urist McStressed has been under a great deal of stress|6:1}} will show on their [[thoughts and preferences]] tab.&lt;br /&gt;
&lt;br /&gt;
Dwarves under stress for long periods of time will develop worse symptoms of stress level: {{DFtext|Urist McStressed has become haggard and drawn due to the tremendous stresses placed on him|4:1}}. In the short-term, excessive levels of stress will lead to temporary '''emotional breakdowns''' - throwing [[tantrum]]s, slipping into [[depression]], or stumbling around [[oblivious]]ly. In the long-term, excessive levels of stress may lead to '''[[insanity]]'''.&lt;br /&gt;
&lt;br /&gt;
Animals can also be stressed, which seems to happen when an animal has been constrained for a long time.&lt;br /&gt;
&lt;br /&gt;
Internally, stress level is tracked with one number, where a negative number is good and a positive number is bad. It is not possible to view this number without third-party [[utilities]].&lt;br /&gt;
&lt;br /&gt;
Stress ranges from -1000000 to +1000000, and the negative effects start appearing at +100000, +250000, and +500000.&lt;br /&gt;
&lt;br /&gt;
Stress itself gradually increases or decreases based on the emotions visible on the dwarf's Thoughts and Preferences screen - it basically adds up all of the positive emotions (to reduce stress) and the negative emotions (to increase stress) with appropriate weights on each one (since some emotions are much stronger than others), caps the two sums at 500, adjusts the stress boost based on the dwarf's Stress Vulnerability personality trait, then takes the difference and adds it to the dwarf's current stress level. &lt;br /&gt;
&lt;br /&gt;
== Managing Stress ==&lt;br /&gt;
&lt;br /&gt;
Here is a general guide on [[DF2014:Keeping_your_dwarves_unstressed|keeping your dwarves unstressed]].&lt;br /&gt;
&lt;br /&gt;
In v0.44.12 stress is bugged and very difficult to manage; dealing with it in-game typically involves a lot of micromanaging, which is decidedly un-fun. The problems include dwarves not socializing properly, requiring very specific food because it's their favorite, being away from family without any way for them to visit, and obsessively mulling over negative thoughts from rain, snow and seeing corpses, all of which lead to stress. Often those negative thoughts compound and heavily outweigh any positive thoughts they also have, leading to a fort where nobody works at anything but [[Tantrum|trying to kill each other]], but there are many workarounds; here are some helpful tips for dealing with stress in '''v0.44.12'''.&lt;br /&gt;
&lt;br /&gt;
=== Altering the raws ===&lt;br /&gt;
&lt;br /&gt;
* The easiest method is to alter the [[raw file]]s that control stress vulnerability. The dwarven file is found at /raw/objects/creature_standard.txt.  Inside that file under ``[CREATURE:DWARF]``, you will find {{token|PERSONALITY|creature|STRESS_VULNERABILITY:0:45:100}}. These numbers are dwarves' minimum (0), average (45), and maximum (100) capacity for stress.  Changing these values will cap stress vulnerability on all dwarves - for instance, ``0:30:70`` would limit the [[Personality_trait#Facets|maximum stress possible]] to the range of &amp;quot;High&amp;quot;, meaning that you can still get stress problems, but to a more manageable degree.  Making the values ``0:0:0`` would make all dwarves immune to stress entirely.  You do not need to generate a new world for this to work (if you want this fix to apply to an existing save, edit the raw file in data/save/(your world)/raw/objects instead).&lt;br /&gt;
* Another large source of stress is seeing corpses, cleaning up after a battle can stack stress from the {{DFtext|horrified|4:1}} emotion. A way to prevent this is to edit the Dwarf [[raw file]]s by adding the tag {{token|NATURAL_SKILL|creature|DISCIPLINE:#}}, where # is a value 1-15. ``[NATURAL_SKILL:DISCIPLINE:5]`` would make all dwarves [[Skill#Skill_level_names|Proficient]] in [[Discipline]], making them able to see and handle corpses without major effects. Making the value ``[NATURAL_SKILL:DISCIPLINE:15]`` would make them all [[Skill#Skill_level_names|Legendary]] in [[Discipline]], making them effectively immune to stress from corpses as well as preventing panic in battle.&lt;br /&gt;
* Weather is a huge cause of negative thoughts because dwarves hate nature and don't like to be rained on. Weather can be disabled by changing ``[WEATHER:YES]`` to ``[WEATHER:NO]`` in [[d_init.txt]]. The [[Utility:Lazy Newb Pack|Lazy Newb Pack]] also offers a control to toggle weather.&lt;br /&gt;
&lt;br /&gt;
=== DFHack Solutions ===&lt;br /&gt;
&lt;br /&gt;
If you are using [[Utility:DFHack|DFHack]] there are several helpful terminal commands you can run to improve your situation. &lt;br /&gt;
&lt;br /&gt;
* The command ``remove-stress -all`` will reset all units in your fort to -1,000,000 stress.&lt;br /&gt;
* The command ``fillneeds -all`` will fill the unmet needs of all units in your fort. Running this along with ``remove-stress -all`` will prevent almost any stress problems in a fort for at least a few months.  It is recommended to run these two commands whenever stress is starting to get out of control.&lt;br /&gt;
* The command ``brainwash`` will permanently alter a single selected unit's personality.  There are several options, including ``ideal``, ``baseline``, and ``stepford``. ``brainwash ideal`` will make a unit generally positive, ``brainwash baseline`` will make all traits average and ``brainwash stepford`` amplifies all good qualities to an excessive degree.  Using ``ideal`` and ``stepford`` are probably the best options for stress management.&lt;br /&gt;
&lt;br /&gt;
=== Vanilla Options ===&lt;br /&gt;
&lt;br /&gt;
For those who don't want to use DFHack or edit the raws, you can try to [[Emigration|exile]] all dwarves with stress problems. To expel a dwarf, {{K|v}}iew their {{K|p}}rofessions, and choose {{K|e}}xpel.&lt;br /&gt;
&lt;br /&gt;
'''Problems with exiling'''&lt;br /&gt;
* Nobles can't be exiled&lt;br /&gt;
* Some dwarves can't be exiled because of a [http://www.bay12games.com/dwarves/mantisbt/view.php?id=10848 &amp;quot;Child is not present&amp;quot; bug]. &lt;br /&gt;
* Exiled (and stressed) dwarves from one player fortress will often show up in a new fortress in the same world, making it very hard to have multiple fortresses without having major stress problems.&lt;br /&gt;
* Some exiled dwarves have been reported to return to a fort, it's unclear if by migration wave or as visitors. This is rare and hasn't been verified but it is a possible bug that needs research.{{verify}}&lt;br /&gt;
&lt;br /&gt;
== Stress factors ==&lt;br /&gt;
Stress is affected by the [[emotion]]s a dwarf experiences upon encountering certain circumstances; these encounters are temporarily shown as [[thought]]s in the dwarf's [[profile]], though the resulting stress can linger long after the thoughts are gone. The strength of the emotions (and the resulting stress values) vary based on the dwarf's [[personality]]. [http://www.bay12forums.com/smf/index.php?topic=170698.0 Controlled testing] has shown that these sources of stress build up less in dwarves with high [BRAVERY] and low [STRESS_VULNERABILITY]. [ANXIETY_PROPENSITY] affects the rate at which dwarves dissipate stress. For example, being out in the sun seems to affect dwarves quite strongly in terms of stress.&lt;br /&gt;
&lt;br /&gt;
Emotions and the level of stress or stress relief they cause are detailed in the table of [[emotion]]s. Note that one event may cause different emotions for different dwarves (and, occasionally, for the same dwarf). The exact mechanisms of how it's decided what emotions are to follow are as of yet unclear, but there's a general consensus that it depends on both severity of factors and the personality of the dwarf in question.&lt;br /&gt;
&lt;br /&gt;
Here is a partial table of emotions and what they can be caused by:&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Emotion&lt;br /&gt;
!Cause&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|adoration|3:1}}&lt;br /&gt;
|Giving birth to a [[baby]], becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|admiration|3:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|affection|3:1}}&lt;br /&gt;
|Interacting with a [[pet]], adopting a new [[pet]], forming a bond with the [[animal training|trained]] animal, talking with a [[friend]], making a new [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aroused|3:1}}&lt;br /&gt;
|Talking with the spouse, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|caring|3:1}}&lt;br /&gt;
|Giving somebody [[food]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empathy|3:1}}&lt;br /&gt;
|Being yelled at/cried on by an unhappy citizen&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enraptured|3:1}}&lt;br /&gt;
|Communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|fondness|3:1}}&lt;br /&gt;
|Making a new [[friend]], talking with a [[friend]] or a sibling, interacting with a [[pet]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gratitude|3:1}}&lt;br /&gt;
|Being rescued, receiving [[water]] or [[food]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being elected as [[mayor]], [[sparring]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lustful|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|love|3:1}}&lt;br /&gt;
|Talking with a parent, spouse, or child, gaining a sibling&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|passionate|3:1}}&lt;br /&gt;
|Talking with the spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|pleasure|3:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], acquiring well-crafted items, putting on a well-crafted/exceptional item, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|proud|3:1}}&lt;br /&gt;
|Owning a high quality [[furniture]], being elected as a [[mayor]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|repentant|3:1}}&lt;br /&gt;
|Being confined&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sympathy|3:1}}&lt;br /&gt;
|Giving somebody [[water]] or [[food]], bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|tenderness|3:1}}&lt;br /&gt;
|Talking with the spouse, bringing somebody to [[rest]] in bed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|amused|2:1}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|blissful|2:1}}&lt;br /&gt;
|Dining in a legendary [[dining room]], sleeping in a good [[bedroom]]/great [[bedroom]]/[[bedroom]] like a personal palace, having a bath, becoming a parent, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|content|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, eating a fine/pretty decent meal, having a fine/pretty decent drink, putting on a well-crafted/finely-crafted/superior item, sleeping in a [[bedroom]] like a personal palace, having a bath, being near to a [[waterfall]], discussing or pondering a [[topic]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|delighted|2:1}}&lt;br /&gt;
|Eating a truly decent/legendary meal, putting on an exceptional item, being near to a [[waterfall]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|elated|2:1}}&lt;br /&gt;
|Having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|enjoyment|2:1}}&lt;br /&gt;
|Being near to favourite [[animal]] in a [[cage]], [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing with [[toy]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, playing make believe&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|euphoric|2:1}}&lt;br /&gt;
|[[Alcohol|Drinking]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|expectant|2:1}}&lt;br /&gt;
|Discussing or pondering {[[topic]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|free|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gaiety|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|happy|2:1}}&lt;br /&gt;
|Adopting a new [[pet]], being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hope|2:1}}&lt;br /&gt;
|Being released from confinement&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|jovial|2:1}}&lt;br /&gt;
|Having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|joy|2:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|relieved|2:1}}&lt;br /&gt;
|Being rescued, bringing somebody to [[rest]] in bed, eating vermin to survive, having [[justice|punishment]] delayed, being near to a [[waterfall]], being released from confinement, yelling at/crying on [[mayor|somebody in charge]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|satisfied|2:1}}&lt;br /&gt;
|Receiving [[water]] or [[food]], being successful at work, mastering a [[skill]], teaching a [[skill]], producing a [[masterwork]], creating an [[artifact]], improving a [[skill]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, felling a [[tree]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[slaughter]]ing an animal&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, [[cage|caging]] a [[creature]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being granted residency&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of independence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of law&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of leisure time&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of friendship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of knowledge&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of eloquence&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of power&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|triumph|2:1}}&lt;br /&gt;
|Killing somebody, being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|optimistic|2:1}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, having a [[mandate]] deadline met&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|astonished|1:1}}&lt;br /&gt;
|Having [[justice|punishment]] reduced, having [[justice|punishment]] delayed, being [[mayor|elected]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|awe|1:1}}&lt;br /&gt;
|Being next to completely sublime [[furniture]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|excited|1:1}}&lt;br /&gt;
|[[Performer|Performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|eager|1:1}}&lt;br /&gt;
|Being [[mayor|elected]]/re-elected&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exhilarated|1:1}}&lt;br /&gt;
|Being [[combat|attacked]], getting into an argument, a [[sparring]] session, [[Performer|performing]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|interested|1:1}}&lt;br /&gt;
|Being next to fine/very fine/splendid/completely sublime [[furniture]], learning [[necromancer|the secrets of life and death]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being taught a [[skill]], reading a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of nature&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing nuances of craftsmanship&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of fairness&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, viewing something on display&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.01|v0.44.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|wonder|1:1}}&lt;br /&gt;
|Being taught a [[skill]], learning a [[book]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, communing with {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the worthlessness of perseverance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of competition&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of cooperation&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, realizing the value of loyalty&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|accepting|7:0}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]], having a [[mandate]] ignored, being caught in the [[rain]], being forced to drink [[vomit]], being forced to endure the decay of a [[pet]], retching on a [[miasma]], having to conduct an official [[meeting]] in a bedroom (many negative memories may change to acceptance as a result of the personality-change system&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.44.11|v0.44.11]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;)&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ambivalent|7:0}}&lt;br /&gt;
|Delayed punishment of a [[crime|criminal]], putting on a well-crafted/finely-crafted item&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grim satisfaction|5:1}}&lt;br /&gt;
|Seeing somebody's death&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|suspicious|5:1}}&lt;br /&gt;
|Having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|aggravated|6:0}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|agitated|6:0}}&lt;br /&gt;
|Being utterly [[sleep]]-deprived&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|annoyed|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating without a [[table]] or [[chair]], eating without a proper [[dining room]], [[sleep]]ing on dirt/rocks/cave floor/in the grass, drinking water without a [[well]], suffering a minor [[injury]], choking on [[cave-in]] dust, choking on [[smoke]], being accosted by hated [[vermin]], being pestered by [[fly|flies]], drinking without a [[goblet]], [[cup]] or [[mug]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anxious|6:0}}&lt;br /&gt;
|Discussing/pondering (topic)&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bitter|6:0}}&lt;br /&gt;
|Wearing tattered [[clothes]], getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|bored|6:0}}&lt;br /&gt;
|Watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to hear eloquent speech&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|confused|6:0}}&lt;br /&gt;
|Being knocked out during a [[cave-in]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|contemptuous|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dejected|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], wearing tattered [[clothes]], lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of introspection&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disappointed|6:0}}&lt;br /&gt;
|Having a [[mandate]] deadline missed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disillusioned|6:0}}&lt;br /&gt;
|An [[animal]] was convicted of a [[crime]] &lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|dislike|6:0}}&lt;br /&gt;
|Talking to [[grudge|somebody annoying]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|embarrassed|6:0}}&lt;br /&gt;
|Sleeping without a proper [[room]], sleeping on a dirt/rocks/cave floor/in the grass, wearing tattered [[clothes]], having no [[clothes|shirt]], having no [[clothes|shoes]], being [[clothes|uncovered]], watching a [[performer|performance]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|exasperated|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frustrated|6:0}}&lt;br /&gt;
|Considering the scarcity of cages and chains, having a [[mandate]] ignored, nobody could be punished for a [[mandate]] failure, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a skill&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|gloomy|6:0}}&lt;br /&gt;
|Being [[Cave adaptation|out in the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|glum|6:0}}&lt;br /&gt;
|Getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grouchy|6:0}}&lt;br /&gt;
|Being caught in the [[rain]], being caught in a [[weather|snow storm]], being [[cave adaptation|out in the sun]], eating the same old [[food]], drinking the same old [[booze]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|guilty|6:0}}&lt;br /&gt;
|Being confined, being able to [[rest]] and recuperate, being rescued&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|indignant|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], delayed punishment of a [[crime|criminal]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|insulted|6:0}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) [[friend]], getting into an argument&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|irritated|6:0}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being [[hungry]]/[[thirsty]]/[[sleep|drowsy]], eating at crowded [[table]], wearing old/tattered [[clothes]], sleeping uneasily due to [[noise]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|isolated|6:0}}&lt;br /&gt;
|Being unable to find [[mayor|somebody in charge]] to yell at&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|lonely|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from [[friend]]s&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from people&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make romance&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|regretful|6:0}}&lt;br /&gt;
|Toppling something over, starting a fist fight, throwing something, becoming a parent&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|resentful|6:0}}&lt;br /&gt;
|Giving somebody [[water]], experiencing trauma, getting into an argument&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|restless|6:0}}&lt;br /&gt;
|Being able to [[rest]] and recuperate, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to learn&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to use abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of trouble-making&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|self-pity|6:0}}&lt;br /&gt;
|Being away from family&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being away from friends&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to argue&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to fight&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to make merry&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a craft&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to practice a martial art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to wander&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of abstract thinking&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unoccupied&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, doing nothing creative&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, not learning anything&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally leading an unexciting life&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|uneasy|6:0}}&lt;br /&gt;
|Being near to hated [[vermin]] in a [[cage]], being caught in [[evil weather|freakish weather]], seeing somebody's [[corpse|dead body]], being [[clothing|uncovered]], retching on a [[miasma]], being [[combat|attacked]], being attacked by [[undead|the dead]], giving birth to a [[baby]], being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to help anybody&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to admire art&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to acquire something&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, generally being unable to take it easy&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|worried|6:0}}&lt;br /&gt;
|Lack of decent meals&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being kept from [[alcohol]]&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to pray to {[[deity]]}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;, being unable to be extravagant&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|anguish|6:1}}&lt;br /&gt;
|Experiencing a [[miscarriage]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ashamed|6:1}}&lt;br /&gt;
|Eating without a [[chair]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|despair|6:1}}&lt;br /&gt;
|Being caught in [[evil weather|freakish weather]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|disgusted|6:1}}&lt;br /&gt;
|Retching on a [[miasma]], being [[cave adaptation|nauseated by the sun]], drinking water from [[murky pool]], being caught in [[evil weather|freakish weather]], being forced to eat [[vermin]], being forced to drink [[vomit]], being forced to endure the decay of a (dead) [[pet]], being accosted by hated [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|distressed|6:1}}&lt;br /&gt;
|Being pestered by [[fly|flies]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|empty|6:1}}&lt;br /&gt;
|Having a [[masterwork]] destroyed&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|existential crisis|6:1}}&lt;br /&gt;
|Being unable to advance the study of {topic}&amp;lt;small&amp;gt;&amp;lt;sup&amp;gt;[[:Category:Version 0.42.01|v0.42.01]]&amp;lt;/sup&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|frightened|6:1}}&lt;br /&gt;
|Being haunted by [[ghost|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|grieved|6:1}}&lt;br /&gt;
|Unexpected [[death]] of somebody&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|hopeless|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being [[cave adaptation|nauseated by the sun]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|humiliated|6:1}}&lt;br /&gt;
|Eating without a [[table]] or [[chair]], wearing tattered [[clothes]], being [[clothes|uncovered]], not having any [[room]]s, having a [[mandate]] ignored&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|mortified|6:1}}&lt;br /&gt;
|Being forced to eat [[vermin]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|panicked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], being starving/dehydrated&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|sad|6:1}}&lt;br /&gt;
|Being separated from a loved one/loved ones, retching on a [[miasma]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shaken|6:1}}&lt;br /&gt;
|Suffering a major [[injury]], being knocked out during [[cave-in]], being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|shocked|6:1}}&lt;br /&gt;
|Being [[combat|attacked]], unexpected [[death]] of somebody, having a [[masterwork]] destroyed or [[thief|stolen]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|alarmed|4:1}}&lt;br /&gt;
|Seeing somebody's [[corpse|dead body]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|afraid|4:1}}&lt;br /&gt;
|Experiencing trauma&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|angry|4:1}}&lt;br /&gt;
|Getting into an argument, being forced to endure the decay of a (dead) [[friend]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|ferocity|4:1}}&lt;br /&gt;
|Being [[combat|attacked]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|horrified|4:1}}&lt;br /&gt;
|Seeing somebody die, seeing somebody's [[corpse|dead body]], being caught in a [[evil weather|freakish weather]], being haunted by [[ghost|the dead]], being attacked by [[undead|the dead]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|loathing|4:1}}&lt;br /&gt;
|Being [[cave adaptation|out in the sun]], being beaten up in the course of [[justice|dwarven justice]] or otherwise&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|outraged|4:1}}&lt;br /&gt;
|Being forced to endure the decay of a (dead) child/spouse&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|terrified|4:1}}&lt;br /&gt;
|Being in [[combat|conflict]]&lt;br /&gt;
|-&lt;br /&gt;
|{{DFtext|vengeful|4:1}}&lt;br /&gt;
|Joining an existing [[combat|conflict]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Bug==&lt;br /&gt;
*Dwarves can quickly become stressed by exposure to corpses and body parts. {{bug|7435}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
[[ru:Stress]]&lt;/div&gt;</summary>
		<author><name>Stinkhorn</name></author>
	</entry>
</feed>